mirror of https://github.com/sotrh/learn-wgpu
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316 lines
11 KiB
Rust
316 lines
11 KiB
Rust
mod buffer;
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use std::iter;
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use wgpu_glyph::{ab_glyph, Section, Text};
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use winit::dpi::PhysicalSize;
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use winit::window::Window;
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use buffer::*;
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use crate::state;
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const FONT_BYTES: &[u8] = include_bytes!("../../res/fonts/PressStart2P-Regular.ttf");
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pub struct Render {
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surface: wgpu::Surface,
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config: wgpu::SurfaceConfiguration,
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#[allow(dead_code)]
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adapter: wgpu::Adapter,
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device: wgpu::Device,
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queue: wgpu::Queue,
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pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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glyph_brush: wgpu_glyph::GlyphBrush<()>,
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staging_belt: wgpu::util::StagingBelt,
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}
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impl Render {
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pub fn width(&self) -> f32 {
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self.config.width as f32
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}
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#[allow(dead_code)]
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pub fn height(&self) -> f32 {
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self.config.height as f32
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}
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pub async fn new(window: &Window, size: PhysicalSize<u32>) -> Self {
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log::warn!("size: {:?}", 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::InstanceDescriptor {
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backends: wgpu::Backends::all(),
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..Default::default()
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});
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// # Safety
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//
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// The surface needs to live as long as the window that created it.
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// State owns the window so this should be safe.
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let surface = unsafe { instance.create_surface(&window) }.unwrap();
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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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force_fallback_adapter: false,
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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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label: None,
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features: wgpu::Features::empty(),
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limits: wgpu::Limits::downlevel_webgl2_defaults(),
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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 surface_caps = surface.get_capabilities(&adapter);
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// Shader code in this tutorial assumes an Srgb surface texture. Using a different
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// one will result all the colors comming out darker. If you want to support non
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// Srgb surfaces, you'll need to account for that when drawing to the frame.
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let surface_format = surface_caps
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.formats
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.iter()
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.copied()
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.find(|f| f.is_srgb())
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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};
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surface.configure(&device, &config);
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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label: Some("Pipeline Layout"),
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});
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let pipeline = create_render_pipeline(
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&device,
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&pipeline_layout,
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config.format,
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&[Vertex::DESC],
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wgpu::include_wgsl!("../../res/shaders/textured.vert.wgsl"),
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wgpu::include_wgsl!("../../res/shaders/textured.frag.wgsl"),
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);
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let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: Vertex::SIZE * 4 * 3,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let index_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: U32_SIZE * 6 * 3,
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usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let font = ab_glyph::FontArc::try_from_slice(FONT_BYTES).unwrap();
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let glyph_brush =
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wgpu_glyph::GlyphBrushBuilder::using_font(font).build(&device, config.format);
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let staging_belt = wgpu::util::StagingBelt::new(1024);
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Self {
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surface,
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adapter,
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device,
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queue,
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config,
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pipeline,
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vertex_buffer,
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index_buffer,
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glyph_brush,
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staging_belt,
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}
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}
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pub fn resize(&mut self, size: PhysicalSize<u32>) {
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self.config.width = size.width;
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self.config.height = size.height;
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self.surface.configure(&self.device, &self.config);
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}
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pub fn render_state(&mut self, state: &state::State) {
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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let num_indices = if state.ball.visible || state.player1.visible || state.player2.visible {
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let (stg_vertex, stg_index, num_indices) = QuadBufferBuilder::new()
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.push_ball(&state.ball)
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.push_player(&state.player1)
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.push_player(&state.player2)
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.build(&self.device);
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stg_vertex.copy_to_buffer(&mut encoder, &self.vertex_buffer);
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stg_index.copy_to_buffer(&mut encoder, &self.index_buffer);
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num_indices
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} else {
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0
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};
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match self.surface.get_current_texture() {
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Ok(frame) => {
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let view = frame.texture.create_view(&Default::default());
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Main Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations::default(),
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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if num_indices != 0 {
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass
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.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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render_pass.set_pipeline(&self.pipeline);
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render_pass.draw_indexed(0..num_indices, 0, 0..1);
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}
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drop(render_pass);
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if state.title_text.visible {
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draw_text(&state.title_text, &mut self.glyph_brush);
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}
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if state.play_button.visible {
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draw_text(&state.play_button, &mut self.glyph_brush);
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}
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if state.quit_button.visible {
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draw_text(&state.quit_button, &mut self.glyph_brush);
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}
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if state.player1_score.visible {
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draw_text(&state.player1_score, &mut self.glyph_brush);
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}
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if state.player2_score.visible {
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draw_text(&state.player2_score, &mut self.glyph_brush);
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}
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if state.win_text.visible {
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draw_text(&state.win_text, &mut self.glyph_brush);
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}
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self.glyph_brush
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.draw_queued(
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&self.device,
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&mut self.staging_belt,
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&mut encoder,
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&view,
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self.config.width,
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self.config.height,
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)
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.unwrap();
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self.staging_belt.finish();
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self.queue.submit(iter::once(encoder.finish()));
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frame.present();
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}
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Err(wgpu::SurfaceError::Outdated) => {
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log::info!("Outdated surface texture");
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self.surface.configure(&self.device, &self.config);
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}
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Err(e) => {
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log::error!("Error: {}", e);
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}
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}
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}
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}
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fn draw_text(text: &state::Text, glyph_brush: &mut wgpu_glyph::GlyphBrush<()>) {
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let layout = wgpu_glyph::Layout::default().h_align(if text.centered {
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wgpu_glyph::HorizontalAlign::Center
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} else {
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wgpu_glyph::HorizontalAlign::Left
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});
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let section =
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Section {
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screen_position: text.position.into(),
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bounds: text.bounds.into(),
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layout,
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..Section::default()
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}
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.add_text(Text::new(&text.text).with_color(text.color).with_scale(
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if text.focused {
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text.size + 8.0
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} else {
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text.size
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},
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));
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glyph_brush.queue(section);
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}
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fn create_render_pipeline(
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device: &wgpu::Device,
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layout: &wgpu::PipelineLayout,
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color_format: wgpu::TextureFormat,
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vertex_layouts: &[wgpu::VertexBufferLayout],
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vs_src: wgpu::ShaderModuleDescriptor,
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fs_src: wgpu::ShaderModuleDescriptor,
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) -> wgpu::RenderPipeline {
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let vs_module = device.create_shader_module(vs_src);
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let fs_module = device.create_shader_module(fs_src);
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(layout),
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vertex: wgpu::VertexState {
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module: &vs_module,
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entry_point: "main",
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buffers: &vertex_layouts,
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},
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fragment: Some(wgpu::FragmentState {
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module: &fs_module,
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entry_point: "main",
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targets: &[Some(wgpu::ColorTargetState {
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format: color_format,
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blend: Some(wgpu::BlendState {
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alpha: wgpu::BlendComponent::REPLACE,
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color: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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// If the pipeline will be used with a multiview render pass, this
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// indicates how many array layers the attachments will have.
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multiview: None,
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})
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}
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