use bytemuck; use std::collections::HashMap; use wgpu::util::DeviceExt; use winit::{ event::*, event_loop::{ControlFlow, EventLoop}, window::Window, window::WindowBuilder, }; mod script; use script::graphics::GraphicsCommand; mod texture; #[repr(C)] #[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)] struct Vertex { position: [f32; 3], // TODO: Why do I pass in a Z here? tex_coords: [f32; 2], } impl Vertex { fn desc() -> wgpu::VertexBufferLayout<'static> { wgpu::VertexBufferLayout { array_stride: std::mem::size_of::() as wgpu::BufferAddress, step_mode: wgpu::VertexStepMode::Vertex, attributes: &[ wgpu::VertexAttribute { offset: 0, shader_location: 0, format: wgpu::VertexFormat::Float32x3, }, wgpu::VertexAttribute { offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress, shader_location: 1, format: wgpu::VertexFormat::Float32x2, }, ], } } } #[repr(C)] #[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)] struct ScreenUniforms { resolution: [f32; 2], } impl ScreenUniforms { fn new(width: u32, height: u32) -> ScreenUniforms { ScreenUniforms { resolution: [width as f32, height as f32], } } } struct State { surface: wgpu::Surface, device: wgpu::Device, queue: wgpu::Queue, config: wgpu::SurfaceConfiguration, size: winit::dpi::PhysicalSize, window: Window, render_pipeline: wgpu::RenderPipeline, vertex_buffer: wgpu::Buffer, max_vertices: usize, sprite_bind_group_layout: wgpu::BindGroupLayout, sprite_textures: HashMap, screen_uniform: ScreenUniforms, screen_uniform_buffer: wgpu::Buffer, screen_uniform_bind_group: wgpu::BindGroup, // Garbage mouse_x: f64, mouse_y: f64, } // TUTORIAL FOR BABIES LIKE ME: https://sotrh.github.io/learn-wgpu/beginner/tutorial2-surface/ 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); // TODO: DELETE THIS // let diffuse_bytes = include_bytes!("happy-tree.png"); // let diffuse_texture = // texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap(); let sprite_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { entries: &[ wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::FRAGMENT, ty: wgpu::BindingType::Texture { multisampled: false, view_dimension: wgpu::TextureViewDimension::D2, sample_type: wgpu::TextureSampleType::Float { filterable: true }, }, count: None, }, wgpu::BindGroupLayoutEntry { binding: 1, visibility: wgpu::ShaderStages::FRAGMENT, // This should match the filterable field of the // corresponding Texture entry above. ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering), count: None, }, ], label: Some("sprite_bind_group_layout"), }); // TODO: DELETE THIS // let sprite_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { // layout: &sprite_bind_group_layout, // entries: &[ // wgpu::BindGroupEntry { // binding: 0, // resource: wgpu::BindingResource::TextureView(&diffuse_texture.view), // }, // wgpu::BindGroupEntry { // binding: 1, // resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler), // }, // ], // label: Some("diffuse_bind_group"), // }); let screen_uniform = ScreenUniforms::new(size.width, size.height); let screen_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Screen Uniform Buffer"), contents: bytemuck::cast_slice(&[screen_uniform]), usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, }); let screen_uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { entries: &[wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::VERTEX, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: None, }, count: None, }], label: Some("screen_bind_group_layout"), }); let screen_uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &screen_uniform_bind_group_layout, entries: &[wgpu::BindGroupEntry { binding: 0, resource: screen_uniform_buffer.as_entire_binding(), }], label: Some("camera_bind_group"), }); let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("Shader"), source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()), }); let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Render Pipeline Layout"), bind_group_layouts: &[&sprite_bind_group_layout, &screen_uniform_bind_group_layout], push_constant_ranges: &[], }); 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", buffers: &[Vertex::desc()], }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "fs_main", targets: &[Some(wgpu::ColorTargetState { format: config.format, blend: Some(wgpu::BlendState::REPLACE), write_mask: wgpu::ColorWrites::ALL, })], }), primitive: wgpu::PrimitiveState { topology: wgpu::PrimitiveTopology::TriangleList, strip_index_format: None, front_face: wgpu::FrontFace::Ccw, 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, multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false, }, multiview: None, }); let max_vertices: usize = 4096; let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor { label: Some("Vertex Buffer"), size: (max_vertices * std::mem::size_of::()) .try_into() .unwrap(), mapped_at_creation: false, usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST, }); Self { window, surface, device, queue, config, size, render_pipeline, vertex_buffer, max_vertices, sprite_bind_group_layout, sprite_textures: HashMap::new(), screen_uniform, screen_uniform_buffer, screen_uniform_bind_group, mouse_x: 0.0, mouse_y: 0.0, } } pub fn window(&self) -> &Window { &self.window } fn resize(&mut self, new_size: winit::dpi::PhysicalSize) { 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) { self.screen_uniform = ScreenUniforms::new(self.size.width, self.size.height); self.queue.write_buffer( &self.screen_uniform_buffer, 0, bytemuck::cast_slice(&[self.screen_uniform]), ); } fn render(&mut self, commands: Vec) -> Result<(), wgpu::SurfaceError> { let output = self.surface.get_current_texture()?; let view = output .texture .create_view(&wgpu::TextureViewDescriptor::default()); // Group the commands into passes. struct Pass { color: Option<[f64; 4]>, commands: Vec, } let mut passes = Vec::new(); for command in commands { match command { GraphicsCommand::Clear(cc) => passes.push(Pass { color: Some(cc.color), commands: Vec::new(), }), GraphicsCommand::CreateTexture(ct) => { let texture = texture::Texture::from_image( &self.device, &self.queue, &ct.image, Some(&ct.label), ); let sprite_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor { layout: &self.sprite_bind_group_layout, entries: &[ wgpu::BindGroupEntry { binding: 0, resource: wgpu::BindingResource::TextureView(&texture.view), }, wgpu::BindGroupEntry { binding: 1, resource: wgpu::BindingResource::Sampler(&texture.sampler), }, ], label: Some(&ct.label), }); self.sprite_textures.insert(ct.id, sprite_bind_group); } GraphicsCommand::EndFrame => (), other => match passes.last_mut() { Some(pass) => pass.commands.push(other), None => passes.push(Pass { color: None, commands: vec![other], }), }, } } let mut vertices = Vec::new(); for pass in passes { // TODO: It would be great if we could use multiple passes in a // single encoder but right now because of the dyanmic // nature of vertices we can't, I think? Because // queue.write_buffer doesn't actually happen until we call // submit... 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: if let Some([r, g, b, a]) = pass.color { wgpu::LoadOp::Clear(wgpu::Color { r, //0.1, g, //0.2, b, a, }) } else { wgpu::LoadOp::Load }, store: true, }, })], depth_stencil_attachment: None, }); let mut texture_id = None; vertices.clear(); for command in pass.commands { match command { GraphicsCommand::Print(pc) => { println!("{}", pc.text); } GraphicsCommand::Sprite(sc) => { vertices.push(Vertex { position: [sc.x, sc.y, 0.0], tex_coords: [sc.u, sc.v + sc.sh], }); vertices.push(Vertex { position: [sc.x + sc.w, sc.y, 0.0], tex_coords: [sc.u + sc.sw, sc.v + sc.sh], }); vertices.push(Vertex { position: [sc.x, sc.y + sc.h, 0.0], tex_coords: [sc.u, sc.v], }); vertices.push(Vertex { position: [sc.x, sc.y + sc.h, 0.0], tex_coords: [sc.u, sc.v], }); vertices.push(Vertex { position: [sc.x + sc.w, sc.y, 0.0], tex_coords: [sc.u + sc.sw, sc.v + sc.sh], }); vertices.push(Vertex { position: [sc.x + sc.w, sc.y + sc.h, 0.0], tex_coords: [sc.u + sc.sw, sc.v], }); } GraphicsCommand::UseTexture(id) => texture_id = Some(id), GraphicsCommand::CreateTexture(_) => (), // Already handled GraphicsCommand::Clear(_) => (), // Already handled GraphicsCommand::EndFrame => (), // Should never appear } } if let Some(id) = texture_id { assert!(vertices.len() < self.max_vertices); // ! self.queue.write_buffer( &self.vertex_buffer, 0, bytemuck::cast_slice(&vertices), ); render_pass.set_pipeline(&self.render_pipeline); let bind_group = self.sprite_textures.get(&id).unwrap(); render_pass.set_bind_group(0, bind_group, &[]); render_pass.set_bind_group(1, &self.screen_uniform_bind_group, &[]); render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); render_pass.draw(0..(vertices.len() as u32), 0..1); } } // Submit will accept anything that implements IntoIter self.queue.submit(std::iter::once(encoder.finish())); } // { // // BEGIN GARBAGE // let r: f64 = (self.mouse_x / f64::from(self.size.width)).clamp(0.0, 1.0) * 0.1; // let g: f64 = (self.mouse_y / f64::from(self.size.height)).clamp(0.0, 1.0) * 0.2; // // END GARBAGE // 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, //0.1, // g, //0.2, // b: 0.3, // a: 1.0, // }), // store: true, // }, // })], // depth_stencil_attachment: None, // }); // render_pass.set_pipeline(&self.render_pipeline); // render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]); // render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); // render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16); // render_pass.draw_indexed(0..self.num_indices, 0, 0..1); // } 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; let context = script::ScriptContext::new(); context.init(); event_loop.run(move |event, _, control_flow| { control_flow.set_poll(); 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::CursorMoved { position, .. } => { state.mouse_x = position.x; state.mouse_y = position.y; state.window().request_redraw(); } 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() => { context.update(); state.update(); match state.render(context.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(); } _ => {} } }); }