use winit::{ event::*, event_loop::EventLoop, keyboard::{KeyCode, PhysicalKey}, window::WindowBuilder, }; use winit::window::Window; use wgpu::util::DeviceExt; #[repr(C)] #[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)] struct Vertex { position: [f32; 3], color: [f32; 3], } impl Vertex { fn desc() -> wgpu::VertexBufferLayout<'static> { wgpu::VertexBufferLayout { array_stride: std::mem::size_of::() as wgpu::BufferAddress, step_mode: wgpu::VertexStepMode::Vertex, attributes: &[ wgpu::VertexAttribute { offset: 0, shader_location: 0, format: wgpu::VertexFormat::Float32x3, }, wgpu::VertexAttribute { offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress, shader_location: 1, format: wgpu::VertexFormat::Float32x3, } ] } } } const VERTICES: &[Vertex] = &[ Vertex { position: [-0.0868241, 0.49240386, 0.0], color: [0.5, 0.0, 0.5] }, // A Vertex { position: [-0.49513406, 0.06958647, 0.0], color: [0.5, 0.0, 0.5] }, // B Vertex { position: [-0.21918549, -0.44939706, 0.0], color: [0.5, 0.0, 0.5] }, // C Vertex { position: [0.35966998, -0.3473291, 0.0], color: [0.5, 0.0, 0.5] }, // D Vertex { position: [0.44147372, 0.2347359, 0.0], color: [0.5, 0.0, 0.5] }, // E ]; const INDICES: &[u16] = &[ 0, 1, 4, 1, 2, 4, 2, 3, 4, ]; struct State<'a> { surface: wgpu::Surface<'a>, device: wgpu::Device, queue: wgpu::Queue, config: wgpu::SurfaceConfiguration, size: winit::dpi::PhysicalSize, // The window must be declared after the surface so // it gets dropped after it as the surface contains // unsafe references to the window's resources. window: &'a Window, render_pipeline: wgpu::RenderPipeline, vertex_buffer: wgpu::Buffer, index_buffer: wgpu::Buffer, num_indices: u32, } impl<'a> State<'a> { // Creating some of the wgpu types requires async code async fn new(window: &'a Window) -> State<'a> { let size = window.inner_size(); let num_vertices = VERTICES.len() as u32; // The instance is a handle to our GPU // Backends::all => Vulkan + Metal + DX12 + Browser WebGPU let instance = wgpu::Instance::new(wgpu::InstanceDescriptor { // TODO: Change this when enabling switchable graphics for the user // If this is not for the web, we can use Vulkan + Metal + DX12 #[cfg(not(target_arch="wasm32"))] backends: wgpu::Backends::PRIMARY, // TODO: Probably remove this, because WebAssembly won't be used for the foreseeable future #[cfg(target_arch="wasm32")] backends: wgpu::Backends::GL, ..Default::default() }); let surface = instance.create_surface(window).unwrap(); // This checks all the adapters on a machine and returns an iterator /*let adapter = instance .enumerate_adapters(wgpu::Backends::all()) .filter(|adapter| { // Check if this adapter supports our surface adapter.is_surface_supported(&surface) }) .next() .unwrap()*/ // TODO: Include Telemetry to see how many users WGPU chooses a suboptimal adapter for let adapter = instance.request_adapter( &wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::default(), compatible_surface: Some(&surface), force_fallback_adapter: false, }, ).await.unwrap(); log::info!("Adapter: {:?}", adapter.get_info()); // List of all features the current device supports // let features = adapter.features(); let (device, queue) = adapter.request_device( &wgpu::DeviceDescriptor { required_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. // TODO: Probably remove check for wasm32, because WebAssembly won't be used for the foreseeable future required_limits: if cfg!(target_arch = "wasm32") { wgpu::Limits::downlevel_webgl2_defaults() } else { wgpu::Limits::default() }, label: None, // Default is performance, which requires more memory, but is faster memory_hints: Default::default(), }, None, // Trace path ).await.unwrap(); let surface_caps = surface.get_capabilities(&adapter); // Shader code assumes an sRGB surface texture. Using a different // one will result in all the colors coming out darker. If you want to support non // sRGB surfaces, you'll need to account for that when drawing to the frame. let surface_format = surface_caps.formats.iter() .find(|f| f.is_srgb()) .copied() .unwrap_or(surface_caps.formats[0]); log::info!("Surface format: {:?}", surface_format); log::info!("Surface present modes: {:?}", surface_caps.present_modes); log::info!("Surface alpha modes: {:?}", surface_caps.alpha_modes); let config = wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT, format: surface_format, width: size.width, height: size.height, // PresentMod::Fifo => VSync (Always supported) present_mode: surface_caps.present_modes[0], alpha_mode: surface_caps.alpha_modes[0], view_formats: vec![], desired_maximum_frame_latency: 2, }; let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Render Pipeline Layout"), bind_group_layouts: &[], push_constant_ranges: &[], }); let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("Shader"), source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()), }); 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()], compilation_options: Default::default(), }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: "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, 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: 1, mask: !0, alpha_to_coverage_enabled: false, }, multiview: None, cache: None, }); let vertex_buffer = device.create_buffer_init( &wgpu::util::BufferInitDescriptor { label: Some("Vertex Buffer"), contents: bytemuck::cast_slice(VERTICES), usage: wgpu::BufferUsages::VERTEX, } ); let index_buffer = device.create_buffer_init( &wgpu::util::BufferInitDescriptor { label: Some("Index Buffer"), contents: bytemuck::cast_slice(INDICES), usage: wgpu::BufferUsages::INDEX, } ); let num_indices = INDICES.len() as u32; Self { window, surface, device, queue, config, size, render_pipeline, vertex_buffer, index_buffer, num_indices, } } pub fn window(&self) -> &Window { &self.window } fn resize(&mut self, new_size: winit::dpi::PhysicalSize) { 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); } } fn input(&mut self, event: &WindowEvent) -> bool { // Change color on mouse move match event { WindowEvent::CursorMoved { position, .. } => { /*let size = self.size; let color = wgpu::Color { r: position.x as f64 / size.width as f64, g: position.y as f64 / size.height as f64, b: 0.3, a: 1.0, }; let output = self.surface.get_current_texture().unwrap(); let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default()); let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder"), }); { let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("Render Pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(color), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, occlusion_query_set: None, timestamp_writes: None, }); } self.queue.submit(std::iter::once(encoder.finish())); output.present(); return true;*/ false } WindowEvent::KeyboardInput { event: KeyEvent { state: ElementState::Pressed, physical_key: PhysicalKey::Code(KeyCode::Space), .. }, .. } => { true } _ => { false } } } fn update(&mut self) { } 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 Some(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: wgpu::StoreOp::Store, } }) ], depth_stencil_attachment: None, occlusion_query_set: None, timestamp_writes: None, }); render_pass.set_pipeline(&self.render_pipeline); render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16); render_pass.draw_indexed(0..self.num_indices, 0, 0..1); } // submit will accept anything that implements IntoIter self.queue.submit(std::iter::once(encoder.finish())); output.present(); Ok(()) } } pub async fn run() { env_logger::init(); let event_loop = EventLoop::new().unwrap(); let window = WindowBuilder::new().build(&event_loop).unwrap(); let mut state = State::new(&window).await; // Variable used to prevent rendering before the surface is configured let mut surface_configured = false; event_loop.run(move |event, control_flow| { match event { Event::WindowEvent { ref event, window_id, } if window_id == state.window().id() => if !state.input(event) { match event { WindowEvent::CloseRequested | WindowEvent::KeyboardInput { event: KeyEvent { state: ElementState::Pressed, physical_key: PhysicalKey::Code(KeyCode::Escape), .. }, .. } => control_flow.exit(), WindowEvent::Resized(physical_size) => { surface_configured = true; state.resize(*physical_size); } WindowEvent::RedrawRequested => { // This tells winit that we want another frame after this one state.window().request_redraw(); if !surface_configured { return; } state.update(); match state.render() { Ok(_) => {} // Reconfigure the surface if it's lost or outdated Err( wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated, ) => state.resize(state.size), // The system is out of memory, we should probably quit Err(wgpu::SurfaceError::OutOfMemory) => { log::error!("OutOfMemory"); control_flow.exit(); } // This happens when the a frame takes too long to present Err(wgpu::SurfaceError::Timeout) => { log::warn!("Surface timeout") } } } _ => {} } } _ => {} } }).expect("Event loop crashed unexpectedly"); }