fuck what I wanted to do

This commit is contained in:
STP
2023-11-11 19:34:51 -05:00
parent 5492d63ff6
commit b4bc726fee
5 changed files with 139 additions and 426 deletions

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@@ -1,197 +0,0 @@
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())
}
}

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@@ -1,146 +1,11 @@
#![allow(dead_code)]
#![allow(unused_imports)]
#![allow(unused_variables)]
//Use our ray module
mod ray;
use ray::Ray;
//Use our display
pub mod display;
use display::Display;
//Use linear algebra module
use nalgebra::Vector4;
//Use modules for wgpu
use std::iter;
use winit::{
event::*,
event_loop::{ControlFlow, EventLoop},
window::Window,
window::WindowBuilder,
};
pub struct Program {
display: Display,
}
impl Program {
pub async fn new() -> Self {
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
let display = Display::new(window, "shader.wgsl".to_string()).await;
Program { display }
}
impl Program {}
async fn start_event_loop(mut self) {
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
event_loop.run(move |event, _, control_flow| match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == window.id() => {
if !self.input(event) {
match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => *control_flow = ControlFlow::Exit,
WindowEvent::Resized(physical_size) => {
self.display.resize(*physical_size);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
self.display.resize(**new_inner_size);
}
_ => {}
}
}
}
Event::RedrawRequested(window_id) if window_id == window.id() => {
self.update();
match self.display.render(Self::render) {
Ok(_) => {}
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
self.display.update_surface();
}
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"),
}
}
Event::RedrawEventsCleared => {
window.request_redraw();
}
_ => {}
});
}
fn input(&self, event: &WindowEvent) -> bool {
match event {
WindowEvent::MouseInput { .. } => true,
WindowEvent::KeyboardInput { input, .. } => {
match input.virtual_keycode.expect("Not a keycode") {
VirtualKeyCode::Space => true,
_ => false,
}
}
_ => true,
}
}
fn update(&mut self) {}
fn render(
device: &wgpu::Device,
queue: &wgpu::Queue,
output: &wgpu::SurfaceTexture,
render_pipeline: &wgpu::RenderPipeline,
) -> Result<(), wgpu::SurfaceError> {
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = 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(wgpu::Color {
r: 1.0,
b: 1.0,
g: 1.0,
a: 1.0,
}),
store: true,
},
})],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(render_pipeline);
render_pass.draw(0..3, 0..1); // 3.
}
// submit will accept anything that implements IntoIter
queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
}
//MAIN ---------------------------------------------------------------------------------
#[tokio::main]
async fn main() {
let program = Program::new();
program.start_event_loop().await;
pub mod state;
use state::run;
fn main() {
pollster::block_on(run());
}

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@@ -1,26 +0,0 @@
// Vertex shader
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
};
@vertex
fn vs_main(@builtin(vertex_index) in_vertex_index: u32,) -> VertexOutput {
var out: VertexOutput;
let x = f32(1 - i32(in_vertex_index)) * 0.5;
let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
out.color = vec4<f32>(1.0/(f32(in_vertex_index)+1.0),1.0/(f32(in_vertex_index)+1.0),1.0/(f32(in_vertex_index)+1.0),1.0);
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return in.color;
}
@fragment
fn fs_alt(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(0.3, 0.7, 0.7, 1.0);
}