mirror of https://github.com/sotrh/learn-wgpu
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295 lines
9.8 KiB
Rust
295 lines
9.8 KiB
Rust
use std::iter;
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use wgpu::util::DeviceExt;
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use winit::{
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event::*,
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event_loop::{ControlFlow, EventLoop},
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window::{Window, WindowBuilder},
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};
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#[repr(C)]
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#[derive(Copy, Clone, Debug)]
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struct Vertex {
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position: [f32; 3],
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color: [f32; 3],
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}
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unsafe impl bytemuck::Pod for Vertex {}
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unsafe impl bytemuck::Zeroable for Vertex {}
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impl Vertex {
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fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
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wgpu::VertexBufferDescriptor {
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stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float3,
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},
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wgpu::VertexAttributeDescriptor {
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float3,
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},
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],
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}
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}
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}
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const VERTICES: &[Vertex] = &[
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Vertex {
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position: [-0.0868241, 0.49240386, 0.0],
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color: [0.5, 0.0, 0.5],
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}, // A
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Vertex {
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position: [-0.49513406, 0.06958647, 0.0],
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color: [0.5, 0.0, 0.5],
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}, // B
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Vertex {
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position: [-0.21918549, -0.44939706, 0.0],
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color: [0.5, 0.0, 0.5],
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}, // C
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Vertex {
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position: [0.35966998, -0.3473291, 0.0],
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color: [0.5, 0.0, 0.5],
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}, // D
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Vertex {
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position: [0.44147372, 0.2347359, 0.0],
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color: [0.5, 0.0, 0.5],
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}, // E
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];
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const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
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struct State {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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sc_desc: wgpu::SwapChainDescriptor,
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swap_chain: wgpu::SwapChain,
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render_pipeline: wgpu::RenderPipeline,
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size: winit::dpi::PhysicalSize<u32>,
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// NEW!
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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}
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impl State {
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async fn new(window: &Window) -> Self {
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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::BackendBit::PRIMARY);
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let surface = unsafe { instance.create_surface(window) };
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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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})
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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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features: wgpu::Features::empty(),
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limits: wgpu::Limits::default(),
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shader_validation: true,
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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 sc_desc = wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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};
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let swap_chain = device.create_swap_chain(&surface, &sc_desc);
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let vs_module = device.create_shader_module(wgpu::include_spirv!("shader.vert.spv"));
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let fs_module = device.create_shader_module(wgpu::include_spirv!("shader.frag.spv"));
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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clamp_depth: false,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::ColorStateDescriptor {
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format: sc_desc.format,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: None,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[Vertex::desc()],
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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsage::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(INDICES),
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usage: wgpu::BufferUsage::INDEX,
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});
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let num_indices = INDICES.len() as u32;
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Self {
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surface,
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device,
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queue,
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sc_desc,
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swap_chain,
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render_pipeline,
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vertex_buffer,
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index_buffer,
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num_indices,
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size,
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}
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}
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fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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self.size = new_size;
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self.sc_desc.width = new_size.width;
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self.sc_desc.height = new_size.height;
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self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
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}
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#[allow(unused_variables)]
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fn input(&mut self, event: &WindowEvent) -> bool {
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false
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}
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fn update(&mut self) {}
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fn render(&mut self) {
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let frame = self
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.swap_chain
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.get_current_frame()
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.expect("Timeout getting texture")
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.output;
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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 mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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}),
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store: true,
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},
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}],
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depth_stencil_attachment: None,
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..));
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render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
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}
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self.queue.submit(iter::once(encoder.finish()));
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}
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}
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fn main() {
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env_logger::init();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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use futures::executor::block_on;
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// Since main can't be async, we're going to need to block
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let mut state = block_on(State::new(&window));
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event_loop.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 == window.id() => {
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if !state.input(event) {
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match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput { input, .. } => match input {
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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} => *control_flow = ControlFlow::Exit,
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_ => {}
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},
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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::ScaleFactorChanged { new_inner_size, .. } => {
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// new_inner_size is &mut so w have to dereference it twice
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state.resize(**new_inner_size);
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}
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_ => {}
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}
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}
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}
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Event::RedrawRequested(_) => {
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state.update();
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state.render();
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}
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Event::MainEventsCleared => {
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// RedrawRequested will only trigger once, unless we manually
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// request it.
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window.request_redraw();
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}
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_ => {}
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}
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});
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}
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