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Rust
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use std::cmp::max;
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use std::collections::HashMap;
use std::sync::{Arc, RwLock};
use std::thread;
use std::time::{Duration, Instant};
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use cgmath::num_traits::{pow, ToPrimitive};
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use cgmath::Rotation3;
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use pollster::FutureExt;
use wgpu::util::DeviceExt;
use wgpu::{Adapter, Device, Instance, PresentMode, Queue, Surface, SurfaceCapabilities, SurfaceConfiguration};
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use winit::application::ApplicationHandler;
use winit::dpi::PhysicalSize;
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use winit::event::{ElementState, WindowEvent};
use winit::event::WindowEvent::KeyboardInput;
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use winit::event_loop::{ActiveEventLoop, EventLoop};
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use winit::keyboard::Key;
use winit::platform::modifier_supplement::KeyEventExtModifierSupplement;
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use winit::window::{Window, WindowId};
use solar_engine::{Body, Simulator};
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pub async fn run() {
let event_loop = EventLoop::new().unwrap();
let mut window_state = StateApplication::new();
let _ = event_loop.run_app(&mut window_state);
}
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#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct Globals {
aspect_ratio: f32,
}
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
enum Shape {
Polygon,
Circle,
}
struct Geometry {
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
index_count: u32,
}
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struct RenderInstance {
position: cgmath::Vector3<f32>,
rotation: cgmath::Quaternion<f32>,
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color: [f32; 3],
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scale: f32,
shape: Shape,
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}
impl RenderInstance {
fn to_raw(&self) -> InstanceRaw {
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let model = cgmath::Matrix4::from_translation(self.position)
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* cgmath::Matrix4::from(self.rotation)
* cgmath::Matrix4::from_scale(self.scale);
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InstanceRaw {
model: model.into(),
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color: self.color,
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}
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}
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct InstanceRaw {
model: [[f32; 4]; 4],
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color: [f32; 3],
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}
impl InstanceRaw {
fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
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array_stride: size_of::<InstanceRaw>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
attributes: &[
wgpu::VertexAttribute { offset: 0, shader_location: 5, format: wgpu::VertexFormat::Float32x4 },
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wgpu::VertexAttribute { offset: 16, shader_location: 6, format: wgpu::VertexFormat::Float32x4 },
wgpu::VertexAttribute { offset: 32, shader_location: 7, format: wgpu::VertexFormat::Float32x4 },
wgpu::VertexAttribute { offset: 48, shader_location: 8, format: wgpu::VertexFormat::Float32x4 },
wgpu::VertexAttribute { offset: 64, shader_location: 9, format: wgpu::VertexFormat::Float32x3 },
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],
}
}
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
position: [f32; 3],
color: [f32; 3],
}
impl Vertex {
const ATTRIBS: [wgpu::VertexAttribute; 2] =
wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x3];
fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: size_of::<Self>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &Self::ATTRIBS,
}
}
}
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struct StateApplication<'a> {
state: Option<State<'a>>,
}
impl<'a> StateApplication<'a> {
pub fn new() -> Self {
Self {
state: None,
}
}
}
impl<'a> ApplicationHandler for StateApplication<'a>{
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
let window = event_loop.create_window(Window::default_attributes().with_title("Hello!")).unwrap();
self.state = Some(State::new(window));
}
fn window_event(&mut self, event_loop: &ActiveEventLoop, window_id: WindowId, event: WindowEvent) {
let window = self.state.as_ref().unwrap().window();
if window.id() == window_id {
match event {
WindowEvent::CloseRequested => {
event_loop.exit();
}
WindowEvent::Resized(physical_size) => {
self.state.as_mut().unwrap().resize(physical_size);
}
WindowEvent::RedrawRequested => {
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self.state.as_mut().unwrap().update();
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self.state.as_mut().unwrap().render().unwrap();
}
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WindowEvent::KeyboardInput { .. } => {
if let Some(state) = self.state.as_mut() {
if state.input(&event) {
return;
}
}
}
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_ => {}
}
}
}
fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) {
let window = self.state.as_ref().unwrap().window();
window.request_redraw();
}
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}
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fn create_circle_vertices(segment_count: usize, radius: f32, color: [f32; 3]) -> (Vec<Vertex>, Vec<u16>) {
let mut vertices = vec![Vertex { position: [0.0, 0.0, 0.0], color }];
let mut indices = vec![];
for i in 0..=segment_count {
let theta = (i as f32) / (segment_count as f32) * std::f32::consts::TAU;
let x = radius * theta.cos();
let y = radius * theta.sin();
vertices.push(Vertex { position: [x, y, 0.0], color });
}
for i in 1..=segment_count {
indices.push(0);
indices.push(i as u16);
indices.push((i % segment_count + 1) as u16);
}
(vertices, indices)
}
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struct State<'a> {
surface: Surface<'a>,
device: Device,
queue: Queue,
config: wgpu::SurfaceConfiguration,
// sample_count: u32,
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size: PhysicalSize<u32>,
window: Arc<Window>,
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render_pipeline: wgpu::RenderPipeline,
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instances: Vec<RenderInstance>,
instance_buffer: wgpu::Buffer,
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geometries: HashMap<Shape, Geometry>,
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global_bind_group: wgpu::BindGroup,
global_buffer: wgpu::Buffer,
simulator: Arc<RwLock<Simulator>>,
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}
impl<'a> State<'a> {
pub fn new (window: Window) -> Self {
let window_arc = Arc::new(window);
let size = window_arc.inner_size();
let instance = Self::create_gpu_instance();
let surface = instance.create_surface(window_arc.clone()).unwrap();
let adapter = Self::create_adapter(instance, &surface);
let (device, queue) = Self::create_device(&adapter);
let surface_caps = surface.get_capabilities(&adapter);
let config = Self::create_surface_config(size, surface_caps);
surface.configure(&device, &config);
let sample_count = Self::probe_msaa_support(&device, &config);
println!("Probe: {:?}", sample_count);
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let globals = Globals {
aspect_ratio: config.width as f32 / config.height as f32,
};
let global_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Global Uniform Buffer"),
contents: bytemuck::cast_slice(&[globals]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let global_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: Some("Global Bind Group Layout"),
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
});
let global_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &global_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: global_buffer.as_entire_binding(),
}],
label: Some("Global Bind Group"),
});
let render_pipeline = Self::create_render_pipeline(&device, &config, &global_bind_group_layout);
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let mut geometries = HashMap::new();
let polygon_vertices = vec![
Vertex { position: [-0.0868241, 0.49240386, 0.0], color: [0.5, 0.0, 0.5] },
Vertex { position: [-0.49513406, 0.06958647, 0.0], color: [0.5, 0.0, 0.5] },
Vertex { position: [-0.21918549, -0.44939706, 0.0], color: [0.5, 0.0, 0.5] },
Vertex { position: [0.35966998, -0.3473291, 0.0], color: [0.5, 0.0, 0.5] },
Vertex { position: [0.44147372, 0.2347359, 0.0], color: [0.5, 0.0, 0.5] },
];
let polygon_indices = vec![0, 1, 4, 1, 2, 4, 2, 3, 4];
let polygon_vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Polygon Vertex Buffer"),
contents: bytemuck::cast_slice(&polygon_vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let polygon_index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Polygon Index Buffer"),
contents: bytemuck::cast_slice(&polygon_indices),
usage: wgpu::BufferUsages::INDEX,
});
geometries.insert(Shape::Polygon, Geometry {
vertex_buffer: polygon_vertex_buffer,
index_buffer: polygon_index_buffer,
index_count: polygon_indices.len() as u32,
});
let (circle_vertices, circle_indices) = create_circle_vertices(512, 0.5, [0.5, 0.5, 0.5]);
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let circle_vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Circle Vertex Buffer"),
contents: bytemuck::cast_slice(&circle_vertices),
usage: wgpu::BufferUsages::VERTEX,
});
let circle_index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Circle Index Buffer"),
contents: bytemuck::cast_slice(&circle_indices),
usage: wgpu::BufferUsages::INDEX,
});
geometries.insert(Shape::Circle, Geometry {
vertex_buffer: circle_vertex_buffer,
index_buffer: circle_index_buffer,
index_count: circle_indices.len() as u32,
});
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let mut sim = Simulator::new();
sim.add_body(Body {
name: "Sun".to_string(),
position: [0.0, 0.0],
velocity: [0.0, 0.0],
mass: 1.989e30,
});
sim.add_body(Body {
name: "Earth".to_string(),
position: [1.496e11, 0.0],
velocity: [0.0, 29780.0],
mass: 5.972e24,
});
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let instances = {
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let sun_pos = sim.bodies[0].position;
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sim.bodies.iter().enumerate().map(|(i, b)| RenderInstance {
position: cgmath::Vector3::new(
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((b.position[0] - sun_pos[0]) / 1.496e11) as f32,
((b.position[1] - sun_pos[1]) / 1.496e11) as f32,
0.0,
),
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rotation: cgmath::Quaternion::from_angle_z(cgmath::Deg(0.0)),
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color: match i {
0 => [1.0, 1.0, 0.0],
1 => [0.0, 0.0, 1.0],
_ => [0.5, 0.5, 0.5],
},
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scale: 0.1,
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shape: Shape::Circle
}).collect::<Vec<_>>()
};
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let instance_data: Vec<InstanceRaw> = instances.iter().map(RenderInstance::to_raw).collect();
let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"),
contents: bytemuck::cast_slice(&instance_data),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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});
let simulator = Arc::new(RwLock::new(sim));
let simulator_clone = simulator.clone();
thread::spawn(move || {
let mut last = Instant::now();
loop {
let now = Instant::now();
let dt = now.duration_since(last).as_secs_f64();
last = now;
{
let mut sim = simulator_clone.write().unwrap();
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let timewarp = sim.get_timewarp();
sim.step(dt * timewarp as f64);
}
thread::sleep(Duration::from_millis(1));
}
});
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Self {
surface,
device,
queue,
config,
size,
window: window_arc,
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global_bind_group,
global_buffer,
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render_pipeline,
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geometries,
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instances,
instance_buffer,
simulator,
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}
}
fn probe_msaa_support(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> u32 {
for &count in &[16, 8, 4, 2] {
let texture_desc = wgpu::TextureDescriptor {
label: Some("MSAA Probe"),
size: wgpu::Extent3d {
width: 4,
height: 4,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: count,
dimension: wgpu::TextureDimension::D2,
format: config.format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
};
// This will panic if not supported, so run this ONLY if you are confident (not ideal)
if let Ok(_) = std::panic::catch_unwind(std::panic::AssertUnwindSafe(|| {
device.create_texture(&texture_desc);
})) {
return count;
}
}
1 // fallback
}
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pub fn input(&mut self, event: &WindowEvent) -> bool {
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if let KeyboardInput { event, .. } = event {
if event.state == ElementState::Pressed {
return match event.key_without_modifiers().as_ref() {
Key::Character(".") => {
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let mut sim = self.simulator.write().unwrap();
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sim.increase_timewarp();
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println!("Timewarp: {}", sim.get_timewarp());
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true
}
Key::Character(",") => {
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let mut sim = self.simulator.write().unwrap();
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sim.decrease_timewarp();
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println!("Timewarp: {}", sim.get_timewarp());
true
}
Key::Character("-") => {
let mut sim = self.simulator.write().unwrap();
sim.reset_timewarp();
println!("Timewarp: {}", sim.get_timewarp());
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true
}
_ => {
false
}
}
}
}
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false
}
fn update(&mut self) {
let sim = self.simulator.read().unwrap();
let updated_instances: Vec<RenderInstance> = {
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sim.bodies.iter().enumerate().map(|(i, b)| RenderInstance {
position: cgmath::Vector3::new((b.position[0] / 1.496e11) as f32, (b.position[1] / 1.496e11) as f32, 0.0),
rotation: cgmath::Quaternion::from_angle_z(cgmath::Deg(0.0)),
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color: match i {
0 => [1.0, 1.0, 0.0],
1 => [0.0, 0.0, 1.0],
_ => [0.5, 0.5, 0.5],
},
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scale: 0.5,
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shape: Shape::Circle
}).collect()
};
let instance_data: Vec<InstanceRaw> = updated_instances.iter().map(RenderInstance::to_raw).collect();
self.queue.write_buffer(&self.instance_buffer, 0, bytemuck::cast_slice(&instance_data));
self.instances = updated_instances;
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}
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fn create_render_pipeline(device: &Device, config: &wgpu::SurfaceConfiguration, global_bind_group_layout: &wgpu::BindGroupLayout) -> wgpu::RenderPipeline {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&global_bind_group_layout],
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push_constant_ranges: &[],
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: Some("vs_main"),
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buffers: &[Vertex::desc(), InstanceRaw::desc()],
compilation_options: Default::default(),
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},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList, // 1.
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: None,
multisample: wgpu::MultisampleState {
count: 8,
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mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
})
}
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fn create_surface_config(size: PhysicalSize<u32>, capabilities: SurfaceCapabilities) -> wgpu::SurfaceConfiguration {
let surface_format = capabilities.formats.iter()
.find(|f| f.is_srgb())
.copied()
.unwrap_or(capabilities.formats[0]);
wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
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present_mode: PresentMode::AutoVsync,
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alpha_mode: capabilities.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
}
}
fn create_device(adapter: &Adapter) -> (Device, Queue) {
adapter.request_device(
&wgpu::DeviceDescriptor {
required_features: wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES,
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required_limits: wgpu::Limits::default(),
memory_hints: Default::default(),
label: None,
trace: Default::default(),
}).block_on().unwrap()
}
fn create_adapter(instance: Instance, surface: &Surface) -> Adapter {
instance.request_adapter(
&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
}
).block_on().unwrap()
}
fn create_gpu_instance() -> Instance {
Instance::new(&wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
})
}
pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
self.size = new_size;
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self.config.width = max(new_size.width, 1);
self.config.height = max(new_size.height, 1);
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self.surface.configure(&self.device, &self.config);
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let new_globals = Globals {
aspect_ratio: self.config.width as f32 / self.config.height as f32,
};
self.queue.write_buffer(&self.global_buffer, 0, bytemuck::cast_slice(&[new_globals]));
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println!("Resized to {:?} from state!", new_size);
}
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
let multisampled_texture = self.device.create_texture(&wgpu::TextureDescriptor {
label: Some("Multisampled Render Target"),
size: wgpu::Extent3d {
width: self.config.width,
height: self.config.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 8,
dimension: wgpu::TextureDimension::D2,
format: self.config.format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
});
let multisampled_view = multisampled_texture.create_view(&Default::default());
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &multisampled_view,
resolve_target: Some(&output.texture.create_view(&Default::default())),
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ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 1.0,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
}
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.global_bind_group, &[]);
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for shape in [Shape::Polygon, Shape::Circle] {
let geometry = &self.geometries[&shape];
let relevant_instances: Vec<_> = self.instances
.iter()
.enumerate()
.filter(|(_, inst)| inst.shape == shape)
.map(|(i, _)| i as u32)
.collect();
if relevant_instances.is_empty() {
continue;
}
render_pass.set_vertex_buffer(0, geometry.vertex_buffer.slice(..));
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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render_pass.set_index_buffer(geometry.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..geometry.index_count, 0, 0..relevant_instances.len() as u32);
}
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}
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
pub fn window(&self) -> &Window {
&self.window
}
}
fn main() {
pollster::block_on(run());
}