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learn-wgpu/code/beginner/tutorial3-pipeline/src/challenge.rs

280 lines
9.8 KiB
Rust

use std::iter;
use winit::{
event::*,
event_loop::{ControlFlow, EventLoop},
window::{Window, WindowBuilder},
};
struct State {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
sc_desc: wgpu::SwapChainDescriptor,
swap_chain: wgpu::SwapChain,
size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
challenge_render_pipeline: wgpu::RenderPipeline,
use_color: bool,
}
impl State {
async fn new(window: &Window) -> Self {
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::BackendBit::PRIMARY);
let surface = unsafe { instance.create_surface(window) };
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::Default,
compatible_surface: Some(&surface),
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
shader_validation: true,
},
None, // Trace path
)
.await
.unwrap();
let sc_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
let vs_module = device.create_shader_module(wgpu::include_spirv!("shader.vert.spv"));
let fs_module = device.create_shader_module(wgpu::include_spirv!("shader.frag.spv"));
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_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
clamp_depth: false,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: sc_desc.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
let vs_module = device.create_shader_module(wgpu::include_spirv!("challenge.vert.spv"));
let fs_module = device.create_shader_module(wgpu::include_spirv!("challenge.frag.spv"));
let challenge_render_pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
clamp_depth: false,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: sc_desc.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
let use_color = true;
Self {
surface,
device,
queue,
sc_desc,
swap_chain,
render_pipeline,
challenge_render_pipeline,
use_color,
size,
}
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
self.size = new_size;
self.sc_desc.width = new_size.width;
self.sc_desc.height = new_size.height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
}
fn input(&mut self, event: &WindowEvent) -> bool {
match event {
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state,
virtual_keycode: Some(VirtualKeyCode::Space),
..
},
..
} => {
self.use_color = *state == ElementState::Released;
true
}
_ => false,
}
}
fn update(&mut self) {}
fn render(&mut self) {
let frame = self
.swap_chain
.get_current_frame()
.expect("Timeout getting texture")
.output;
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.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: true,
},
}],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(if self.use_color {
&self.render_pipeline
} else {
&self.challenge_render_pipeline
});
render_pass.draw(0..3, 0..1);
}
self.queue.submit(iter::once(encoder.finish()));
}
}
fn main() {
env_logger::init();
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
use futures::executor::block_on;
// Since main can't be async, we're going to need to block
let mut state = block_on(State::new(&window));
event_loop.run(move |event, _, control_flow| {
match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == window.id() => {
if !state.input(event) {
match event {
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
WindowEvent::KeyboardInput { input, .. } => match input {
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
} => *control_flow = ControlFlow::Exit,
_ => {}
},
WindowEvent::Resized(physical_size) => {
state.resize(*physical_size);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
// new_inner_size is &mut so w have to dereference it twice
state.resize(**new_inner_size);
}
_ => {}
}
}
}
Event::RedrawRequested(_) => {
state.update();
state.render();
}
Event::MainEventsCleared => {
// RedrawRequested will only trigger once, unless we manually
// request it.
window.request_redraw();
}
_ => {}
}
});
}