oden/src/lib.rs

600 lines
23 KiB
Rust

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::<Vertex>() 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<u32>,
window: Window,
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
max_vertices: usize,
sprite_bind_group_layout: wgpu::BindGroupLayout,
sprite_textures: HashMap<u32, wgpu::BindGroup>,
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::<Vertex>())
.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<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) {
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<GraphicsCommand>) -> 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<GraphicsCommand>,
}
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();
}
_ => {}
}
});
}