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This commit is contained in:
commit
f88df1efd0
11 changed files with 2306 additions and 0 deletions
1
.gitignore
vendored
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1
.gitignore
vendored
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/target
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26
.vscode/launch.json
vendored
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26
.vscode/launch.json
vendored
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{
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"version": "0.2.0",
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"configurations": [
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{
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"type": "lldb",
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"request": "launch",
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"name": "Debug",
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"cargo": {
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"args": [
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"build",
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"--bin=renderer",
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"--package=renderer"
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],
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"filter": {
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"name": "renderer",
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"kind": "bin"
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}
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},
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"args": [],
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"cwd": "${workspaceFolder}",
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"env": {
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"CARGO_MANIFEST_DIR": "${workspaceFolder}",
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}
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}
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]
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}
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1837
Cargo.lock
generated
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1837
Cargo.lock
generated
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15
Cargo.toml
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15
Cargo.toml
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[package]
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name = "renderer"
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version = "0.1.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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winit = "0.26"
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env_logger = "0.9"
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log = "0.4"
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wgpu = "0.13"
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pollster = "0.2"
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bytemuck = { version = "1.4", features = [ "derive" ] }
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image = { version = "0.24", features = [ "png" ] }
|
BIN
assets/test.png
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BIN
assets/test.png
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7
src/main.rs
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7
src/main.rs
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mod surf;
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fn main() {
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env_logger::init();
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pollster::block_on(surf::updater::run());
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}
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|
33
src/shaders/test.wgsl
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33
src/shaders/test.wgsl
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// Vertex shader
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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}
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@vertex
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = vec4<f32>(model.position, 1.0);
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return out;
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}
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// Fragment shader
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0)@binding(1)
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var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}
|
3
src/surf/mod.rs
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3
src/surf/mod.rs
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pub mod state;
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pub mod updater;
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pub mod types;
|
301
src/surf/state.rs
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301
src/surf/state.rs
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use wgpu::{include_wgsl, util::DeviceExt};
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use winit::{event::*, window::Window};
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use super::types::Vertex;
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// test data
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const VERTICES: &[Vertex] = &[
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Vertex { position: [-0.0868241, 0.49240386, 0.0], tex_coords: [0.4131759, 0.99240386], }, // A
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Vertex { position: [-0.49513406, 0.06958647, 0.0], tex_coords: [0.0048659444, 0.56958647], }, // B
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Vertex { position: [-0.21918549, -0.44939706, 0.0], tex_coords: [0.28081453, 0.05060294], }, // C
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Vertex { position: [0.35966998, -0.3473291, 0.0], tex_coords: [0.85967, 0.1526709], }, // D
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Vertex { position: [0.44147372, 0.2347359, 0.0], tex_coords: [0.9414737, 0.7347359], }, // E
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];
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const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
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pub struct State {
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pub size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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diffuse_bind_group: wgpu::BindGroup,
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}
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impl State {
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// Creating some of the wgpu types requires async code
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pub async fn new(window: &Window) -> Self {
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let size = window.inner_size();
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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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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features: wgpu::Features::empty(),
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limits: wgpu::Limits::default(),
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label: None,
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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 config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_supported_formats(&adapter)[0],
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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};
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surface.configure(&device, &config);
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// Test image
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let diffuse_bytes = include_bytes!("../../assets/test.png");
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let diffuse_image = image::load_from_memory(diffuse_bytes).unwrap();
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let diffuse_rgba = diffuse_image.to_rgba8();
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use image::GenericImageView;
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let dimensions = diffuse_image.dimensions();
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let texture_size = wgpu::Extent3d {
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width: dimensions.0,
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height: dimensions.1,
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depth_or_array_layers: 1,
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};
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let diffuse_texture = device.create_texture(&wgpu::TextureDescriptor {
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// All textures are stored as 3D, we represent our 2D texture
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// by setting depth to 1.
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size: texture_size,
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mip_level_count: 1, // We'll talk about this a little later
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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// Most images are stored using sRGB so we need to reflect that here.
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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// TEXTURE_BINDING tells wgpu that we want to use this texture in shaders
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// COPY_DST means that we want to copy data to this texture
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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label: Some("diffuse_texture"),
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});
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queue.write_texture(
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// Tells wgpu where to copy the pixel data
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wgpu::ImageCopyTexture {
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texture: &diffuse_texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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||||
aspect: wgpu::TextureAspect::All,
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},
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// The actual pixel data
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&diffuse_rgba,
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// The layout of the texture
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: std::num::NonZeroU32::new(4 * dimensions.0),
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rows_per_image: std::num::NonZeroU32::new(dimensions.1),
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},
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texture_size,
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);
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let diffuse_texture_view =
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diffuse_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let diffuse_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::Repeat,
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address_mode_v: wgpu::AddressMode::Repeat,
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address_mode_w: wgpu::AddressMode::Repeat,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Linear,
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..Default::default()
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||||
});
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let texture_bind_group_layout =
|
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[
|
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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,
|
||||
},
|
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wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::FRAGMENT,
|
||||
// This should match the filterable field of the
|
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// corresponding Texture entry above.
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
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label: Some("texture_bind_group_layout"),
|
||||
});
|
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let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
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layout: &texture_bind_group_layout,
|
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entries: &[
|
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wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&diffuse_texture_view),
|
||||
},
|
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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 =
|
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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(());
|
||||
}
|
||||
}
|
19
src/surf/types.rs
Normal file
19
src/surf/types.rs
Normal file
|
@ -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::<Vertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &Self::ATTRIBS,
|
||||
};
|
||||
}
|
||||
}
|
64
src/surf/updater.rs
Normal file
64
src/surf/updater.rs
Normal file
|
@ -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();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue