600 lines
23 KiB
Rust
600 lines
23 KiB
Rust
use bytemuck;
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use std::collections::HashMap;
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use wgpu::util::DeviceExt;
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use winit::{
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event::*,
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event_loop::{ControlFlow, EventLoop},
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window::Window,
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window::WindowBuilder,
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};
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mod script;
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use script::graphics::GraphicsCommand;
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mod texture;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 3], // TODO: Why do I pass in a Z here?
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tex_coords: [f32; 2],
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}
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impl Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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],
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}
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct ScreenUniforms {
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resolution: [f32; 2],
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}
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impl ScreenUniforms {
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fn new(width: u32, height: u32) -> ScreenUniforms {
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ScreenUniforms {
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resolution: [width as f32, height as f32],
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}
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}
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}
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struct State {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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window: Window,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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max_vertices: usize,
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sprite_bind_group_layout: wgpu::BindGroupLayout,
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sprite_textures: HashMap<u32, wgpu::BindGroup>,
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screen_uniform: ScreenUniforms,
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screen_uniform_buffer: wgpu::Buffer,
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screen_uniform_bind_group: wgpu::BindGroup,
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// Garbage
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mouse_x: f64,
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mouse_y: f64,
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}
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// TUTORIAL FOR BABIES LIKE ME: https://sotrh.github.io/learn-wgpu/beginner/tutorial2-surface/
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impl State {
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// Creating some of the wgpu types requires async code
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async fn new(window: Window) -> Self {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// Backends::all => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::all(),
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dx12_shader_compiler: Default::default(),
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});
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// # Safety
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//
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// The surface needs to live as long as the window that created it.
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// State owns the window so this should be safe.
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let surface = unsafe { instance.create_surface(&window) }.unwrap();
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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features: wgpu::Features::empty(),
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// WebGL doesn't support all of wgpu's features, so if
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// we're building for the web we'll have to disable some.
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limits: if cfg!(target_arch = "wasm32") {
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wgpu::Limits::downlevel_webgl2_defaults()
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} else {
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wgpu::Limits::default()
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},
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label: None,
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},
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None, // Trace path
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)
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.await
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.unwrap();
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let surface_caps = surface.get_capabilities(&adapter);
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// Shader code in this tutorial assumes an sRGB surface
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// texture. Using a different one will result all the colors coming
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// out darker. If you want to support non sRGB surfaces, you'll need
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// to account for that when drawing to the frame.
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let surface_format = surface_caps
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.formats
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.iter()
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.copied()
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.find(|f| f.is_srgb())
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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};
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surface.configure(&device, &config);
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// TODO: DELETE THIS
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// let diffuse_bytes = include_bytes!("happy-tree.png");
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// let diffuse_texture =
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// texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap();
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let sprite_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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// This should match the filterable field of the
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// corresponding Texture entry above.
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("sprite_bind_group_layout"),
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});
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// TODO: DELETE THIS
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// let sprite_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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// layout: &sprite_bind_group_layout,
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// entries: &[
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// wgpu::BindGroupEntry {
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// binding: 0,
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// resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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// },
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// wgpu::BindGroupEntry {
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// binding: 1,
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// resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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// },
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// ],
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// label: Some("diffuse_bind_group"),
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// });
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let screen_uniform = ScreenUniforms::new(size.width, size.height);
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let screen_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Screen Uniform Buffer"),
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contents: bytemuck::cast_slice(&[screen_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let screen_uniform_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("screen_bind_group_layout"),
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});
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let screen_uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &screen_uniform_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: screen_uniform_buffer.as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&sprite_bind_group_layout, &screen_uniform_bind_group_layout],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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let max_vertices: usize = 4096;
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let vertex_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Vertex Buffer"),
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size: (max_vertices * std::mem::size_of::<Vertex>())
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.try_into()
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.unwrap(),
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mapped_at_creation: false,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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});
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Self {
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window,
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surface,
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device,
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queue,
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config,
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size,
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render_pipeline,
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vertex_buffer,
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max_vertices,
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sprite_bind_group_layout,
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sprite_textures: HashMap::new(),
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screen_uniform,
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screen_uniform_buffer,
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screen_uniform_bind_group,
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mouse_x: 0.0,
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mouse_y: 0.0,
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}
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}
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pub fn window(&self) -> &Window {
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&self.window
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}
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fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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}
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fn input(&mut self, _event: &WindowEvent) -> bool {
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false
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}
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fn update(&mut self) {
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self.screen_uniform = ScreenUniforms::new(self.size.width, self.size.height);
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self.queue.write_buffer(
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&self.screen_uniform_buffer,
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0,
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bytemuck::cast_slice(&[self.screen_uniform]),
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);
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}
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fn render(&mut self, commands: Vec<GraphicsCommand>) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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// Group the commands into passes.
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struct Pass {
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color: Option<[f64; 4]>,
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commands: Vec<GraphicsCommand>,
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}
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let mut passes = Vec::new();
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for command in commands {
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match command {
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GraphicsCommand::Clear(cc) => passes.push(Pass {
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color: Some(cc.color),
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commands: Vec::new(),
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}),
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GraphicsCommand::CreateTexture(ct) => {
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let texture = texture::Texture::from_image(
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&self.device,
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&self.queue,
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&ct.image,
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Some(&ct.label),
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);
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let sprite_bind_group =
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self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.sprite_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&texture.sampler),
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},
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],
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label: Some(&ct.label),
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});
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self.sprite_textures.insert(ct.id, sprite_bind_group);
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}
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GraphicsCommand::EndFrame => (),
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other => match passes.last_mut() {
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Some(pass) => pass.commands.push(other),
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None => passes.push(Pass {
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color: None,
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commands: vec![other],
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}),
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},
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}
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}
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let mut vertices = Vec::new();
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for pass in passes {
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// TODO: It would be great if we could use multiple passes in a
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// single encoder but right now because of the dyanmic
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// nature of vertices we can't, I think? Because
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// queue.write_buffer doesn't actually happen until we call
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// submit...
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: if let Some([r, g, b, a]) = pass.color {
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wgpu::LoadOp::Clear(wgpu::Color {
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r, //0.1,
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g, //0.2,
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b,
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a,
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})
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} else {
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wgpu::LoadOp::Load
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},
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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});
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let mut texture_id = None;
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vertices.clear();
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for command in pass.commands {
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match command {
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GraphicsCommand::Print(pc) => {
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println!("{}", pc.text);
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}
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GraphicsCommand::Sprite(sc) => {
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vertices.push(Vertex {
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position: [sc.x, sc.y, 0.0],
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tex_coords: [sc.u, sc.v + sc.sh],
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});
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vertices.push(Vertex {
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position: [sc.x + sc.w, sc.y, 0.0],
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tex_coords: [sc.u + sc.sw, sc.v + sc.sh],
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});
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vertices.push(Vertex {
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position: [sc.x, sc.y + sc.h, 0.0],
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tex_coords: [sc.u, sc.v],
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});
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vertices.push(Vertex {
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position: [sc.x, sc.y + sc.h, 0.0],
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tex_coords: [sc.u, sc.v],
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});
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vertices.push(Vertex {
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position: [sc.x + sc.w, sc.y, 0.0],
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tex_coords: [sc.u + sc.sw, sc.v + sc.sh],
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});
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vertices.push(Vertex {
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position: [sc.x + sc.w, sc.y + sc.h, 0.0],
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tex_coords: [sc.u + sc.sw, sc.v],
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});
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}
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GraphicsCommand::UseTexture(id) => texture_id = Some(id),
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GraphicsCommand::CreateTexture(_) => (), // Already handled
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GraphicsCommand::Clear(_) => (), // Already handled
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GraphicsCommand::EndFrame => (), // Should never appear
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}
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}
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if let Some(id) = texture_id {
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assert!(vertices.len() < self.max_vertices); // !
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self.queue.write_buffer(
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&self.vertex_buffer,
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0,
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bytemuck::cast_slice(&vertices),
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);
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render_pass.set_pipeline(&self.render_pipeline);
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let bind_group = self.sprite_textures.get(&id).unwrap();
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render_pass.set_bind_group(0, bind_group, &[]);
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render_pass.set_bind_group(1, &self.screen_uniform_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.draw(0..(vertices.len() as u32), 0..1);
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}
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}
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// Submit will accept anything that implements IntoIter
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self.queue.submit(std::iter::once(encoder.finish()));
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}
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// {
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// // BEGIN GARBAGE
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// let r: f64 = (self.mouse_x / f64::from(self.size.width)).clamp(0.0, 1.0) * 0.1;
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// let g: f64 = (self.mouse_y / f64::from(self.size.height)).clamp(0.0, 1.0) * 0.2;
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// // END GARBAGE
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// let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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// label: Some("Render Pass"),
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// color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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// view: &view,
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// resolve_target: None,
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// ops: wgpu::Operations {
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// load: wgpu::LoadOp::Clear(wgpu::Color {
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// r, //0.1,
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// g, //0.2,
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// b: 0.3,
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// a: 1.0,
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// }),
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// store: true,
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// },
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// })],
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// depth_stencil_attachment: None,
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// });
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// render_pass.set_pipeline(&self.render_pipeline);
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// render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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// render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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// render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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// 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();
|
|
}
|
|
|
|
_ => {}
|
|
}
|
|
});
|
|
}
|