mirror of https://github.com/sotrh/learn-wgpu
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233 lines
8.0 KiB
Rust
233 lines
8.0 KiB
Rust
use std::iter;
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use winit::{
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event::*,
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event_loop::EventLoop,
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keyboard::{KeyCode, PhysicalKey},
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window::{Window, WindowBuilder},
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};
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struct State<'a> {
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#[allow(dead_code)]
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instance: wgpu::Instance,
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#[allow(dead_code)]
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adapter: wgpu::Adapter,
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surface: wgpu::Surface<'a>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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clear_color: wgpu::Color,
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window: &'a Window,
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}
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impl<'a> State<'a> {
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async fn new(window: &'a Window) -> State<'a> {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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});
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// # Safety
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//
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// The surface needs to live as long as the window that created it.
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// State owns the window so this should be safe.
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let surface = instance.create_surface(window).unwrap();
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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// WebGL doesn't support all of wgpu's features, so if
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// we're building for the web we'll have to disable some.
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required_limits: if cfg!(target_arch = "wasm32") {
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wgpu::Limits::downlevel_webgl2_defaults()
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} else {
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wgpu::Limits::default()
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},
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},
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None, // Trace path
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)
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.await
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.unwrap();
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let surface_caps = surface.get_capabilities(&adapter);
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// Shader code in this tutorial assumes an Srgb surface texture. Using a different
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// one will result all the colors comming out darker. If you want to support non
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// Srgb surfaces, you'll need to account for that when drawing to the frame.
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let surface_format = surface_caps
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.formats
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.iter()
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.copied()
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.find(|f| f.is_srgb())
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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desired_maximum_frame_latency: 2,
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view_formats: vec![],
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};
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let clear_color = wgpu::Color::BLACK;
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Self {
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instance,
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adapter,
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surface,
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device,
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queue,
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config,
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clear_color,
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size,
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window,
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}
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}
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fn window(&self) -> &Window {
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&self.window
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}
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pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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}
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fn input(&mut self, event: &WindowEvent) -> bool {
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match event {
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WindowEvent::CursorMoved { position, .. } => {
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self.clear_color = wgpu::Color {
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r: position.x as f64 / self.size.width as f64,
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g: position.y as f64 / self.size.height as f64,
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b: 1.0,
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a: 1.0,
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};
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true
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}
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_ => false,
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}
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}
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fn update(&mut self) {}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(self.clear_color),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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}
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self.queue.submit(iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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fn main() {
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pollster::block_on(run());
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}
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async fn run() {
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env_logger::init();
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let event_loop = EventLoop::new().unwrap();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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// State::new uses async code, so we're going to wait for it to finish
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let mut state = State::new(&window).await;
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event_loop
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.run(move |event, control_flow| {
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match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == state.window().id() => {
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if !state.input(event) {
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match event {
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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event:
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KeyEvent {
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state: ElementState::Pressed,
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physical_key: PhysicalKey::Code(KeyCode::Escape),
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..
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},
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..
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} => control_flow.exit(),
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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}
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WindowEvent::RedrawRequested => {
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state.window().request_redraw();
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state.update();
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match state.render() {
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Ok(_) => {}
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// Reconfigure the surface if it's lost or outdated
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Err(
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wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated,
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) => state.resize(state.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => {
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log::error!("OutOfMemory");
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control_flow.exit();
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}
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// We're ignoring timeouts
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Err(wgpu::SurfaceError::Timeout) => {
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log::warn!("Surface timeout")
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}
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}
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}
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_ => {}
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}
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}
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}
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_ => {}
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}
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})
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.unwrap();
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}
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