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(()); } }