used pixels instead of state
This commit is contained in:
387
src/state.rs
387
src/state.rs
@@ -1,387 +0,0 @@
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use crate::texture::Texture;
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use crate::vertex::Vertex;
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use std::{fs, iter};
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use wgpu::util::DeviceExt;
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use winit::{
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event::*,
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event_loop::{ControlFlow, EventLoop},
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window::{Window, WindowBuilder},
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};
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struct State {
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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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size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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window: Window,
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//Vertex buffer
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num_vertices: u32,
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vertex_buffer: wgpu::Buffer,
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//Indicies buffer
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num_indices: u32,
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index_buffer: wgpu::Buffer,
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diffuse_bind_group: wgpu::BindGroup,
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diffuse_texture: Texture, // NEW
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}
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impl State {
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async fn new(window: Window) -> Self {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::all(),
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..Default::default()
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});
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// # Safety
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//
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// The surface needs to live as long as the window that created it.
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// State owns the window so this should be safe.
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let surface = unsafe { instance.create_surface(&window) }.unwrap();
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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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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label: None,
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features: wgpu::Features::empty(),
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// WebGL doesn't support all of wgpu's features, so if
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// we're building for the web we'll have to disable some.
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limits: if cfg!(target_arch = "wasm32") {
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wgpu::Limits::downlevel_webgl2_defaults()
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} else {
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wgpu::Limits::default()
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},
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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 surface_caps = surface.get_capabilities(&adapter);
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// Shader code in this tutorial assumes an Srgb surface texture. Using a different
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// one will result all the colors comming out darker. If you want to support non
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// Srgb surfaces, you'll need to account for that when drawing to the frame.
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let surface_format = surface_caps
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.formats
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.iter()
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.copied()
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.find(|f| f.is_srgb())
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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};
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surface.configure(&device, &config);
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let diffuse_bytes = include_bytes!("happy-tree.png"); // CHANGED!
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let diffuse_texture =
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Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap(); // CHANGED!
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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// 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),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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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 {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view), // CHANGED!
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler), // CHANGED!
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},
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],
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label: Some("diffuse_bind_group"),
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});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shaders/shader.wgsl").into()),
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});
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout], // NEW!
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent::REPLACE,
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alpha: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
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// or Features::POLYGON_MODE_POINT
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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// If the pipeline will be used with a multiview render pass, this
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// indicates how many array layers the attachments will have.
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multiview: None,
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});
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const VERTICES: &[Vertex] = &[
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Vertex {
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position: [-0.0868241, 0.49240386, 0.0],
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tex_coords: [0.4131759, 0.99240386],
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}, // A
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Vertex {
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position: [-0.49513406, 0.06958647, 0.0],
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tex_coords: [0.0048659444, 0.56958647],
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}, // B
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Vertex {
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position: [-0.21918549, -0.44939706, 0.0],
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tex_coords: [0.28081453, 0.05060294],
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}, // C
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Vertex {
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position: [0.35966998, -0.3473291, 0.0],
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tex_coords: [0.85967, 0.1526709],
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}, // D
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Vertex {
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position: [0.44147372, 0.2347359, 0.0],
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tex_coords: [0.9414737, 0.7347359],
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}, // 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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let num_indices = INDICES.len() as u32;
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let num_vertices = VERTICES.len() as u32;
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(INDICES),
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usage: wgpu::BufferUsages::INDEX,
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});
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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Self {
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surface,
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device,
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queue,
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config,
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render_pipeline,
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size,
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window,
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num_vertices,
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vertex_buffer,
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num_indices,
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index_buffer,
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diffuse_bind_group,
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diffuse_texture,
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}
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}
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fn window(&self) -> &Window {
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&self.window
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}
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pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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}
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fn input(&mut self, event: &WindowEvent) -> bool {
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match event {
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state,
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virtual_keycode: Some(VirtualKeyCode::Space),
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..
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},
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..
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} => true,
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_ => false,
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}
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}
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fn update(&mut self) {}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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}),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]); // NEW!
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
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}
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self.queue.submit(iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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pub async fn run() {
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env_logger::init();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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// State::new uses async code, so we're going to wait for it to finish
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let mut state = State::new(window).await;
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == state.window().id() => {
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if !state.input(event) {
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match event {
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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},
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..
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} => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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// new_inner_size is &mut so w have to dereference it twice
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state.resize(**new_inner_size);
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}
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_ => {}
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}
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}
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}
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Event::RedrawRequested(window_id) if window_id == state.window().id() => {
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state.update();
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match state.render() {
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Ok(_) => {}
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// Reconfigure the surface if it's lost or outdated
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Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
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state.resize(state.size)
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}
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// We're ignoring timeouts
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Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"),
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}
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}
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Event::MainEventsCleared => {
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// RedrawRequested will only trigger once, unless we manually
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// request it.
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state.window().request_redraw();
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}
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_ => {}
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}
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});
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}
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