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+env_logger = "0.9" +log = "0.4" +wgpu = "0.13" +pollster = "0.2" +bytemuck = { version = "1.4", features = [ "derive" ] } +image = { version = "0.24", features = [ "png" ] } diff --git a/assets/test.png b/assets/test.png new file mode 100644 index 0000000..aab7c3e Binary files /dev/null and b/assets/test.png differ diff --git a/src/main.rs b/src/main.rs new file mode 100644 index 0000000..c350231 --- /dev/null +++ b/src/main.rs @@ -0,0 +1,7 @@ +mod surf; + +fn main() { + env_logger::init(); + pollster::block_on(surf::updater::run()); +} + diff --git a/src/shaders/test.wgsl b/src/shaders/test.wgsl new file mode 100644 index 0000000..047129c --- /dev/null +++ b/src/shaders/test.wgsl @@ -0,0 +1,33 @@ +// Vertex shader + +struct VertexInput { + @location(0) position: vec3, + @location(1) tex_coords: vec2, +} + +struct VertexOutput { + @builtin(position) clip_position: vec4, + @location(0) tex_coords: vec2, +} + +@vertex +fn vs_main( + model: VertexInput, +) -> VertexOutput { + var out: VertexOutput; + out.tex_coords = model.tex_coords; + out.clip_position = vec4(model.position, 1.0); + return out; +} + +// Fragment shader + +@group(0) @binding(0) +var t_diffuse: texture_2d; +@group(0)@binding(1) +var s_diffuse: sampler; + +@fragment +fn fs_main(in: VertexOutput) -> @location(0) vec4 { + return textureSample(t_diffuse, s_diffuse, in.tex_coords); +} diff --git a/src/surf/mod.rs b/src/surf/mod.rs new file mode 100644 index 0000000..9b5cf9c --- /dev/null +++ b/src/surf/mod.rs @@ -0,0 +1,3 @@ +pub mod state; +pub mod updater; +pub mod types; diff --git a/src/surf/state.rs b/src/surf/state.rs new file mode 100644 index 0000000..e6bad35 --- /dev/null +++ b/src/surf/state.rs @@ -0,0 +1,301 @@ +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, + + 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) { + 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(()); + } +} diff --git a/src/surf/types.rs b/src/surf/types.rs new file mode 100644 index 0000000..767f5d4 --- /dev/null +++ b/src/surf/types.rs @@ -0,0 +1,19 @@ +#[repr(C)] +#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)] +pub struct Vertex { + pub position: [f32; 3], + pub tex_coords: [f32; 2], +} + +impl Vertex { + const ATTRIBS: [wgpu::VertexAttribute; 2] = + wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2]; + + pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> { + return wgpu::VertexBufferLayout { + array_stride: std::mem::size_of::() as wgpu::BufferAddress, + step_mode: wgpu::VertexStepMode::Vertex, + attributes: &Self::ATTRIBS, + }; + } +} diff --git a/src/surf/updater.rs b/src/surf/updater.rs new file mode 100644 index 0000000..19d9c57 --- /dev/null +++ b/src/surf/updater.rs @@ -0,0 +1,64 @@ +use super::state::State; +use winit::{ + event::*, + event_loop::{ControlFlow, EventLoop}, + window::WindowBuilder, +}; + +pub async fn run() { + let event_loop = EventLoop::new(); + let window = WindowBuilder::new().build(&event_loop).unwrap(); + let mut state = State::new(&window).await; + + // Event loop + event_loop.run(move |event, _, control_flow| { + match event { + Event::WindowEvent { + ref event, + window_id, + } if window_id == window.id() => { + if !state.input(event) { + // UPDATED! + match event { + 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); + } + WindowEvent::CursorMoved { position, .. } => {} + _ => {} + } + } + } + Event::RedrawRequested(window_id) if window_id == window.id() => { + state.update(); + match state.render() { + Ok(_) => {} + // Reconfigure the surface if lost + Err(wgpu::SurfaceError::Lost) => state.resize(state.size), + // The system is out of memory, we should probably quit + Err(wgpu::SurfaceError::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(); + } + _ => {} + } + }); +}