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learn-wgpu/code/beginner/tutorial4-buffer/src/challenge.rs

434 lines
15 KiB
Rust

use std::iter;
use wgpu::util::DeviceExt;
use winit::{
event::*,
event_loop::EventLoop,
keyboard::{KeyCode, PhysicalKey},
window::{Window, WindowBuilder},
};
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
position: [f32; 3],
color: [f32; 3],
}
impl Vertex {
fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x3,
},
],
}
}
}
const VERTICES: &[Vertex] = &[
Vertex {
position: [-0.0868241, 0.49240386, 0.0],
color: [0.5, 0.0, 0.5],
}, // A
Vertex {
position: [-0.49513406, 0.06958647, 0.0],
color: [0.5, 0.0, 0.5],
}, // B
Vertex {
position: [-0.21918549, -0.44939706, 0.0],
color: [0.5, 0.0, 0.5],
}, // C
Vertex {
position: [0.35966998, -0.3473291, 0.0],
color: [0.5, 0.0, 0.5],
}, // D
Vertex {
position: [0.44147372, 0.2347359, 0.0],
color: [0.5, 0.0, 0.5],
}, // E
];
const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
struct State<'a> {
surface: wgpu::Surface<'a>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
challenge_vertex_buffer: wgpu::Buffer,
challenge_index_buffer: wgpu::Buffer,
num_challenge_indices: u32,
use_complex: bool,
size: winit::dpi::PhysicalSize<u32>,
window: &'a Window,
}
impl<'a> State<'a> {
async fn new(window: &'a Window) -> State<'a> {
let size = window.inner_size();
// The instance is a handle to our GPU
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
#[cfg(not(target_arch="wasm32"))]
backends: wgpu::Backends::PRIMARY,
#[cfg(target_arch="wasm32")]
backends: wgpu::Backends::GL,
..Default::default()
});
// # Safety
//
// The surface needs to live as long as the window that created it.
// State owns the window so this should be safe.
let surface = instance.create_surface(window).unwrap();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
// WebGL doesn't support all of wgpu's features, so if
// we're building for the web we'll have to disable some.
required_limits: if cfg!(target_arch = "wasm32") {
wgpu::Limits::downlevel_webgl2_defaults()
} else {
wgpu::Limits::default()
},
},
None, // Trace path
)
.await
.unwrap();
let surface_caps = surface.get_capabilities(&adapter);
// Shader code in this tutorial assumes an Srgb surface texture. Using a different
// one will result all the colors comming out darker. If you want to support non
// Srgb surfaces, you'll need to account for that when drawing to the frame.
let surface_format = surface_caps
.formats
.iter()
.copied()
.find(|f| f.is_srgb())
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[Vertex::desc()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::REPLACE,
}),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
// or Features::POLYGON_MODE_POINT
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLIP_CONTROL
unclipped_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
// If the pipeline will be used with a multiview render pass, this
// indicates how many array layers the attachments will have.
multiview: None,
});
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(INDICES),
usage: wgpu::BufferUsages::INDEX,
});
let num_indices = INDICES.len() as u32;
let num_vertices = 16;
let angle = std::f32::consts::PI * 2.0 / num_vertices as f32;
let challenge_verts = (0..num_vertices)
.map(|i| {
let theta = angle * i as f32;
Vertex {
position: [0.5 * theta.cos(), -0.5 * theta.sin(), 0.0],
color: [(1.0 + theta.cos()) / 2.0, (1.0 + theta.sin()) / 2.0, 1.0],
}
})
.collect::<Vec<_>>();
let num_triangles = num_vertices - 2;
let challenge_indices = (1u16..num_triangles + 1)
.into_iter()
.flat_map(|i| vec![i + 1, i, 0])
.collect::<Vec<_>>();
let num_challenge_indices = challenge_indices.len() as u32;
let challenge_vertex_buffer =
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Challenge Vertex Buffer"),
contents: bytemuck::cast_slice(&challenge_verts),
usage: wgpu::BufferUsages::VERTEX,
});
let challenge_index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Challenge Index Buffer"),
contents: bytemuck::cast_slice(&challenge_indices),
usage: wgpu::BufferUsages::INDEX,
});
let use_complex = false;
Self {
surface,
device,
queue,
config,
render_pipeline,
vertex_buffer,
index_buffer,
num_indices,
challenge_vertex_buffer,
challenge_index_buffer,
num_challenge_indices,
use_complex,
size,
window,
}
}
pub fn window(&self) -> &Window {
&self.window
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}
fn input(&mut self, event: &WindowEvent) -> bool {
match event {
WindowEvent::KeyboardInput {
event:
KeyEvent {
state,
physical_key: PhysicalKey::Code(KeyCode::Space),
..
},
..
} => {
self.use_complex = *state == ElementState::Pressed;
true
}
_ => false,
}
}
fn update(&mut self) {}
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&self.render_pipeline);
let data = if self.use_complex {
(
&self.challenge_vertex_buffer,
&self.challenge_index_buffer,
self.num_challenge_indices,
)
} else {
(&self.vertex_buffer, &self.index_buffer, self.num_indices)
};
render_pass.set_vertex_buffer(0, data.0.slice(..));
render_pass.set_index_buffer(data.1.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..data.2, 0, 0..1);
}
self.queue.submit(iter::once(encoder.finish()));
output.present();
Ok(())
}
}
fn main() {
pollster::block_on(run());
}
async fn run() {
env_logger::init();
let event_loop = EventLoop::new().unwrap();
let window = WindowBuilder::new().build(&event_loop).unwrap();
// State::new uses async code, so we're going to wait for it to finish
let mut state = State::new(&window).await;
let mut surface_configured = false;
event_loop
.run(move |event, control_flow| {
match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == state.window().id() => {
if !state.input(event) {
match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
event:
KeyEvent {
state: ElementState::Pressed,
physical_key: PhysicalKey::Code(KeyCode::Escape),
..
},
..
} => control_flow.exit(),
WindowEvent::Resized(physical_size) => {
surface_configured = true;
state.resize(*physical_size);
}
WindowEvent::RedrawRequested => {
// This tells winit that we want another frame after this one
state.window().request_redraw();
if !surface_configured {
return;
}
state.update();
match state.render() {
Ok(_) => {}
// Reconfigure the surface if it's lost or outdated
Err(
wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated,
) => state.resize(state.size),
// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => {
log::error!("OutOfMemory");
control_flow.exit();
}
// This happens when the a frame takes too long to present
Err(wgpu::SurfaceError::Timeout) => {
log::warn!("Surface timeout")
}
}
}
_ => {}
}
}
}
_ => {}
}
})
.unwrap();
}