[oden] Following the wgpu tutorial

https://sotrh.github.io/learn-wgpu/beginner/tutorial2-surface/#render
This commit is contained in:
John Doty 2023-05-31 17:04:20 -07:00
commit a03c119b4c
5 changed files with 2053 additions and 0 deletions

1
.gitignore vendored Normal file
View file

@ -0,0 +1 @@
/target

1823
Cargo.lock generated Normal file

File diff suppressed because it is too large Load diff

13
Cargo.toml Normal file
View file

@ -0,0 +1,13 @@
[package]
name = "oden"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
env_logger = "0.10"
log = "0.4"
wgpu = "0.16"
winit = "0.28"
pollster = "0.3"

213
src/lib.rs Normal file
View file

@ -0,0 +1,213 @@
use winit::{
event::*,
event_loop::{ControlFlow, EventLoop},
window::Window,
window::WindowBuilder,
};
struct State {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
window: Window,
}
impl State {
// Creating some of the wgpu types requires async code
async fn new(window: Window) -> Self {
let size = window.inner_size();
// The instance is a handle to our GPU
// Backends::all => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
dx12_shader_compiler: Default::default(),
});
// # Safety
//
// The surface needs to live as long as the window that created it.
// State owns the window so this should be safe.
let surface = unsafe { instance.create_surface(&window) }.unwrap();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
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();
let surface_caps = surface.get_capabilities(&adapter);
// Shader code in this tutorial assumes an sRGB surface
// texture. Using a different one will result all the colors coming
// out darker. If you want to support non sRGB surfaces, you'll need
// to account for that when drawing to the frame.
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);
Self {
window,
surface,
device,
queue,
config,
size,
}
}
pub fn window(&self) -> &Window {
&self.window
}
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 {
false
}
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 _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: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: true,
},
})],
depth_stencil_attachment: None,
});
}
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
}
pub async fn run() {
env_logger::init();
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
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) {
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 we 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 lost
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
// The system is out of memory, we should probably quit
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
}
}
Event::MainEventsCleared => {
// RedrawRequested will only trigger once, unless we manually
// request it.
state.window().request_redraw();
}
_ => {}
});
}

3
src/main.rs Normal file
View file

@ -0,0 +1,3 @@
fn main() {
pollster::block_on(oden::run())
}