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wgpu-rs/src/state.rs
2022-06-17 20:18:06 +02:00

260 lines
9.2 KiB
Rust

use crate::{
input::Controllable,
meshs::DefaultMesh,
render::{Renderable, TextureManager},
};
use super::render::{Camera, InstanceRaw, Texture, Vertex};
use winit::{event::WindowEvent, window::Window};
pub struct State {
pub surface: wgpu::Surface,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub config: wgpu::SurfaceConfiguration,
pub size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
camera: Camera,
depth_texture: Texture,
mesh: DefaultMesh,
#[allow(dead_code)]
texture_manager: TextureManager,
}
impl State {
// Creating some of the wgpu types requires async code
pub 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::Backends::all());
let surface = unsafe { instance.create_surface(window) };
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
// let adapter = instance
// .enumerate_adapters(wgpu::Backends::all())
// .filter(|adapter| {
// // Check if this adapter supports our surface
// surface.get_preferred_format(&adapter).is_some()
// })
// .next()
// .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 config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_preferred_format(&adapter).unwrap(),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
surface.configure(&device, &config);
let texture_manager = TextureManager::new(&device);
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(
include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/res/shaders/main.wgsl"
))
.into(),
),
});
let mut camera = Camera::new(config.width as f32, config.height as f32, 0.2);
camera.initialize(&device);
let depth_texture = Texture::create_depth_texture(&device, &config, "depth_texture");
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[
&texture_manager.get_texture_bind_group_layout(),
camera.get_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(), InstanceRaw::desc()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[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: Some(wgpu::DepthStencilState {
format: Texture::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
});
let diffuse_bind_group = texture_manager.create_texture_from_bytes(
&device,
&queue,
include_bytes!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/res/images/happy-tree.png"
)),
"happy-tree.png",
);
let diffuse_bind_group_pikachu = texture_manager.create_texture_from_bytes(
&device,
&queue,
include_bytes!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/res/images/pikachu.png"
)),
"pikachu.png",
);
let mut mesh = DefaultMesh::new(diffuse_bind_group, diffuse_bind_group_pikachu);
mesh.initialize(&device);
Self {
surface,
device,
queue,
config,
size,
render_pipeline,
camera,
depth_texture,
mesh,
texture_manager,
}
}
pub 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);
}
self.depth_texture =
Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
}
pub fn input(&mut self, event: &WindowEvent) -> bool {
self.mesh.process_events(&event) || self.camera.process_events(&event)
}
pub fn update(&mut self) {
self.camera.update_instances(&self.queue);
self.mesh.update_instances(&self.queue);
}
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
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: &[
// This is what [[location(0)]] in the fragment shader targets
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: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_texture.view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: true,
}),
stencil_ops: None,
}),
});
render_pass.set_pipeline(&self.render_pipeline);
self.camera.prepare(&mut render_pass);
self.mesh.prepare(&mut render_pass);
self.camera.draw(&mut render_pass);
self.mesh.draw(&mut render_pass);
}
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
}