use wgpu::{include_wgsl, Device, Queue, RenderPipeline, Surface, SurfaceConfiguration}; use winit::{ event::{Event, WindowEvent}, event_loop::EventLoop, platform::web::WindowExtWebSys, window::Window }; struct App<'a> { window: &'a Window, surface_config: SurfaceConfiguration, surface: Surface<'a>, device: Device, render_pipeline: RenderPipeline, queue: Queue } impl<'a> App<'a> { async fn init(window: &'a Window) -> Self { let mut size = window.inner_size(); size.width = size.width.max(1); size.height = size.height.max(1); let instance = wgpu::Instance::default(); let surface = instance.create_surface(window).unwrap(); let adapter = instance .request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::default(), force_fallback_adapter: false, // Request an adapter which can render to our surface compatible_surface: Some(&surface), }) .await .expect("Failed to find an appropriate adapter"); // Create the logical device and command queue let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { label: None, required_features: wgpu::Features::empty(), // Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain. required_limits: wgpu::Limits::downlevel_webgl2_defaults() .using_resolution(adapter.limits()), memory_hints: wgpu::MemoryHints::MemoryUsage, }, None, ) .await .expect("Failed to create device"); // Load the shaders from disk let shader = device.create_shader_module(include_wgsl!("shader.wgsl")); let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: None, bind_group_layouts: &[], push_constant_ranges: &[], }); let swapchain_capabilities = surface.get_capabilities(&adapter); let swapchain_format = swapchain_capabilities.formats[0]; let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: None, layout: Some(&pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: "vs_main", buffers: &[], compilation_options: Default::default(), }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "fs_main", compilation_options: Default::default(), targets: &[Some(swapchain_format.into())], }), primitive: wgpu::PrimitiveState::default(), depth_stencil: None, multisample: wgpu::MultisampleState::default(), multiview: None, cache: None, }); let surface_config = surface .get_default_config(&adapter, size.width, size.height) .unwrap(); surface.configure(&device, &surface_config); Self { window, surface_config, surface, device, render_pipeline, 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); }); } }