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This commit is contained in:
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commit
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15
Cargo.lock
generated
15
Cargo.lock
generated
@ -233,6 +233,20 @@ name = "bytemuck"
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version = "1.17.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "6fd4c6dcc3b0aea2f5c0b4b82c2b15fe39ddbc76041a310848f4706edf76bb31"
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dependencies = [
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"bytemuck_derive",
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]
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[[package]]
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name = "bytemuck_derive"
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version = "1.7.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "1ee891b04274a59bd38b412188e24b849617b2e45a0fd8d057deb63e7403761b"
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dependencies = [
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"proc-macro2",
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"quote",
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"syn 2.0.75",
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]
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[[package]]
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name = "bytes"
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@ -544,6 +558,7 @@ checksum = "aa9a19cbb55df58761df49b23516a86d432839add4af60fc256da840f66ed35b"
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name = "forestiles"
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version = "0.1.0"
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dependencies = [
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"bytemuck",
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"cfg-if",
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"console_error_panic_hook",
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"console_log",
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@ -3,16 +3,14 @@ name = "forestiles"
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version = "0.1.0"
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edition = "2021"
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[lib]
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crate-type = ["cdylib", "rlib"]
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[dependencies]
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winit = { version = "0.29", features = ["rwh_05"] }
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env_logger = "0.11"
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log = "0.4"
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wgpu = "22.0"
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wgpu = "22.1"
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cfg-if = "1"
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pollster = "0.3"
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bytemuck = { version = "1.17", features = [ "derive" ] }
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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console_error_panic_hook = "0.1.6"
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221
src/lib.rs
221
src/lib.rs
@ -1,221 +0,0 @@
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use cfg_if::cfg_if;
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use winit::{
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event::*,
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event_loop::EventLoop,
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keyboard::{KeyCode, PhysicalKey},
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window::{WindowBuilder, Window},
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};
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#[cfg(target_arch="wasm32")]
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use wasm_bindgen::prelude::*;
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struct State<'a> {
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surface: wgpu::Surface<'a>,
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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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// The window must be declared after the surface so
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// it gets dropped after it as the surface contains
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// unsafe references to the window's resources.
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window: &'a Window,
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}
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impl<'a> State<'a> {
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// Creating some of the wgpu types requires async code
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async fn new(window: &'a Window) -> State<'a> {
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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::PRIMARY,
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..Default::default()
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});
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dbg!(1);
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let surface = instance.create_surface(window).unwrap();
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dbg!(2);
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let adapter = instance.request_adapter(
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&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.unwrap();
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let (device, queue) = adapter.request_device(
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&wgpu::DeviceDescriptor {
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required_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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required_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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memory_hints: wgpu::MemoryHints::default()
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},
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None, // Trace path
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).await.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 texture. Using a different
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// one will result in all the colors coming out darker. If you want to support non
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// sRGB surfaces, you'll need to account for that when drawing to the frame.
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let surface_format = surface_caps.formats.iter()
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.find(|f| f.is_srgb())
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.copied()
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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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desired_maximum_frame_latency: 2,
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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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}
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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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}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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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: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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#[cfg_attr(target_arch="wasm32", wasm_bindgen(start))]
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pub async fn run() {
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cfg_if! {
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if #[cfg(target_arch = "wasm32")] {
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std::panic::set_hook(Box::new(console_error_panic_hook::hook));
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console_log::init().expect("Couldn't initialize logger");
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} else {
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env_logger::init();
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}
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}
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let event_loop = EventLoop::new().unwrap();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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#[cfg(target_arch = "wasm32")]
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{
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// Winit prevents sizing with CSS, so we have to set
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// the size manually when on web.
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use winit::dpi::PhysicalSize;
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let _ = window.request_inner_size(PhysicalSize::new(450, 400));
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use winit::platform::web::WindowExtWebSys;
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web_sys::window()
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.and_then(|win| win.document())
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.and_then(|doc| {
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let dst = doc.body()?;
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let canvas = web_sys::Element::from(window.canvas()?);
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dst.append_child(&canvas).ok()?;
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Some(())
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})
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.expect("Couldn't append canvas to document body.");
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}
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let mut state = State::new(&window).await;
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event_loop.run(move |event, control_flow| match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == state.window.id() => if !state.input(event) { match event {
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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event:
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KeyEvent {
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state: ElementState::Pressed,
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physical_key: PhysicalKey::Code(KeyCode::Escape),
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..
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},
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..
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} => control_flow.exit(),
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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},
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WindowEvent::RedrawRequested => {
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state.update();
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match state.render() {
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Ok(_) => {}
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// Reconfigure the surface if lost
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Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => control_flow.exit(),
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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}
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}
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_ => {}
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}},
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Event::AboutToWait => {
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// RedrawRequested will only trigger once unless we manually
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// request it.
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state.window().request_redraw();
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}
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_ => {}
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}).unwrap();
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}
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195
src/main.rs
195
src/main.rs
@ -1,5 +1,194 @@
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use forestiles::run;
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use wgpu::{include_wgsl, Device, Queue, RenderPipeline, Surface, SurfaceConfiguration};
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use winit::{
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event::{Event, WindowEvent}, event_loop::EventLoop, platform::web::WindowExtWebSys, window::Window
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};
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fn main() {
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pollster::block_on(run());
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struct App<'a> {
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window: &'a Window,
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surface_config: SurfaceConfiguration,
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surface: Surface<'a>,
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device: Device,
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render_pipeline: RenderPipeline,
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queue: Queue
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}
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impl<'a> App<'a> {
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async fn init(window: &'a Window) -> Self {
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let mut size = window.inner_size();
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size.width = size.width.max(1);
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size.height = size.height.max(1);
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let instance = wgpu::Instance::default();
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let surface = 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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force_fallback_adapter: false,
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// Request an adapter which can render to our surface
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compatible_surface: Some(&surface),
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})
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.await
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.expect("Failed to find an appropriate adapter");
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// Create the logical device and command queue
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain.
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required_limits: wgpu::Limits::downlevel_webgl2_defaults()
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.using_resolution(adapter.limits()),
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memory_hints: wgpu::MemoryHints::MemoryUsage,
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},
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None,
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)
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.await
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.expect("Failed to create device");
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// Load the shaders from disk
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let shader = device.create_shader_module(include_wgsl!("shader.wgsl"));
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[],
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push_constant_ranges: &[],
|
||||
});
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let swapchain_capabilities = surface.get_capabilities(&adapter);
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let swapchain_format = swapchain_capabilities.formats[0];
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|
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&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: &[],
|
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compilation_options: Default::default(),
|
||||
},
|
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fragment: Some(wgpu::FragmentState {
|
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module: &shader,
|
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entry_point: "fs_main",
|
||||
compilation_options: Default::default(),
|
||||
targets: &[Some(swapchain_format.into())],
|
||||
}),
|
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primitive: wgpu::PrimitiveState::default(),
|
||||
depth_stencil: None,
|
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multisample: wgpu::MultisampleState::default(),
|
||||
multiview: None,
|
||||
cache: None,
|
||||
});
|
||||
|
||||
let surface_config = surface
|
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.get_default_config(&adapter, size.width, size.height)
|
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.unwrap();
|
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surface.configure(&device, &surface_config);
|
||||
|
||||
Self {
|
||||
window,
|
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surface_config,
|
||||
surface,
|
||||
device,
|
||||
render_pipeline,
|
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queue
|
||||
}
|
||||
}
|
||||
fn run(&mut self, event_loop: EventLoop<()>) {
|
||||
event_loop.run(move |event, target| {
|
||||
// Have the closure take ownership of the resources.
|
||||
// `event_loop.run` never returns, therefore we must do this to ensure
|
||||
// the resources are properly cleaned up.
|
||||
let _ = &self;
|
||||
|
||||
if let Event::WindowEvent {
|
||||
window_id: _,
|
||||
event,
|
||||
} = event
|
||||
{
|
||||
match event {
|
||||
WindowEvent::Resized(new_size) => {
|
||||
// Reconfigure the surface with the new size
|
||||
self.surface_config.width = new_size.width.max(1);
|
||||
self.surface_config.height = new_size.height.max(1);
|
||||
self.surface.configure(&self.device, &self.surface_config);
|
||||
// On macos the window needs to be redrawn manually after resizing
|
||||
self.window.request_redraw();
|
||||
}
|
||||
WindowEvent::RedrawRequested => {
|
||||
let frame = self.surface
|
||||
.get_current_texture()
|
||||
.expect("Failed to acquire next swap chain texture");
|
||||
let view = frame
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let mut encoder =
|
||||
self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: None,
|
||||
});
|
||||
{
|
||||
let mut rpass =
|
||||
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: None,
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::GREEN),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
timestamp_writes: None,
|
||||
occlusion_query_set: None,
|
||||
});
|
||||
rpass.set_pipeline(&self.render_pipeline);
|
||||
rpass.draw(0..3, 0..1);
|
||||
}
|
||||
|
||||
self.queue.submit(Some(encoder.finish()));
|
||||
frame.present();
|
||||
}
|
||||
WindowEvent::CloseRequested => target.exit(),
|
||||
_ => {}
|
||||
};
|
||||
}
|
||||
})
|
||||
.unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
pub fn main() {
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
|
||||
console_log::init().expect("could not initialize logger");
|
||||
}
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
env_logger::init();
|
||||
}
|
||||
|
||||
let event_loop = EventLoop::new().unwrap();
|
||||
let window = winit::window::WindowBuilder::new().build(&event_loop).unwrap();
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
let mut app = pollster::block_on(App::init(&window));
|
||||
app.run(event_loop);
|
||||
}
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
web_sys::window()
|
||||
.unwrap()
|
||||
.document()
|
||||
.unwrap()
|
||||
.body()
|
||||
.unwrap()
|
||||
.append_child(&window.canvas().unwrap())
|
||||
.unwrap();
|
||||
wasm_bindgen_futures::spawn_local(async move {
|
||||
App::init(&window).await.run(event_loop);
|
||||
});
|
||||
}
|
||||
}
|
@ -1,16 +1,11 @@
|
||||
// Vertex shader
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: 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);
|
||||
return out;
|
||||
fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
|
||||
let x = f32(i32(in_vertex_index) - 1);
|
||||
let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
|
||||
return vec4<f32>(x, y, 0.0, 1.0);
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main() -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
Loading…
Reference in New Issue
Block a user