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learn-wgpu/code/beginner/tutorial5-textures/src/main.rs

341 lines
12 KiB
Rust

use winit::{
event::*,
event_loop::{EventLoop, ControlFlow},
window::{Window, WindowBuilder},
};
mod texture;
#[repr(C)]
#[derive(Copy, Clone, Debug)]
struct Vertex {
position: [f32; 3],
tex_coords: [f32; 2],
}
unsafe impl bytemuck::Pod for Vertex {}
unsafe impl bytemuck::Zeroable for Vertex {}
impl Vertex {
fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
use std::mem;
wgpu::VertexBufferDescriptor {
stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float3,
},
wgpu::VertexAttributeDescriptor {
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float2,
},
]
}
}
}
const VERTICES: &[Vertex] = &[
Vertex { position: [-0.0868241, 0.49240386, 0.0], tex_coords: [0.4131759, 0.00759614], }, // A
Vertex { position: [-0.49513406, 0.06958647, 0.0], tex_coords: [0.0048659444, 0.43041354], }, // B
Vertex { position: [-0.21918549, -0.44939706, 0.0], tex_coords: [0.28081453, 0.949397057], }, // C
Vertex { position: [0.35966998, -0.3473291, 0.0], tex_coords: [0.85967, 0.84732911], }, // D
Vertex { position: [0.44147372, 0.2347359, 0.0], tex_coords: [0.9414737, 0.2652641], }, // E
];
const INDICES: &[u16] = &[
0, 1, 4,
1, 2, 4,
2, 3, 4,
];
struct State {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
sc_desc: wgpu::SwapChainDescriptor,
swap_chain: wgpu::SwapChain,
render_pipeline: wgpu::RenderPipeline,
size: winit::dpi::PhysicalSize<u32>,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
// NEW!
#[allow(dead_code)]
diffuse_texture: texture::Texture,
diffuse_bind_group: wgpu::BindGroup,
}
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 diffuse_bytes = include_bytes!("happy-tree.png");
let (diffuse_texture, cmd_buffer) = texture::Texture::from_bytes(
&device,
diffuse_bytes,
"happy-tree.png"
).unwrap();
queue.submit(&[cmd_buffer]);
let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2,
component_type: wgpu::TextureComponentType::Uint,
},
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler {
comparison: false,
},
},
],
label: Some("texture_bind_group_layout"),
});
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
}
],
label: Some("diffuse_bind_group"),
});
let vs_src = include_str!("shader.vert");
let fs_src = include_str!("shader.frag");
let mut compiler = shaderc::Compiler::new().unwrap();
let vs_spirv = compiler.compile_into_spirv(vs_src, shaderc::ShaderKind::Vertex, "shader.vert", "main", None).unwrap();
let fs_spirv = compiler.compile_into_spirv(fs_src, shaderc::ShaderKind::Fragment, "shader.frag", "main", None).unwrap();
let vs_data = wgpu::read_spirv(std::io::Cursor::new(vs_spirv.as_binary_u8())).unwrap();
let fs_data = wgpu::read_spirv(std::io::Cursor::new(fs_spirv.as_binary_u8())).unwrap();
let vs_module = device.create_shader_module(&vs_data);
let fs_module = device.create_shader_module(&fs_data);
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&texture_bind_group_layout],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &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,
}),
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: &[
Vertex::desc(),
],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
let vertex_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(VERTICES),
wgpu::BufferUsage::VERTEX,
);
let index_buffer = device.create_buffer_with_data(
bytemuck::cast_slice(INDICES),
wgpu::BufferUsage::INDEX,
);
let num_indices = INDICES.len() as u32;
Self {
surface,
device,
queue,
sc_desc,
swap_chain,
render_pipeline,
vertex_buffer,
index_buffer,
num_indices,
diffuse_texture,
diffuse_bind_group,
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);
}
#[allow(unused_variables)]
fn input(&mut self, event: &WindowEvent) -> bool {
false
}
fn update(&mut self) {
}
fn render(&mut self) {
let frame = self.swap_chain.get_next_texture()
.expect("Timeout getting texture");
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,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
},
}
],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
render_pass.set_vertex_buffer(0, &self.vertex_buffer, 0, 0);
render_pass.set_index_buffer(&self.index_buffer, 0, 0);
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
}
self.queue.submit(&[
encoder.finish()
]);
}
}
fn main() {
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();
}
_ => {}
}
});
}