307 lines
10 KiB
Rust
307 lines
10 KiB
Rust
use winit::{
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event::*,
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event_loop::{ControlFlow, EventLoop},
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window::{Window, WindowBuilder},
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};
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use wgpu::util::DeviceExt;
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use winit::event_loop::EventLoopBuilder;
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use winit::platform::windows::EventLoopBuilderExtWindows;
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use librashader_presets::ShaderPreset;
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use librashader_runtime_wgpu::FilterChainWGPU;
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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#[repr(C)]
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#[derive(Clone, Copy, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 3],
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color: [f32; 3],
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}
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impl Vertex {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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},
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]
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}
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}
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}
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const VERTICES: &[Vertex] = &[
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Vertex { // top
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position: [0.0, 0.5, 0.0],
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color: [1.0, 0.0, 0.0],
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},
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Vertex { // bottom left
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position: [-0.5, -0.5, 0.0],
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color: [0.0, 1.0, 0.0],
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},
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Vertex { // bottom right
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position: [0.5, -0.5, 0.0],
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color: [0.0, 0.0, 1.0],
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},
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];
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struct State {
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surface: wgpu::Surface,
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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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clear_color: wgpu::Color,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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num_vertices: u32,
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chain: FilterChainWGPU
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}
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impl State {
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async fn new(window: &Window) -> Self {
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let size = window.inner_size();
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let instance = wgpu::Instance::default();
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let surface = unsafe { instance.create_surface(window).unwrap() };
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// NOTE: could be none, see: https://sotrh.github.io/learn-wgpu/beginner/tutorial2-surface/#state-new
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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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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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features: wgpu::Features::PUSH_CONSTANTS | wgpu::Features::SPIRV_SHADER_PASSTHROUGH,
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limits: wgpu::Limits::default(),
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label: None,
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},
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None,
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)
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.await
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.unwrap();
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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 mut config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: swapchain_format,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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alpha_mode: swapchain_capabilities.alpha_modes[0],
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view_formats: vec![],
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};
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let preset = ShaderPreset::try_parse("../test/shaders_slang/crt/crt-royale.slangp").unwrap();
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let chain = FilterChainWGPU::load_from_preset_deferred(&device, preset).unwrap();
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("../shader/triangle.wgsl").into()),
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});
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_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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Vertex::desc(),
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],
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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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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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let vertex_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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},
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);
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let clear_color = 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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let num_vertices = VERTICES.len() as u32;
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Self {
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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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clear_color,
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render_pipeline,
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vertex_buffer,
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num_vertices,
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chain
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}
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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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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
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let mut render_pass = 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(self.clear_color),
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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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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.draw(0..self.num_vertices, 0..1);
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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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pub fn run() {
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env_logger::init();
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let event_loop = EventLoopBuilder::new()
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.with_any_thread(true)
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.with_dpi_aware(true)
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.build();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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pollster::block_on(async {
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let mut state = State::new(&window).await;
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event_loop.run(move |event, _, control_flow| {
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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 == window.id() => {
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if !state.input(event) {
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// UPDATED!
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match event {
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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},
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..
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} => *control_flow = ControlFlow::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::ScaleFactorChanged { new_inner_size, .. } => {
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state.resize(**new_inner_size);
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}
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_ => {}
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}
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}
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}
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Event::RedrawRequested(window_id) if window_id == window.id() => {
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state.update();
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match state.render() {
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Ok(_) => {}
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Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
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state.resize(state.size)
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}
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"),
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}
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}
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Event::RedrawEventsCleared => {
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window.request_redraw();
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}
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_ => {}
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}
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});
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});
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} |