wgpu-renderer/src/surf/state.rs

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Rust
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2022-10-01 23:58:09 +03:00
use wgpu::{include_wgsl, util::DeviceExt};
use winit::{event::*, window::Window};
use super::types::Vertex;
// test data
const VERTICES: &[Vertex] = &[
Vertex { position: [-0.0868241, 0.49240386, 0.0], tex_coords: [0.4131759, 0.99240386], }, // A
Vertex { position: [-0.49513406, 0.06958647, 0.0], tex_coords: [0.0048659444, 0.56958647], }, // B
Vertex { position: [-0.21918549, -0.44939706, 0.0], tex_coords: [0.28081453, 0.05060294], }, // C
Vertex { position: [0.35966998, -0.3473291, 0.0], tex_coords: [0.85967, 0.1526709], }, // D
Vertex { position: [0.44147372, 0.2347359, 0.0], tex_coords: [0.9414737, 0.7347359], }, // E
];
const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
pub struct State {
pub size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
diffuse_bind_group: wgpu::BindGroup,
}
impl State {
// Creating some of the wgpu types requires async code
pub async fn new(window: &Window) -> Self {
let size = window.inner_size();
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::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
label: None,
},
None, // Trace path
)
.await
.unwrap();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_supported_formats(&adapter)[0],
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
surface.configure(&device, &config);
// Test image
let diffuse_bytes = include_bytes!("../../assets/test.png");
let diffuse_image = image::load_from_memory(diffuse_bytes).unwrap();
let diffuse_rgba = diffuse_image.to_rgba8();
use image::GenericImageView;
let dimensions = diffuse_image.dimensions();
let texture_size = wgpu::Extent3d {
width: dimensions.0,
height: dimensions.1,
depth_or_array_layers: 1,
};
let diffuse_texture = device.create_texture(&wgpu::TextureDescriptor {
// All textures are stored as 3D, we represent our 2D texture
// by setting depth to 1.
size: texture_size,
mip_level_count: 1, // We'll talk about this a little later
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
// Most images are stored using sRGB so we need to reflect that here.
format: wgpu::TextureFormat::Rgba8UnormSrgb,
// TEXTURE_BINDING tells wgpu that we want to use this texture in shaders
// COPY_DST means that we want to copy data to this texture
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
label: Some("diffuse_texture"),
});
queue.write_texture(
// Tells wgpu where to copy the pixel data
wgpu::ImageCopyTexture {
texture: &diffuse_texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
aspect: wgpu::TextureAspect::All,
},
// The actual pixel data
&diffuse_rgba,
// The layout of the texture
wgpu::ImageDataLayout {
offset: 0,
bytes_per_row: std::num::NonZeroU32::new(4 * dimensions.0),
rows_per_image: std::num::NonZeroU32::new(dimensions.1),
},
texture_size,
);
let diffuse_texture_view =
diffuse_texture.create_view(&wgpu::TextureViewDescriptor::default());
let diffuse_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::Repeat,
address_mode_v: wgpu::AddressMode::Repeat,
address_mode_w: wgpu::AddressMode::Repeat,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Linear,
..Default::default()
});
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,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
// This should match the filterable field of the
// corresponding Texture entry above.
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture_view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_sampler),
},
],
label: Some("diffuse_bind_group"),
});
// let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
// label: Some("Shader"),
// source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/test.wgsl").into()),
// });
let shader = device.create_shader_module(include_wgsl!("../shaders/test.wgsl"));
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_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: "vs_main",
buffers: &[Vertex::desc()],
},
fragment: Some(wgpu::FragmentState {
// 3.
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::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_CLIP_CONTROL
unclipped_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
});
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(INDICES),
usage: wgpu::BufferUsages::INDEX,
});
let num_indices = INDICES.len() as u32;
return Self {
size,
surface,
device,
queue,
config,
render_pipeline,
vertex_buffer,
index_buffer,
num_indices,
diffuse_bind_group,
};
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}
pub fn input(&mut self, event: &WindowEvent) -> bool {
return false;
}
pub fn update(&mut self) {}
pub 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: &[
// This is what @location(0) in the fragment shader targets
Some(wgpu::RenderPassColorAttachment {
view: &view,
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: 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.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
}
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
return Ok(());
}
}