You cannot select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
learn-wgpu/code/intermediate/tutorial13-hdr/src/lib.rs

899 lines
32 KiB
Rust

use std::iter;
use cgmath::prelude::*;
use wgpu::util::DeviceExt;
use winit::{
event::*,
event_loop::{ControlFlow, EventLoop},
window::Window,
};
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
mod camera;
mod hdr;
mod model;
mod resources;
mod texture;
#[cfg(feature = "debug")]
mod debug;
use model::{DrawLight, DrawModel, Vertex};
const NUM_INSTANCES_PER_ROW: u32 = 10;
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct CameraUniform {
view_position: [f32; 4],
view: [[f32; 4]; 4], // NEW!
view_proj: [[f32; 4]; 4],
inv_proj: [[f32; 4]; 4], // NEW!
inv_view: [[f32; 4]; 4], // NEW!
}
impl CameraUniform {
fn new() -> Self {
Self {
view_position: [0.0; 4],
view: cgmath::Matrix4::identity().into(), // NEW!
view_proj: cgmath::Matrix4::identity().into(),
inv_proj: cgmath::Matrix4::identity().into(), // NEW!
inv_view: cgmath::Matrix4::identity().into(), // NEW!
}
}
// UPDATED!
fn update_view_proj(&mut self, camera: &camera::Camera, projection: &camera::Projection) {
self.view_position = camera.position.to_homogeneous().into();
let proj = projection.calc_matrix();
let view = camera.calc_matrix();
let view_proj = proj * view;
self.view = view.into();
self.view_proj = view_proj.into();
self.inv_proj = proj.invert().unwrap().into();
self.inv_view = view.transpose().into();
}
}
struct Instance {
position: cgmath::Vector3<f32>,
rotation: cgmath::Quaternion<f32>,
}
impl Instance {
fn to_raw(&self) -> InstanceRaw {
InstanceRaw {
model: (cgmath::Matrix4::from_translation(self.position)
* cgmath::Matrix4::from(self.rotation))
.into(),
normal: cgmath::Matrix3::from(self.rotation).into(),
}
}
}
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
#[allow(dead_code)]
struct InstanceRaw {
model: [[f32; 4]; 4],
normal: [[f32; 3]; 3],
}
impl model::Vertex for InstanceRaw {
fn desc() -> wgpu::VertexBufferLayout<'static> {
use std::mem;
wgpu::VertexBufferLayout {
array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
// We need to switch from using a step mode of Vertex to Instance
// This means that our shaders will only change to use the next
// instance when the shader starts processing a new instance
step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
// While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
// be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
shader_location: 5,
format: wgpu::VertexFormat::Float32x4,
},
// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
// for each vec4. We don't have to do this in code though.
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 6,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
shader_location: 7,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 8,
format: wgpu::VertexFormat::Float32x4,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 16]>() as wgpu::BufferAddress,
shader_location: 9,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 19]>() as wgpu::BufferAddress,
shader_location: 10,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: mem::size_of::<[f32; 22]>() as wgpu::BufferAddress,
shader_location: 11,
format: wgpu::VertexFormat::Float32x3,
},
],
}
}
}
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct LightUniform {
position: [f32; 3],
// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
_padding: u32,
color: [f32; 3],
_padding2: u32,
}
struct State {
window: Window,
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
render_pipeline: wgpu::RenderPipeline,
obj_model: model::Model,
camera: camera::Camera,
projection: camera::Projection,
camera_controller: camera::CameraController,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
instances: Vec<Instance>,
#[allow(dead_code)]
instance_buffer: wgpu::Buffer,
depth_texture: texture::Texture,
size: winit::dpi::PhysicalSize<u32>,
light_uniform: LightUniform,
light_buffer: wgpu::Buffer,
light_bind_group: wgpu::BindGroup,
light_render_pipeline: wgpu::RenderPipeline,
#[allow(dead_code)]
debug_material: model::Material,
mouse_pressed: bool,
// NEW!
hdr: hdr::HdrPipeline,
environment_bind_group: wgpu::BindGroup,
sky_pipeline: wgpu::RenderPipeline,
#[cfg(feature = "debug")]
debug: debug::Debug,
}
fn create_render_pipeline(
device: &wgpu::Device,
layout: &wgpu::PipelineLayout,
color_format: wgpu::TextureFormat,
depth_format: Option<wgpu::TextureFormat>,
vertex_layouts: &[wgpu::VertexBufferLayout],
topology: wgpu::PrimitiveTopology, // NEW!
shader: wgpu::ShaderModuleDescriptor,
) -> wgpu::RenderPipeline {
let shader = device.create_shader_module(shader);
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some(&format!("{:?}", shader)),
layout: Some(layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: vertex_layouts,
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: color_format,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology, // NEW!
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_CLIP_CONTROL
unclipped_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
format,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual, // UDPATED!
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
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,
})
}
impl State {
async fn new(window: Window) -> anyhow::Result<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::InstanceDescriptor {
// UPDATED
#[cfg(target_arch="wasm32")]
backends: wgpu::Backends::BROWSER_WEBGPU,
#[cfg(not(target_arch="wasm32"))]
backends: wgpu::Backends::all(),
dx12_shader_compiler: 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 = unsafe { 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,
// UPDATED!
features: wgpu::Features::empty(),
// UPDATED!
limits: wgpu::Limits::downlevel_defaults(),
},
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![],
};
surface.configure(&device, &config);
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
// normal map
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
view_dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 3,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let camera = camera::Camera::new((0.0, 5.0, 10.0), cgmath::Deg(-90.0), cgmath::Deg(-20.0));
let projection =
camera::Projection::new(config.width, config.height, cgmath::Deg(45.0), 0.1, 100.0);
let camera_controller = camera::CameraController::new(4.0, 0.4);
let mut camera_uniform = CameraUniform::new();
camera_uniform.update_view_proj(&camera, &projection);
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[camera_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
const SPACE_BETWEEN: f32 = 3.0;
let instances = (0..NUM_INSTANCES_PER_ROW)
.flat_map(|z| {
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
let x = SPACE_BETWEEN * (x as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
let z = SPACE_BETWEEN * (z as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
let position = cgmath::Vector3 { x, y: 0.0, z };
let rotation = if position.is_zero() {
cgmath::Quaternion::from_axis_angle(
cgmath::Vector3::unit_z(),
cgmath::Deg(0.0),
)
} else {
cgmath::Quaternion::from_axis_angle(position.normalize(), cgmath::Deg(45.0))
};
Instance { position, rotation }
})
})
.collect::<Vec<_>>();
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"),
contents: bytemuck::cast_slice(&instance_data),
usage: wgpu::BufferUsages::VERTEX,
});
let camera_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("camera_bind_group_layout"),
});
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
label: Some("camera_bind_group"),
});
let obj_model =
resources::load_model("cube.obj", &device, &queue, &texture_bind_group_layout)
.await
.unwrap();
let light_uniform = LightUniform {
position: [2.0, 2.0, 2.0],
_padding: 0,
color: [1.0, 1.0, 1.0],
_padding2: 0,
};
let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Light VB"),
contents: bytemuck::cast_slice(&[light_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let light_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: None,
});
let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &light_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: light_buffer.as_entire_binding(),
}],
label: None,
});
let depth_texture =
texture::Texture::create_depth_texture(&device, &config, "depth_texture");
// NEW!
let hdr = hdr::HdrPipeline::new(&device, &config);
let hdr_loader = resources::HdrLoader::new(&device);
let sky_bytes = resources::load_binary("pure-sky.hdr").await?;
let sky_texture = hdr_loader.from_equirectangular_bytes(
&device,
&queue,
&sky_bytes,
1080,
Some("Sky Texture"),
)?;
let environment_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("environment_layout"),
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: false },
view_dimension: wgpu::TextureViewDimension::Cube,
multisampled: false,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
count: None,
},
],
});
let environment_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: Some("environment_bind_group"),
layout: &environment_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&sky_texture.view()),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(sky_texture.sampler()),
},
],
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[
&texture_bind_group_layout,
&camera_bind_group_layout,
&light_bind_group_layout,
&environment_layout, // UPDATED!
],
push_constant_ranges: &[],
});
let render_pipeline = {
let shader = wgpu::ShaderModuleDescriptor {
label: Some("Normal Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
};
create_render_pipeline(
&device,
&render_pipeline_layout,
hdr.format(),
Some(texture::Texture::DEPTH_FORMAT),
&[model::ModelVertex::desc(), InstanceRaw::desc()],
wgpu::PrimitiveTopology::TriangleList,
shader,
)
};
let light_render_pipeline = {
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Light Pipeline Layout"),
bind_group_layouts: &[&camera_bind_group_layout, &light_bind_group_layout],
push_constant_ranges: &[],
});
let shader = wgpu::ShaderModuleDescriptor {
label: Some("Light Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("light.wgsl").into()),
};
create_render_pipeline(
&device,
&layout,
hdr.format(),
Some(texture::Texture::DEPTH_FORMAT),
&[model::ModelVertex::desc()],
wgpu::PrimitiveTopology::TriangleList,
shader,
)
};
// NEW!
let sky_pipeline = {
let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Sky Pipeline Layout"),
bind_group_layouts: &[&camera_bind_group_layout, &environment_layout],
push_constant_ranges: &[],
});
let shader = wgpu::include_wgsl!("sky.wgsl");
create_render_pipeline(
&device,
&layout,
hdr.format(),
Some(texture::Texture::DEPTH_FORMAT),
&[],
wgpu::PrimitiveTopology::TriangleList,
shader,
)
};
let debug_material = {
let diffuse_bytes = include_bytes!("../res/cobble-diffuse.png");
let normal_bytes = include_bytes!("../res/cobble-normal.png");
let diffuse_texture = texture::Texture::from_bytes(
&device,
&queue,
diffuse_bytes,
"res/alt-diffuse.png",
false,
)
.unwrap();
let normal_texture = texture::Texture::from_bytes(
&device,
&queue,
normal_bytes,
"res/alt-normal.png",
true,
)
.unwrap();
model::Material::new(
&device,
"alt-material",
diffuse_texture,
normal_texture,
&texture_bind_group_layout,
)
};
#[cfg(feature = "debug")]
let debug = debug::Debug::new(&device, &camera_bind_group_layout, surface_format);
Ok(Self {
window,
surface,
device,
queue,
config,
render_pipeline,
obj_model,
camera,
projection,
camera_controller,
camera_buffer,
camera_bind_group,
camera_uniform,
instances,
instance_buffer,
depth_texture,
size,
light_uniform,
light_buffer,
light_bind_group,
light_render_pipeline,
#[allow(dead_code)]
debug_material,
mouse_pressed: false,
// NEW!
hdr,
environment_bind_group,
sky_pipeline,
#[cfg(feature = "debug")]
debug,
})
}
pub fn window(&self) -> &Window {
&self.window
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
// UPDATED!
if new_size.width > 0 && new_size.height > 0 {
self.projection.resize(new_size.width, new_size.height);
self.hdr
.resize(&self.device, new_size.width, new_size.height);
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
self.depth_texture =
texture::Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
}
}
fn input(&mut self, event: &WindowEvent) -> bool {
match event {
WindowEvent::KeyboardInput {
input:
KeyboardInput {
virtual_keycode: Some(key),
state,
..
},
..
} => self.camera_controller.process_keyboard(*key, *state),
WindowEvent::MouseWheel { delta, .. } => {
self.camera_controller.process_scroll(delta);
true
}
WindowEvent::MouseInput {
button: MouseButton::Left,
state,
..
} => {
self.mouse_pressed = *state == ElementState::Pressed;
true
}
_ => false,
}
}
fn update(&mut self, dt: std::time::Duration) {
self.camera_controller.update_camera(&mut self.camera, dt);
self.camera_uniform
.update_view_proj(&self.camera, &self.projection);
self.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[self.camera_uniform]),
);
// Update the light
let old_position: cgmath::Vector3<_> = self.light_uniform.position.into();
self.light_uniform.position =
(cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
* old_position)
.into();
self.queue.write_buffer(
&self.light_buffer,
0,
bytemuck::cast_slice(&[self.light_uniform]),
);
}
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: self.hdr.view(), // UPDATED!
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: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
render_pass.set_pipeline(&self.light_render_pipeline);
render_pass.draw_light_model(
&self.obj_model,
&self.camera_bind_group,
&self.light_bind_group,
);
render_pass.set_pipeline(&self.render_pipeline);
render_pass.draw_model_instanced(
&self.obj_model,
0..self.instances.len() as u32,
&self.camera_bind_group,
&self.light_bind_group,
&self.environment_bind_group,
);
render_pass.set_pipeline(&self.sky_pipeline);
render_pass.set_bind_group(0, &self.camera_bind_group, &[]);
render_pass.set_bind_group(1, &self.environment_bind_group, &[]);
render_pass.draw(0..3, 0..1);
}
// NEW!
// Apply tonemapping
self.hdr.process(&mut encoder, &view);
#[cfg(feature = "debug")]
{
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Debug"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: true,
},
})],
depth_stencil_attachment: None,
});
self.debug.draw_axis(&mut pass, &self.camera_bind_group);
}
self.queue.submit(iter::once(encoder.finish()));
output.present();
Ok(())
}
}
#[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
pub async fn run() {
cfg_if::cfg_if! {
if #[cfg(target_arch = "wasm32")] {
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
console_log::init_with_level(log::Level::Info).expect("Could't initialize logger");
} else {
env_logger::init();
}
}
let event_loop = EventLoop::new();
let title = env!("CARGO_PKG_NAME");
let window = winit::window::WindowBuilder::new()
.with_title(title)
.build(&event_loop)
.unwrap();
#[cfg(target_arch = "wasm32")]
{
// Winit prevents sizing with CSS, so we have to set
// the size manually when on web.
use winit::dpi::PhysicalSize;
window.set_inner_size(PhysicalSize::new(450, 400));
use winit::platform::web::WindowExtWebSys;
web_sys::window()
.and_then(|win| win.document())
.and_then(|doc| {
let dst = doc.get_element_by_id("wasm-example")?;
let canvas = web_sys::Element::from(window.canvas());
dst.append_child(&canvas).ok()?;
Some(())
})
.expect("Couldn't append canvas to document body.");
}
let mut state = State::new(window).await.unwrap(); // NEW!
let mut last_render_time = instant::Instant::now();
event_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Poll;
match event {
Event::MainEventsCleared => state.window().request_redraw(),
Event::DeviceEvent {
event: DeviceEvent::MouseMotion{ delta, },
.. // We're not using device_id currently
} => if state.mouse_pressed {
state.camera_controller.process_mouse(delta.0, delta.1)
}
// UPDATED!
Event::WindowEvent {
ref event,
window_id,
} if window_id == state.window().id() && !state.input(event) => {
match event {
#[cfg(not(target_arch="wasm32"))]
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
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, .. } => {
state.resize(**new_inner_size);
}
_ => {}
}
}
// UPDATED!
Event::RedrawRequested(window_id) if window_id == state.window().id() => {
let now = instant::Instant::now();
let dt = now - last_render_time;
last_render_time = now;
state.update(dt);
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) => *control_flow = ControlFlow::Exit,
// We're ignoring timeouts
Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"),
}
}
_ => {}
}
});
}