Added display.rs

This commit is contained in:
STP
2023-11-11 18:13:57 -05:00
parent 214cc1de40
commit 5492d63ff6

197
src/display.rs Normal file
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use std::borrow::Cow;
use std::fs;
use std::iter;
use wgpu::ShaderModuleDescriptor;
use winit::{
event::*,
event_loop::{ControlFlow, EventLoop},
window::Window,
window::WindowBuilder,
};
pub struct Display {
//Surface we will draw two
surface: wgpu::Surface,
// Description of a surface
config: wgpu::SurfaceConfiguration,
//Device we will he using to render
device: wgpu::Device,
// Command query for a divice
queue: wgpu::Queue,
size: winit::dpi::PhysicalSize<u32>,
// The window must be declared after the surface so
// it gets dropped after it as the surface contains
// unsafe references to the window's resources.
window: winit::window::Window,
// Handle to a rendering pipeline
render_pipeline: wgpu::RenderPipeline,
clear_color: wgpu::Color,
}
impl Display {
// Creating some of the wgpu types requires async code
pub async fn new(window: Window, shader_filename: String) -> Self {
//Self explaining, the window size
let size = window.inner_size();
// Backends to handle our gpu
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
dx12_shader_compiler: Default::default(),
});
// Surface needs to be alive as long as window is created
let surface = unsafe { instance.create_surface(&window) }.unwrap();
// Handles our graphics card, gets backend the adapter uses
// Compatible surface fields tells wgpu whats a adapter that can supply a surface
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
// Use the adapter to create a device and queue
// Includes limitations on the graphics card
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
// WebGL doesn't support all of wgpu's features, so if
// we're building for the web we'll have to disable some.
limits: wgpu::Limits::default(),
label: None,
},
None, // Trace path
)
.await
.unwrap();
// Some surfaces have different capabilities, get the capabilities
let surface_caps = surface.get_capabilities(&adapter);
// Find how surface textures will be stored on the GPU
let surface_format = surface_caps
.formats
.iter()
.copied()
.find(|f| f.is_srgb())
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
};
surface.configure(&device, &config);
//Load a shader into our device and get a module handler
let shader_contents =
fs::read_to_string(shader_filename).expect("Failed to read shader file");
let shader = device.create_shader_module(ShaderModuleDescriptor {
label: Some("Shader.wgsl"),
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(&shader_contents)),
});
//Create pipeline layout using device
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
//Create final render pipeline
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", // 1.
buffers: &[], // 2.
},
fragment: Some(wgpu::FragmentState {
// 3.
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
// 4.
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList, // 1.
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw, // 2.
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, // 1.
multisample: wgpu::MultisampleState {
count: 1, // 2.
mask: !0, // 3.
alpha_to_coverage_enabled: false, // 4.
},
multiview: None, // 5.
});
let clear_color = wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
};
Self {
window,
surface,
device,
queue,
config,
size,
render_pipeline,
clear_color,
}
}
}
impl Display {
pub fn render(
&mut self,
render_function: fn(
&wgpu::Device,
&wgpu::Queue,
&wgpu::SurfaceTexture,
&wgpu::RenderPipeline,
) -> Result<(), wgpu::SurfaceError>,
) -> Result<(), wgpu::SurfaceError> {
let texture = &self.surface.get_current_texture().expect("All good");
render_function(&self.device, &self.queue, &texture, &self.render_pipeline)
}
}
impl Display {
pub fn window(&self) -> &Window {
&self.window
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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 get_size(&self) -> winit::dpi::PhysicalSize<u32> {
self.size
}
pub fn update_surface(&self) {
self.resize(self.get_size())
}
}