Added rendering pipeline and window

This commit is contained in:
STP
2023-11-11 11:34:08 -05:00
parent 943f54a4b8
commit 6ff33649b1
5 changed files with 738 additions and 554 deletions

368
src/window.rs Normal file
View File

@@ -0,0 +1,368 @@
use std::iter;
use winit::{
event::*,
event_loop::{ControlFlow, EventLoop},
window::Window,
window::WindowBuilder,
};
pub struct State {
//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_pipeline1: wgpu::RenderPipeline,
render_pipeline2: wgpu::RenderPipeline,
// Clear color
clear_color: wgpu::Color,
}
impl State {
// Creating some of the wgpu types requires async code
async fn new(window: Window) -> 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: if cfg!(target_arch = "wasm32") {
wgpu::Limits::downlevel_webgl2_defaults()
} else {
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 = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
//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_pipeline1 = 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 render_pipeline2 = 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: 0.2,
b: 0.4,
a: 1.0,
};
Self {
window,
surface,
device,
queue,
config,
size,
render_pipeline,
clear_color,
}
}
pub fn window(&self) -> &Window {
&self.window
}
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);
}
}
fn input(&mut self, event: &WindowEvent) -> bool {
match event {
WindowEvent::CursorLeft { .. } => {
ren
self.clear_color = wgpu::Color {
r: 0.5, // Example values for when mouse is clicked
g: 0.5,
b: 0.5,
a: 1.0,
};
true
}
WindowEvent::KeyboardInput { input, .. } => {
if let Some(virtual_keycode) = input.virtual_keycode {
match virtual_keycode {
VirtualKeyCode::Space => {
}
_ => true,
}
} else {
false
}
}
_ => true,
}
}
fn update(&mut self) {}
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: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.clear_color),
store: true,
},
})],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.render_pipeline); // 2.
render_pass.draw(0..3, 0..1); // 3.
}
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
}
pub async fn run() {
cfg_if::cfg_if! {
if #[cfg(target_arch = "wasm32")] {
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
console_log::init_with_level(log::Level::Warn).expect("Couldn't initialize logger");
} else {
env_logger::init();
}
}
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
#[cfg(target_arch = "wasm32")]
{
// Winit prevents sizing with CSS, so we have to set
// the size manually when on web.
use winit::dpi::PhysicalSize;
window.set_inner_size(PhysicalSize::new(450, 400));
use winit::platform::web::WindowExtWebSys;
web_sys::window()
.and_then(|win| win.document())
.and_then(|doc| {
let dst = doc.get_element_by_id("wasm-example")?;
let canvas = web_sys::Element::from(window.canvas());
dst.append_child(&canvas).ok()?;
Some(())
})
.expect("Couldn't append canvas to document body.");
}
// State::new uses async code, so we're going to wait for it to finish
let mut state = State::new(window).await;
event_loop.run(move |event, _, control_flow| {
match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == state.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, .. } => {
// new_inner_size is &&mut so w have to dereference it twice
state.resize(**new_inner_size);
}
_ => {}
}
}
}
Event::RedrawRequested(window_id) if window_id == state.window().id() => {
state.update();
match state.render() {
Ok(_) => {}
// Reconfigure the surface if it's lost or outdated
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
state.resize(state.size)
}
// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"),
}
}
Event::RedrawEventsCleared => {
// RedrawRequested will only trigger once, unless we manually
// request it.
state.window().request_redraw();
}
_ => {}
}
});
}