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learn-wgpu/code/showcase/pong/src/render/mod.rs

291 lines
9.9 KiB
Rust

mod buffer;
use std::iter;
use wgpu_glyph::{ab_glyph, Section, Text};
use winit::dpi::PhysicalSize;
use winit::window::Window;
use buffer::*;
use crate::state;
const FONT_BYTES: &[u8] = include_bytes!("../../res/fonts/PressStart2P-Regular.ttf");
pub struct Render {
surface: wgpu::Surface,
config: wgpu::SurfaceConfiguration,
#[allow(dead_code)]
adapter: wgpu::Adapter,
device: wgpu::Device,
queue: wgpu::Queue,
pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
glyph_brush: wgpu_glyph::GlyphBrush<()>,
staging_belt: wgpu::util::StagingBelt,
}
impl Render {
pub fn width(&self) -> f32 {
self.config.width as f32
}
#[allow(dead_code)]
pub fn height(&self) -> f32 {
self.config.height as f32
}
pub async fn new(window: &Window, size: PhysicalSize<u32>) -> Self {
log::warn!("size: {:?}", size);
// The instance is a handle to our GPU
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(window) };
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,
features: wgpu::Features::empty(),
limits: wgpu::Limits::downlevel_webgl2_defaults(),
},
None, // Trace path
)
.await
.unwrap();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_preferred_format(&adapter).unwrap(),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
surface.configure(&device, &config);
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[],
push_constant_ranges: &[],
label: Some("Pipeline Layout"),
});
let pipeline = create_render_pipeline(
&device,
&pipeline_layout,
config.format,
&[Vertex::DESC],
wgpu::include_wgsl!("../../res/shaders/textured.vert.wgsl"),
wgpu::include_wgsl!("../../res/shaders/textured.frag.wgsl"),
);
let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: Vertex::SIZE * 4 * 3,
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
label: None,
size: U32_SIZE * 6 * 3,
usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
mapped_at_creation: false,
});
let font = ab_glyph::FontArc::try_from_slice(FONT_BYTES).unwrap();
let glyph_brush =
wgpu_glyph::GlyphBrushBuilder::using_font(font).build(&device, config.format);
let staging_belt = wgpu::util::StagingBelt::new(1024);
Self {
surface,
adapter,
device,
queue,
config,
pipeline,
vertex_buffer,
index_buffer,
glyph_brush,
staging_belt,
}
}
pub fn resize(&mut self, size: PhysicalSize<u32>) {
self.config.width = size.width;
self.config.height = size.height;
self.surface.configure(&self.device, &self.config);
}
pub fn render_state(&mut self, state: &state::State) {
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
let num_indices = if state.ball.visible || state.player1.visible || state.player2.visible {
let (stg_vertex, stg_index, num_indices) = QuadBufferBuilder::new()
.push_ball(&state.ball)
.push_player(&state.player1)
.push_player(&state.player2)
.build(&self.device);
stg_vertex.copy_to_buffer(&mut encoder, &self.vertex_buffer);
stg_index.copy_to_buffer(&mut encoder, &self.index_buffer);
num_indices
} else {
0
};
match self.surface.get_current_texture() {
Ok(frame) => {
let view = frame.texture.create_view(&Default::default());
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Main Render Pass"),
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations::default(),
}],
depth_stencil_attachment: None,
});
if num_indices != 0 {
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass
.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
render_pass.set_pipeline(&self.pipeline);
render_pass.draw_indexed(0..num_indices, 0, 0..1);
}
drop(render_pass);
if state.title_text.visible {
draw_text(&state.title_text, &mut self.glyph_brush);
}
if state.play_button.visible {
draw_text(&state.play_button, &mut self.glyph_brush);
}
if state.quit_button.visible {
draw_text(&state.quit_button, &mut self.glyph_brush);
}
if state.player1_score.visible {
draw_text(&state.player1_score, &mut self.glyph_brush);
}
if state.player2_score.visible {
draw_text(&state.player2_score, &mut self.glyph_brush);
}
if state.win_text.visible {
draw_text(&state.win_text, &mut self.glyph_brush);
}
self.glyph_brush
.draw_queued(
&self.device,
&mut self.staging_belt,
&mut encoder,
&view,
self.config.width,
self.config.height,
)
.unwrap();
self.staging_belt.finish();
self.queue.submit(iter::once(encoder.finish()));
frame.present();
}
Err(wgpu::SurfaceError::Outdated) => {
log::info!("Outdated surface texture");
self.surface.configure(&self.device, &self.config);
}
Err(e) => {
log::error!("Error: {}", e);
}
}
}
}
fn draw_text(text: &state::Text, glyph_brush: &mut wgpu_glyph::GlyphBrush<()>) {
let layout = wgpu_glyph::Layout::default().h_align(if text.centered {
wgpu_glyph::HorizontalAlign::Center
} else {
wgpu_glyph::HorizontalAlign::Left
});
let section =
Section {
screen_position: text.position.into(),
bounds: text.bounds.into(),
layout,
..Section::default()
}
.add_text(Text::new(&text.text).with_color(text.color).with_scale(
if text.focused {
text.size + 8.0
} else {
text.size
},
));
glyph_brush.queue(section);
}
fn create_render_pipeline(
device: &wgpu::Device,
layout: &wgpu::PipelineLayout,
color_format: wgpu::TextureFormat,
vertex_layouts: &[wgpu::VertexBufferLayout],
vs_src: wgpu::ShaderModuleDescriptor,
fs_src: wgpu::ShaderModuleDescriptor,
) -> wgpu::RenderPipeline {
let vs_module = device.create_shader_module(&vs_src);
let fs_module = device.create_shader_module(&fs_src);
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(layout),
vertex: wgpu::VertexState {
module: &vs_module,
entry_point: "main",
buffers: &vertex_layouts,
},
fragment: Some(wgpu::FragmentState {
module: &fs_module,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
format: color_format,
blend: Some(wgpu::BlendState {
alpha: wgpu::BlendComponent::REPLACE,
color: 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::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLAMPING
clamp_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
})
}