461 lines
16 KiB
Rust
461 lines
16 KiB
Rust
|
mod camera;
|
||
|
mod texture;
|
||
|
mod uniforms;
|
||
|
|
||
|
use image::GenericImageView;
|
||
|
use std::{iter, mem::size_of, num::NonZeroU32, time::Instant};
|
||
|
use wgpu::{util::DeviceExt, BufferAddress};
|
||
|
use winit::{
|
||
|
event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},
|
||
|
event_loop::{ControlFlow, EventLoop},
|
||
|
window::{Window, WindowBuilder},
|
||
|
};
|
||
|
|
||
|
use crate::{camera::Camera, texture::Texture, uniforms::Uniforms};
|
||
|
|
||
|
#[repr(C)]
|
||
|
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||
|
struct Vertex {
|
||
|
position: [f32; 3],
|
||
|
texture_coordinates: [f32; 2],
|
||
|
}
|
||
|
|
||
|
impl Vertex {
|
||
|
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||
|
wgpu::VertexBufferLayout {
|
||
|
array_stride: size_of::<Vertex>() as BufferAddress,
|
||
|
step_mode: wgpu::InputStepMode::Vertex,
|
||
|
attributes: &[
|
||
|
wgpu::VertexAttribute {
|
||
|
offset: 0,
|
||
|
shader_location: 0,
|
||
|
format: wgpu::VertexFormat::Float32x3,
|
||
|
},
|
||
|
wgpu::VertexAttribute {
|
||
|
offset: size_of::<[f32; 3]>() as BufferAddress,
|
||
|
shader_location: 1,
|
||
|
format: wgpu::VertexFormat::Float32x2,
|
||
|
},
|
||
|
],
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
const VERTICES: &[Vertex] = &[
|
||
|
Vertex {
|
||
|
position: [-0.5, -0.5, -0.5],
|
||
|
texture_coordinates: [0.0, 0.0],
|
||
|
}, // 0
|
||
|
Vertex {
|
||
|
position: [-0.5, -0.5, 0.5],
|
||
|
texture_coordinates: [0.0, 1.0],
|
||
|
}, // 1
|
||
|
Vertex {
|
||
|
position: [-0.5, 0.5, 0.5],
|
||
|
texture_coordinates: [1.0, 1.0],
|
||
|
}, // 2
|
||
|
Vertex {
|
||
|
position: [-0.5, 0.5, -0.5],
|
||
|
texture_coordinates: [1.0, 0.0],
|
||
|
}, // 3
|
||
|
Vertex {
|
||
|
position: [0.5, -0.5, -0.5],
|
||
|
texture_coordinates: [1.0, 1.0],
|
||
|
}, // 4
|
||
|
Vertex {
|
||
|
position: [0.5, -0.5, 0.5],
|
||
|
texture_coordinates: [1.0, 0.0],
|
||
|
}, // 5
|
||
|
Vertex {
|
||
|
position: [0.5, 0.5, 0.5],
|
||
|
texture_coordinates: [0.0, 0.0],
|
||
|
}, // 6
|
||
|
Vertex {
|
||
|
position: [0.5, 0.5, -0.5],
|
||
|
texture_coordinates: [0.0, 1.0],
|
||
|
}, // 7
|
||
|
];
|
||
|
|
||
|
#[rustfmt::skip]
|
||
|
const INDICES: &[u16] = &[
|
||
|
// left
|
||
|
0, 1, 2,
|
||
|
0, 2, 3,
|
||
|
// bottom
|
||
|
1, 0, 4,
|
||
|
1, 4, 5,
|
||
|
// right
|
||
|
5, 7, 6,
|
||
|
5, 4, 7,
|
||
|
// top
|
||
|
3, 2, 6,
|
||
|
3, 6, 7,
|
||
|
// front
|
||
|
2, 1, 5,
|
||
|
2, 5, 6,
|
||
|
// back
|
||
|
0, 3, 7,
|
||
|
0, 7, 4,
|
||
|
];
|
||
|
|
||
|
struct State {
|
||
|
surface: wgpu::Surface,
|
||
|
device: wgpu::Device,
|
||
|
queue: wgpu::Queue,
|
||
|
sc_desc: wgpu::SwapChainDescriptor,
|
||
|
swap_chain: wgpu::SwapChain,
|
||
|
size: winit::dpi::PhysicalSize<u32>,
|
||
|
render_pipeline: wgpu::RenderPipeline,
|
||
|
vertex_buffer: wgpu::Buffer,
|
||
|
index_buffer: wgpu::Buffer,
|
||
|
num_indices: u32,
|
||
|
dirt_diffuse_bind_group: wgpu::BindGroup,
|
||
|
camera: Camera,
|
||
|
uniforms: Uniforms,
|
||
|
uniform_buffer: wgpu::Buffer,
|
||
|
uniform_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::HighPerformance,
|
||
|
compatible_surface: Some(&surface),
|
||
|
})
|
||
|
.await
|
||
|
.unwrap();
|
||
|
|
||
|
let (device, queue) = adapter
|
||
|
.request_device(
|
||
|
&wgpu::DeviceDescriptor {
|
||
|
label: None,
|
||
|
features: wgpu::Features::empty(),
|
||
|
limits: wgpu::Limits::default(),
|
||
|
},
|
||
|
None, // Trace path
|
||
|
)
|
||
|
.await
|
||
|
.unwrap();
|
||
|
|
||
|
let swap_chain_descriptor = wgpu::SwapChainDescriptor {
|
||
|
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
|
||
|
format: adapter.get_swap_chain_preferred_format(&surface).unwrap(),
|
||
|
width: size.width,
|
||
|
height: size.height,
|
||
|
present_mode: wgpu::PresentMode::Immediate,
|
||
|
};
|
||
|
let swap_chain = device.create_swap_chain(&surface, &swap_chain_descriptor);
|
||
|
|
||
|
let dirt_diffuse_texture = Texture::from_bytes(
|
||
|
&device,
|
||
|
&queue,
|
||
|
include_bytes!("../assets/block/dirt.png"),
|
||
|
"dirt_diffuse",
|
||
|
)
|
||
|
.unwrap();
|
||
|
|
||
|
let texture_bind_group_layout =
|
||
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
|
label: Some("exture_bind_group_layout"),
|
||
|
entries: &[
|
||
|
wgpu::BindGroupLayoutEntry {
|
||
|
binding: 0,
|
||
|
visibility: wgpu::ShaderStage::FRAGMENT,
|
||
|
ty: wgpu::BindingType::Texture {
|
||
|
multisampled: false,
|
||
|
view_dimension: wgpu::TextureViewDimension::D2,
|
||
|
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||
|
},
|
||
|
count: None,
|
||
|
},
|
||
|
wgpu::BindGroupLayoutEntry {
|
||
|
binding: 1,
|
||
|
visibility: wgpu::ShaderStage::FRAGMENT,
|
||
|
ty: wgpu::BindingType::Sampler {
|
||
|
comparison: false,
|
||
|
filtering: true,
|
||
|
},
|
||
|
count: None,
|
||
|
},
|
||
|
],
|
||
|
});
|
||
|
|
||
|
let dirt_diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||
|
label: Some("dirt_diffuse_bind_group"),
|
||
|
layout: &texture_bind_group_layout,
|
||
|
entries: &[
|
||
|
wgpu::BindGroupEntry {
|
||
|
binding: 0,
|
||
|
resource: wgpu::BindingResource::TextureView(&dirt_diffuse_texture.view),
|
||
|
},
|
||
|
wgpu::BindGroupEntry {
|
||
|
binding: 1,
|
||
|
resource: wgpu::BindingResource::Sampler(&dirt_diffuse_texture.sampler),
|
||
|
},
|
||
|
],
|
||
|
});
|
||
|
|
||
|
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||
|
label: Some("Shader"),
|
||
|
flags: wgpu::ShaderFlags::all(),
|
||
|
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
|
||
|
});
|
||
|
|
||
|
let camera = Camera {
|
||
|
// position the camera one unit up and 2 units back
|
||
|
// +z is out of the screen
|
||
|
eye: (0.0, 1.0, 2.0).into(),
|
||
|
// have it look at the origin
|
||
|
target: (0.0, 0.0, 0.0).into(),
|
||
|
// which way is "up"
|
||
|
up: cgmath::Vector3::unit_y(),
|
||
|
aspect: swap_chain_descriptor.width as f32 / swap_chain_descriptor.height as f32,
|
||
|
fovy: 45.0,
|
||
|
znear: 0.1,
|
||
|
zfar: 100.0,
|
||
|
};
|
||
|
|
||
|
let mut uniforms = Uniforms::new();
|
||
|
uniforms.update_view_proj(&camera);
|
||
|
|
||
|
let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
|
label: Some("Uniform Buffer"),
|
||
|
contents: bytemuck::cast_slice(&[uniforms]),
|
||
|
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
||
|
});
|
||
|
|
||
|
let uniform_bind_group_layout =
|
||
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||
|
entries: &[wgpu::BindGroupLayoutEntry {
|
||
|
binding: 0,
|
||
|
visibility: wgpu::ShaderStage::VERTEX,
|
||
|
ty: wgpu::BindingType::Buffer {
|
||
|
ty: wgpu::BufferBindingType::Uniform,
|
||
|
has_dynamic_offset: false,
|
||
|
min_binding_size: None,
|
||
|
},
|
||
|
count: None,
|
||
|
}],
|
||
|
label: Some("uniform_bind_group_layout"),
|
||
|
});
|
||
|
|
||
|
let render_pipeline_layout =
|
||
|
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||
|
label: Some("Render Pipeline Layout"),
|
||
|
bind_group_layouts: &[&texture_bind_group_layout, &uniform_bind_group_layout],
|
||
|
push_constant_ranges: &[],
|
||
|
});
|
||
|
|
||
|
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||
|
label: Some("Render Pipeline"),
|
||
|
layout: Some(&render_pipeline_layout),
|
||
|
vertex: wgpu::VertexState {
|
||
|
module: &shader,
|
||
|
entry_point: "main",
|
||
|
buffers: &[Vertex::desc()],
|
||
|
},
|
||
|
fragment: Some(wgpu::FragmentState {
|
||
|
module: &shader,
|
||
|
entry_point: "main",
|
||
|
targets: &[wgpu::ColorTargetState {
|
||
|
format: swap_chain_descriptor.format,
|
||
|
blend: Some(wgpu::BlendState {
|
||
|
color: wgpu::BlendComponent::REPLACE,
|
||
|
alpha: wgpu::BlendComponent::REPLACE,
|
||
|
}),
|
||
|
write_mask: wgpu::ColorWrite::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,
|
||
|
},
|
||
|
});
|
||
|
|
||
|
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
|
label: Some("Vertex Buffer"),
|
||
|
contents: bytemuck::cast_slice(VERTICES),
|
||
|
usage: wgpu::BufferUsage::VERTEX,
|
||
|
});
|
||
|
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||
|
label: Some("Index Buffer"),
|
||
|
contents: bytemuck::cast_slice(INDICES),
|
||
|
usage: wgpu::BufferUsage::INDEX,
|
||
|
});
|
||
|
let num_indices = INDICES.len() as u32;
|
||
|
|
||
|
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||
|
layout: &uniform_bind_group_layout,
|
||
|
entries: &[wgpu::BindGroupEntry {
|
||
|
binding: 0,
|
||
|
resource: uniform_buffer.as_entire_binding(),
|
||
|
}],
|
||
|
label: Some("uniform_bind_group"),
|
||
|
});
|
||
|
|
||
|
Self {
|
||
|
surface,
|
||
|
device,
|
||
|
queue,
|
||
|
sc_desc: swap_chain_descriptor,
|
||
|
swap_chain,
|
||
|
size,
|
||
|
render_pipeline,
|
||
|
vertex_buffer,
|
||
|
index_buffer,
|
||
|
num_indices,
|
||
|
camera,
|
||
|
uniforms,
|
||
|
uniform_buffer,
|
||
|
uniform_bind_group,
|
||
|
dirt_diffuse_bind_group,
|
||
|
}
|
||
|
}
|
||
|
|
||
|
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||
|
println!("resizing to {:?}", new_size);
|
||
|
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) -> Result<(), wgpu::SwapChainError> {
|
||
|
let frame = self.swap_chain.get_current_frame()?.output;
|
||
|
|
||
|
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: &[wgpu::RenderPassColorAttachment {
|
||
|
view: &frame.view,
|
||
|
resolve_target: None,
|
||
|
ops: wgpu::Operations {
|
||
|
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
|
||
|
store: true,
|
||
|
},
|
||
|
}],
|
||
|
depth_stencil_attachment: None,
|
||
|
});
|
||
|
|
||
|
render_pass.set_pipeline(&self.render_pipeline);
|
||
|
render_pass.set_bind_group(0, &self.dirt_diffuse_bind_group, &[]);
|
||
|
render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
|
||
|
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||
|
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||
|
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
|
||
|
}
|
||
|
|
||
|
self.queue.submit(iter::once(encoder.finish()));
|
||
|
|
||
|
Ok(())
|
||
|
}
|
||
|
}
|
||
|
|
||
|
fn main() {
|
||
|
env_logger::init();
|
||
|
let event_loop = EventLoop::new();
|
||
|
let window = WindowBuilder::new()
|
||
|
.with_title("\u{1f980}\u{1f980}\u{1f980}\u{1f980}\u{1f980}")
|
||
|
.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));
|
||
|
|
||
|
let mut frames = 0;
|
||
|
let mut instant = Instant::now();
|
||
|
|
||
|
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(_) => {
|
||
|
frames += 1;
|
||
|
if frames % 1000 == 0 {
|
||
|
let frametime = instant.elapsed() / 1000;
|
||
|
let fps = 1_000_000 / frametime.as_micros();
|
||
|
println!("{:?} - {} fps", frametime, fps);
|
||
|
instant = Instant::now();
|
||
|
}
|
||
|
|
||
|
state.update();
|
||
|
match state.render() {
|
||
|
Ok(_) => {}
|
||
|
// Recreate the swap_chain if lost
|
||
|
Err(wgpu::SwapChainError::Lost) => state.resize(state.size),
|
||
|
// The system is out of memory, we should probably quit
|
||
|
Err(wgpu::SwapChainError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||
|
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||
|
Err(e) => eprintln!("{:?}", e),
|
||
|
}
|
||
|
}
|
||
|
Event::MainEventsCleared => {
|
||
|
// RedrawRequested will only trigger once, unless we manually
|
||
|
// request it.
|
||
|
window.request_redraw();
|
||
|
}
|
||
|
_ => {}
|
||
|
}
|
||
|
});
|
||
|
}
|