wgpu now working
This commit is contained in:
1364
Cargo.lock
generated
1364
Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
@@ -13,9 +13,5 @@ anyhow = "1.0"
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nalgebra = "0.32.3"
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roots = "0.0.8"
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pyo3 = "0.20.0"
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imgui = "0.11"
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imgui-wgpu = "0.24"
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imgui-winit-support = "0.11"
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winit_input_helper = "0.13"
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winit = "0.29.3"
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wgpu = "0.18.0"
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winit = "0.28"
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wgpu = "0.18"
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@@ -1,31 +1,26 @@
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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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@location(1) color: vec3<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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@location(0) color: vec3<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.color = model.color;
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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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return vec4<f32>(in.color, 1.0);
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}
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72
src/eventloop.rs
Normal file
72
src/eventloop.rs
Normal file
@@ -0,0 +1,72 @@
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use crate::state::State;
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use core::iter;
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use nalgebra::{Point3, Vector3};
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use std::sync::Arc;
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use std::time::Instant;
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use pollster::block_on;
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use wgpu::util::DeviceExt;
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use winit::{
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dpi::LogicalSize,
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event::{ElementState, Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::Window,
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};
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use crate::light::Light;
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use crate::primitive::Material;
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use crate::{camera::Camera, primitive::*, raytracer, scene::Scene};
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pub async fn run() {
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env_logger::init();
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// Set up window and GPU
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let event_loop = EventLoop::new();
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let window = Window::new(&event_loop).unwrap();
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window.set_title(&format!("imgui-wgpu"));
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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 => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput { input, .. } => {
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*control_flow = ControlFlow::Exit
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}
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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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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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7
src/gui.rs
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7
src/gui.rs
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@@ -0,0 +1,7 @@
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struct ImguiDemo {
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canvas: framework::ShaderCanvas,
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imgui: imgui::Context,
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platform: imgui_winit_support::WinitPlatform,
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renderer: Renderer,
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last_cursor: Option<MouseCursor>,
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}
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@@ -2,16 +2,17 @@
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#![allow(unused_imports)]
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#![allow(unused_variables)]
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//Use linear algebra module
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use window::run;
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use eventloop::run;
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//Cameras
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mod camera;
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mod eventloop;
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mod light;
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mod primitive;
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mod ray;
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mod raytracer;
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mod scene;
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mod window;
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mod state;
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// mod state;
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// mod texture;
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// mod vertex;
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@@ -20,5 +21,5 @@ const EPSILON: f32 = 1e-7;
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const INFINITY: f32 = 1e7;
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fn main() {
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run().expect("YEY");
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pollster::block_on(run());
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}
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266
src/state.rs
Normal file
266
src/state.rs
Normal file
@@ -0,0 +1,266 @@
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use core::iter;
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use nalgebra::{Point3, Vector3};
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use std::sync::Arc;
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use std::time::Instant;
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use pollster::block_on;
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use wgpu::util::DeviceExt;
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use winit::{
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dpi::LogicalSize,
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event::{ElementState, Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::Window,
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};
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use crate::light::Light;
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use crate::primitive::Material;
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use crate::{camera::Camera, primitive::*, raytracer, scene::Scene};
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struct Vertex {
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position: [f32; 3],
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color: [f32; 3],
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}
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impl Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}
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}
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}
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pub 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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pub size: winit::dpi::PhysicalSize<u32>,
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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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window: Window,
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}
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impl State {
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pub 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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//
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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 shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("2d.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: &[],
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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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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: &[1],
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usage: wgpu::BufferUsages::VERTEX,
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});
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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: &[1],
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usage: wgpu::BufferUsages::INDEX,
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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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size,
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render_pipeline,
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vertex_buffer,
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index_buffer,
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window,
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}
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}
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pub 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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#[allow(unused_variables)]
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pub fn input(&mut self, event: &WindowEvent) -> bool {
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false
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}
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pub fn update(&mut self) {}
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pub 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_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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}
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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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115
src/window.rs
115
src/window.rs
@@ -1,115 +0,0 @@
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use nalgebra::{Point3, Vector3};
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use std::sync::Arc;
|
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use std::time::Instant;
|
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|
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use wgpu::util::DeviceExt;
|
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use winit::{
|
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error::EventLoopError,
|
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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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|
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use crate::light::Light;
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use crate::primitive::Material;
|
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use crate::{camera::Camera, primitive::*, raytracer, scene::Scene};
|
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pub fn run() -> Result<(), EventLoopError> {
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// Create an event loop and window using winit
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let event_loop = EventLoop::new().expect("Could not make event loop");
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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let window_size = &window.inner_size();
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|
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//Environment variables
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let mut height = window_size.height;
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let mut width = window_size.width;
|
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|
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event_loop.run(move |event, elwt| {
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match event {
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Event::WindowEvent {
|
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ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
match event {
|
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WindowEvent::CloseRequested => elwt.exit(),
|
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WindowEvent::Resized(physical_size) => {
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width = physical_size.width;
|
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height = physical_size.height;
|
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// draw_pixels(&mut pixels, 400, 400);
|
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}
|
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WindowEvent::ScaleFactorChanged {
|
||||
inner_size_writer, ..
|
||||
} => {}
|
||||
WindowEvent::KeyboardInput { event, .. } => {
|
||||
println!("{}", event.logical_key.to_text().unwrap());
|
||||
}
|
||||
WindowEvent::RedrawRequested => {}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
// fn clear_pixels(pixels: &mut Pixels) {
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||||
// let frame = pixels.frame_mut();
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||||
// for pixel in frame.chunks_exact_mut(4) {
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||||
// pixel[0] = 0x00; // R
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||||
// pixel[1] = 0x00; // G
|
||||
// pixel[2] = 0x00; // B
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||||
// pixel[3] = 0xff; // A
|
||||
// }
|
||||
// if pixels.render().is_err() {
|
||||
// eprintln!("Failed to render frame");
|
||||
// }
|
||||
// }
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||||
//
|
||||
// fn draw_pixels(pixels: &mut Pixels, width: u32, height: u32) {
|
||||
// //Create our scene
|
||||
// let eye = Point3::new(0.0, 0.0, -1.0);
|
||||
// let target = Point3::new(0.0, 0.0, 0.0);
|
||||
// let up = Vector3::new(0.0, 1.0, 0.0);
|
||||
// let arc_camera = Arc::new(Camera::new(eye, target, up, 90.0, (width / height) as f32));
|
||||
// let cameras: Vec<Arc<Camera>> = vec![arc_camera.clone()];
|
||||
//
|
||||
// let arc_material = Arc::new(Material::magenta());
|
||||
// let arc_cone = Arc::new(Cone::unit(arc_material));
|
||||
// let primitives: Vec<Arc<dyn Primitive>> = vec![arc_cone]
|
||||
// .into_iter()
|
||||
// .map(|arc| arc as Arc<dyn Primitive>)
|
||||
// .collect();
|
||||
//
|
||||
// let light: Arc<Light>;
|
||||
// let light = Arc::new(Light::white());
|
||||
// let lights = vec![light];
|
||||
//
|
||||
// let ambient_light = Arc::new(Vector3::new(1.0, 1.0, 1.0));
|
||||
//
|
||||
// let scene = Scene::new(primitives, lights, cameras, ambient_light);
|
||||
//
|
||||
// let rays = arc_camera.as_ref().cast_rays(width, height);
|
||||
//
|
||||
// let colours = raytracer::shade_rays(&scene, &rays, width, height);
|
||||
//
|
||||
// print!("{}", colours.len());
|
||||
//
|
||||
// let pixels = pixels.frame().chunks_exact_mut(4);
|
||||
// for (i, colour) in colours.iter().enumerate() {
|
||||
// let colour = colours[i];
|
||||
// let pixel = &mut pixels[i];
|
||||
// pixel[0] = colour.x;
|
||||
// pixel[1] = colour.y;
|
||||
// pixel[2] = colour.z;
|
||||
// }
|
||||
//
|
||||
// // Render the frame
|
||||
// if pixels.render().is_err() {
|
||||
// eprintln!("Failed to render frame");
|
||||
// }
|
||||
// }
|
||||
// // Create a Pixels instance for drawing
|
||||
// let mut pixels = {
|
||||
// let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
|
||||
// Pixels::new(width, height, surface_texture).unwrap()
|
||||
// };
|
||||
Reference in New Issue
Block a user