194 lines
7.3 KiB
Rust
194 lines
7.3 KiB
Rust
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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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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});
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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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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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},
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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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compilation_options: Default::default(),
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targets: &[Some(swapchain_format.into())],
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}),
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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cache: None,
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});
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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);
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Self {
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window,
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surface_config,
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surface,
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device,
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render_pipeline,
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queue
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}
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}
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fn run(&mut self, event_loop: EventLoop<()>) {
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event_loop.run(move |event, target| {
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// Have the closure take ownership of the resources.
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// `event_loop.run` never returns, therefore we must do this to ensure
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// the resources are properly cleaned up.
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let _ = &self;
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if let Event::WindowEvent {
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window_id: _,
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event,
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} = event
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{
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match event {
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WindowEvent::Resized(new_size) => {
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// Reconfigure the surface with the new size
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self.surface_config.width = new_size.width.max(1);
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self.surface_config.height = new_size.height.max(1);
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self.surface.configure(&self.device, &self.surface_config);
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// On macos the window needs to be redrawn manually after resizing
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self.window.request_redraw();
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}
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WindowEvent::RedrawRequested => {
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let frame = self.surface
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.get_current_texture()
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.expect("Failed to acquire next swap chain texture");
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let view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder =
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self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: None,
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});
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{
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let mut rpass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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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::GREEN),
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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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timestamp_writes: None,
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occlusion_query_set: None,
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});
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rpass.set_pipeline(&self.render_pipeline);
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rpass.draw(0..3, 0..1);
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}
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self.queue.submit(Some(encoder.finish()));
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frame.present();
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}
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WindowEvent::CloseRequested => target.exit(),
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_ => {}
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};
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}
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})
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.unwrap();
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}
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}
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pub fn main() {
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#[cfg(target_arch = "wasm32")]
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{
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std::panic::set_hook(Box::new(console_error_panic_hook::hook));
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console_log::init().expect("could not initialize logger");
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}
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#[cfg(not(target_arch = "wasm32"))]
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{
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env_logger::init();
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}
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let event_loop = EventLoop::new().unwrap();
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let window = winit::window::WindowBuilder::new().build(&event_loop).unwrap();
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#[cfg(not(target_arch = "wasm32"))]
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{
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let mut app = pollster::block_on(App::init(&window));
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app.run(event_loop);
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}
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#[cfg(target_arch = "wasm32")]
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{
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web_sys::window()
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.unwrap()
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.document()
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.unwrap()
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.body()
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.unwrap()
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.append_child(&window.canvas().unwrap())
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.unwrap();
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wasm_bindgen_futures::spawn_local(async move {
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App::init(&window).await.run(event_loop);
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});
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}
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} |