|
use std::sync::Arc; |
|
use winit::{ |
|
application::ApplicationHandler, |
|
dpi::PhysicalSize, |
|
event::WindowEvent, |
|
window::{Theme, Window}, |
|
}; |
|
|
|
#[cfg(target_arch = "wasm32")] |
|
use futures::channel::oneshot::Receiver; |
|
|
|
#[cfg(not(target_arch = "wasm32"))] |
|
pub use std::time::{Duration, Instant}; |
|
|
|
#[cfg(target_arch = "wasm32")] |
|
pub use web_time::{Duration, Instant}; |
|
|
|
#[cfg(target_arch = "wasm32")] |
|
use wasm_bindgen::prelude::*; |
|
|
|
#[derive(Default)] |
|
pub struct App { |
|
window: Option<Arc<Window>>, |
|
renderer: Option<Renderer<'static>>, |
|
gui_state: Option<egui_winit::State>, |
|
last_render_time: Option<Instant>, |
|
#[cfg(target_arch = "wasm32")] |
|
renderer_receiver: Option<Receiver<Renderer<'static>>>, |
|
last_size: (u32, u32), |
|
} |
|
|
|
impl ApplicationHandler for App { |
|
fn resumed(&mut self, event_loop: &winit::event_loop::ActiveEventLoop) { |
|
let mut attributes = Window::default_attributes(); |
|
|
|
#[cfg(not(target_arch = "wasm32"))] |
|
{ |
|
attributes = attributes.with_title("Standalone Winit/Wgpu Example"); |
|
} |
|
|
|
#[allow(unused_assignments)] |
|
#[cfg(target_arch = "wasm32")] |
|
let (mut canvas_width, mut canvas_height) = (0, 0); |
|
|
|
#[cfg(target_arch = "wasm32")] |
|
{ |
|
use winit::platform::web::WindowAttributesExtWebSys; |
|
let canvas = web_sys::window() |
|
.unwrap() |
|
.document() |
|
.unwrap() |
|
.get_element_by_id("canvas") |
|
.unwrap() |
|
.dyn_into::<web_sys::HtmlCanvasElement>() |
|
.unwrap(); |
|
canvas_width = canvas.width(); |
|
canvas_height = canvas.height(); |
|
self.last_size = (canvas_width, canvas_height); |
|
attributes = attributes.with_canvas(Some(canvas)); |
|
} |
|
|
|
if let Ok(window) = event_loop.create_window(attributes) { |
|
let first_window_handle = self.window.is_none(); |
|
let window_handle = std::sync::Arc::new(window); |
|
self.window = Some(window_handle.clone()); |
|
if first_window_handle { |
|
#[cfg(not(target_arch = "wasm32"))] |
|
{ |
|
let inner_size = window_handle.inner_size(); |
|
self.last_size = (inner_size.width, inner_size.height); |
|
} |
|
|
|
let gui_context = egui::Context::default(); |
|
gui_context.set_pixels_per_point(window_handle.scale_factor() as f32); |
|
let viewport_id = gui_context.viewport_id(); |
|
let gui_state = egui_winit::State::new( |
|
gui_context, |
|
viewport_id, |
|
&window_handle, |
|
Some(window_handle.scale_factor() as _), |
|
Some(Theme::Dark), |
|
None, |
|
); |
|
|
|
#[cfg(not(target_arch = "wasm32"))] |
|
let (width, height) = ( |
|
window_handle.inner_size().width, |
|
window_handle.inner_size().height, |
|
); |
|
|
|
#[cfg(not(target_arch = "wasm32"))] |
|
{ |
|
env_logger::init(); |
|
let renderer = pollster::block_on(async move { |
|
Renderer::new(window_handle.clone(), width, height).await |
|
}); |
|
self.renderer = Some(renderer); |
|
} |
|
|
|
#[cfg(target_arch = "wasm32")] |
|
{ |
|
let (sender, receiver) = futures::channel::oneshot::channel(); |
|
self.renderer_receiver = Some(receiver); |
|
std::panic::set_hook(Box::new(console_error_panic_hook::hook)); |
|
console_log::init().expect("Failed to initialize logger!"); |
|
log::info!("Canvas dimensions: ({canvas_width} x {canvas_height})"); |
|
wasm_bindgen_futures::spawn_local(async move { |
|
let renderer = |
|
Renderer::new(window_handle.clone(), canvas_width, canvas_height).await; |
|
if sender.send(renderer).is_err() { |
|
log::error!("Failed to create and send renderer!"); |
|
} |
|
}); |
|
} |
|
|
|
self.gui_state = Some(gui_state); |
|
self.last_render_time = Some(Instant::now()); |
|
} |
|
} |
|
} |
|
|
|
fn window_event( |
|
&mut self, |
|
event_loop: &winit::event_loop::ActiveEventLoop, |
|
_window_id: winit::window::WindowId, |
|
event: winit::event::WindowEvent, |
|
) { |
|
#[cfg(target_arch = "wasm32")] |
|
{ |
|
let mut renderer_received = false; |
|
if let Some(receiver) = self.renderer_receiver.as_mut() { |
|
if let Ok(Some(renderer)) = receiver.try_recv() { |
|
self.renderer = Some(renderer); |
|
renderer_received = true; |
|
} |
|
} |
|
if renderer_received { |
|
self.renderer_receiver = None; |
|
} |
|
} |
|
|
|
let (Some(gui_state), Some(renderer), Some(window), Some(last_render_time)) = ( |
|
self.gui_state.as_mut(), |
|
self.renderer.as_mut(), |
|
self.window.as_ref(), |
|
self.last_render_time.as_mut(), |
|
) else { |
|
return; |
|
}; |
|
|
|
// Receive gui window event |
|
if gui_state.on_window_event(window, &event).consumed { |
|
return; |
|
} |
|
|
|
// If the gui didn't consume the event, handle it |
|
match event { |
|
WindowEvent::KeyboardInput { |
|
event: |
|
winit::event::KeyEvent { |
|
physical_key: winit::keyboard::PhysicalKey::Code(key_code), |
|
.. |
|
}, |
|
.. |
|
} => { |
|
// Exit by pressing the escape key |
|
if matches!(key_code, winit::keyboard::KeyCode::Escape) { |
|
event_loop.exit(); |
|
} |
|
} |
|
WindowEvent::Resized(PhysicalSize { width, height }) => { |
|
let (width, height) = ((width).max(1), (height).max(1)); |
|
log::info!("Resizing renderer surface to: ({width}, {height})"); |
|
renderer.resize(width, height); |
|
self.last_size = (width, height); |
|
} |
|
WindowEvent::CloseRequested => { |
|
log::info!("Close requested. Exiting..."); |
|
event_loop.exit(); |
|
} |
|
WindowEvent::RedrawRequested => { |
|
let now = Instant::now(); |
|
let delta_time = now - *last_render_time; |
|
*last_render_time = now; |
|
|
|
let gui_input = gui_state.take_egui_input(window); |
|
gui_state.egui_ctx().begin_frame(gui_input); |
|
|
|
let egui_winit::egui::FullOutput { |
|
textures_delta, |
|
shapes, |
|
pixels_per_point, |
|
.. |
|
} = gui_state.egui_ctx().end_frame(); |
|
|
|
let paint_jobs = gui_state.egui_ctx().tessellate(shapes, pixels_per_point); |
|
|
|
let screen_descriptor = { |
|
let (width, height) = self.last_size; |
|
egui_wgpu::ScreenDescriptor { |
|
size_in_pixels: [width, height], |
|
pixels_per_point: window.scale_factor() as f32, |
|
} |
|
}; |
|
|
|
renderer.render_frame(screen_descriptor, paint_jobs, textures_delta, delta_time); |
|
} |
|
_ => (), |
|
} |
|
|
|
window.request_redraw(); |
|
} |
|
} |
|
|
|
pub struct Renderer<'window> { |
|
gpu: Gpu<'window>, |
|
depth_texture_view: wgpu::TextureView, |
|
egui_renderer: egui_wgpu::Renderer, |
|
scene: Scene, |
|
} |
|
|
|
impl<'window> Renderer<'window> { |
|
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float; |
|
|
|
pub async fn new( |
|
window: impl Into<wgpu::SurfaceTarget<'window>>, |
|
width: u32, |
|
height: u32, |
|
) -> Self { |
|
let gpu = Gpu::new_async(window, width, height).await; |
|
let depth_texture_view = gpu.create_depth_texture(width, height); |
|
|
|
let egui_renderer = egui_wgpu::Renderer::new( |
|
&gpu.device, |
|
gpu.surface_config.format, |
|
Some(Self::DEPTH_FORMAT), |
|
1, |
|
false, |
|
); |
|
|
|
let scene = Scene::new(&gpu.device, gpu.surface_format); |
|
|
|
Self { |
|
gpu, |
|
depth_texture_view, |
|
egui_renderer, |
|
scene, |
|
} |
|
} |
|
|
|
pub fn resize(&mut self, width: u32, height: u32) { |
|
self.gpu.resize(width, height); |
|
self.depth_texture_view = self.gpu.create_depth_texture(width, height); |
|
} |
|
|
|
pub fn render_frame( |
|
&mut self, |
|
screen_descriptor: egui_wgpu::ScreenDescriptor, |
|
paint_jobs: Vec<egui::epaint::ClippedPrimitive>, |
|
textures_delta: egui::TexturesDelta, |
|
delta_time: crate::Duration, |
|
) { |
|
let delta_time = delta_time.as_secs_f32(); |
|
|
|
self.scene |
|
.update(&self.gpu.queue, self.gpu.aspect_ratio(), delta_time); |
|
|
|
for (id, image_delta) in &textures_delta.set { |
|
self.egui_renderer |
|
.update_texture(&self.gpu.device, &self.gpu.queue, *id, image_delta); |
|
} |
|
|
|
for id in &textures_delta.free { |
|
self.egui_renderer.free_texture(id); |
|
} |
|
|
|
let mut encoder = self |
|
.gpu |
|
.device |
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor { |
|
label: Some("Render Encoder"), |
|
}); |
|
|
|
self.egui_renderer.update_buffers( |
|
&self.gpu.device, |
|
&self.gpu.queue, |
|
&mut encoder, |
|
&paint_jobs, |
|
&screen_descriptor, |
|
); |
|
|
|
let surface_texture = self |
|
.gpu |
|
.surface |
|
.get_current_texture() |
|
.expect("Failed to get surface texture!"); |
|
|
|
let surface_texture_view = |
|
surface_texture |
|
.texture |
|
.create_view(&wgpu::TextureViewDescriptor { |
|
label: wgpu::Label::default(), |
|
aspect: wgpu::TextureAspect::default(), |
|
format: Some(self.gpu.surface_format), |
|
dimension: None, |
|
base_mip_level: 0, |
|
mip_level_count: None, |
|
base_array_layer: 0, |
|
array_layer_count: None, |
|
}); |
|
|
|
encoder.insert_debug_marker("Render scene"); |
|
|
|
// This scope around the crate::render_pass prevents the |
|
// crate::render_pass from holding a borrow to the encoder, |
|
// which would prevent calling `.finish()` in |
|
// preparation for queue submission. |
|
{ |
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { |
|
label: Some("Render Pass"), |
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment { |
|
view: &surface_texture_view, |
|
resolve_target: None, |
|
ops: wgpu::Operations { |
|
load: wgpu::LoadOp::Clear(wgpu::Color { |
|
r: 0.19, |
|
g: 0.24, |
|
b: 0.42, |
|
a: 1.0, |
|
}), |
|
store: wgpu::StoreOp::Store, |
|
}, |
|
})], |
|
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment { |
|
view: &self.depth_texture_view, |
|
depth_ops: Some(wgpu::Operations { |
|
load: wgpu::LoadOp::Clear(1.0), |
|
store: wgpu::StoreOp::Store, |
|
}), |
|
stencil_ops: None, |
|
}), |
|
timestamp_writes: None, |
|
occlusion_query_set: None, |
|
}); |
|
self.scene.render(&mut render_pass); |
|
|
|
self.egui_renderer |
|
.render(&mut render_pass, &paint_jobs, &screen_descriptor); |
|
} |
|
|
|
self.gpu.queue.submit(std::iter::once(encoder.finish())); |
|
surface_texture.present(); |
|
} |
|
} |
|
|
|
pub struct Gpu<'window> { |
|
pub surface: wgpu::Surface<'window>, |
|
pub device: wgpu::Device, |
|
pub queue: wgpu::Queue, |
|
pub surface_config: wgpu::SurfaceConfiguration, |
|
pub surface_format: wgpu::TextureFormat, |
|
} |
|
|
|
impl<'window> Gpu<'window> { |
|
pub fn aspect_ratio(&self) -> f32 { |
|
self.surface_config.width as f32 / self.surface_config.height.max(1) as f32 |
|
} |
|
|
|
pub fn resize(&mut self, width: u32, height: u32) { |
|
self.surface_config.width = width; |
|
self.surface_config.height = height; |
|
self.surface.configure(&self.device, &self.surface_config); |
|
} |
|
|
|
pub fn create_depth_texture(&self, width: u32, height: u32) -> wgpu::TextureView { |
|
let texture = self.device.create_texture( |
|
&(wgpu::TextureDescriptor { |
|
label: Some("Depth Texture"), |
|
size: wgpu::Extent3d { |
|
width, |
|
height, |
|
depth_or_array_layers: 1, |
|
}, |
|
mip_level_count: 1, |
|
sample_count: 1, |
|
dimension: wgpu::TextureDimension::D2, |
|
format: wgpu::TextureFormat::Depth32Float, |
|
usage: wgpu::TextureUsages::RENDER_ATTACHMENT |
|
| wgpu::TextureUsages::TEXTURE_BINDING, |
|
view_formats: &[], |
|
}), |
|
); |
|
texture.create_view(&wgpu::TextureViewDescriptor { |
|
label: None, |
|
format: Some(wgpu::TextureFormat::Depth32Float), |
|
dimension: Some(wgpu::TextureViewDimension::D2), |
|
aspect: wgpu::TextureAspect::All, |
|
base_mip_level: 0, |
|
base_array_layer: 0, |
|
array_layer_count: None, |
|
mip_level_count: None, |
|
}) |
|
} |
|
|
|
pub async fn new_async( |
|
window: impl Into<wgpu::SurfaceTarget<'window>>, |
|
width: u32, |
|
height: u32, |
|
) -> Self { |
|
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor { |
|
backends: wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all), |
|
..Default::default() |
|
}); |
|
|
|
let surface = instance.create_surface(window).unwrap(); |
|
|
|
let adapter = instance |
|
.request_adapter(&wgpu::RequestAdapterOptions { |
|
power_preference: wgpu::PowerPreference::default(), |
|
compatible_surface: Some(&surface), |
|
force_fallback_adapter: false, |
|
}) |
|
.await |
|
.expect("Failed to request adapter!"); |
|
let (device, queue) = { |
|
log::info!("WGPU Adapter Features: {:#?}", adapter.features()); |
|
adapter |
|
.request_device( |
|
&wgpu::DeviceDescriptor { |
|
label: Some("WGPU Device"), |
|
|
|
#[cfg(not(target_arch = "wasm32"))] |
|
required_features: wgpu::Features::default(), |
|
|
|
#[cfg(all(target_arch = "wasm32", feature = "webgpu"))] |
|
required_features: wgpu::Features::all_webgpu_mask(), |
|
|
|
#[cfg(all(target_arch = "wasm32", feature = "webgl"))] |
|
required_features: wgpu::Features::default(), |
|
|
|
#[cfg(not(target_arch = "wasm32"))] |
|
required_limits: wgpu::Limits { |
|
max_texture_dimension_2d: 4096, // Allow higher resolutions on native |
|
..wgpu::Limits::downlevel_defaults() |
|
}, |
|
|
|
#[cfg(all(target_arch = "wasm32", feature = "webgpu"))] |
|
required_limits: wgpu::Limits::default(), |
|
|
|
#[cfg(all(target_arch = "wasm32", feature = "webgl"))] |
|
required_limits: wgpu::Limits::downlevel_webgl2_defaults(), |
|
|
|
memory_hints: wgpu::MemoryHints::default(), |
|
}, |
|
None, |
|
) |
|
.await |
|
.expect("Failed to request a device!") |
|
}; |
|
|
|
let surface_capabilities = surface.get_capabilities(&adapter); |
|
|
|
// This assumes an sRGB surface texture |
|
let surface_format = surface_capabilities |
|
.formats |
|
.iter() |
|
.copied() |
|
.find(|f| !f.is_srgb()) // egui wants a non-srgb surface texture |
|
.unwrap_or(surface_capabilities.formats[0]); |
|
|
|
let surface_config = wgpu::SurfaceConfiguration { |
|
usage: wgpu::TextureUsages::RENDER_ATTACHMENT, |
|
format: surface_format, |
|
width, |
|
height, |
|
present_mode: surface_capabilities.present_modes[0], |
|
alpha_mode: surface_capabilities.alpha_modes[0], |
|
view_formats: vec![], |
|
desired_maximum_frame_latency: 2, |
|
}; |
|
|
|
surface.configure(&device, &surface_config); |
|
|
|
Self { |
|
surface, |
|
device, |
|
queue, |
|
surface_config, |
|
surface_format, |
|
} |
|
} |
|
} |
|
|
|
struct Scene { |
|
pub model: nalgebra_glm::Mat4, |
|
pub vertex_buffer: wgpu::Buffer, |
|
pub index_buffer: wgpu::Buffer, |
|
pub uniform: UniformBinding, |
|
pub pipeline: wgpu::RenderPipeline, |
|
} |
|
|
|
impl Scene { |
|
pub fn new(device: &wgpu::Device, surface_format: wgpu::TextureFormat) -> Self { |
|
let vertex_buffer = wgpu::util::DeviceExt::create_buffer_init( |
|
device, |
|
&wgpu::util::BufferInitDescriptor { |
|
label: Some("Vertex Buffer"), |
|
contents: bytemuck::cast_slice(&VERTICES), |
|
usage: wgpu::BufferUsages::VERTEX, |
|
}, |
|
); |
|
let index_buffer = wgpu::util::DeviceExt::create_buffer_init( |
|
device, |
|
&wgpu::util::BufferInitDescriptor { |
|
label: Some("index Buffer"), |
|
contents: bytemuck::cast_slice(&INDICES), |
|
usage: wgpu::BufferUsages::INDEX, |
|
}, |
|
); |
|
let uniform = UniformBinding::new(device); |
|
let pipeline = Self::create_pipeline(device, surface_format, &uniform); |
|
Self { |
|
model: nalgebra_glm::Mat4::identity(), |
|
uniform, |
|
pipeline, |
|
vertex_buffer, |
|
index_buffer, |
|
} |
|
} |
|
|
|
pub fn render<'rpass>(&'rpass self, renderpass: &mut wgpu::RenderPass<'rpass>) { |
|
renderpass.set_pipeline(&self.pipeline); |
|
renderpass.set_bind_group(0, &self.uniform.bind_group, &[]); |
|
|
|
renderpass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); |
|
renderpass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint32); |
|
|
|
renderpass.draw_indexed(0..(INDICES.len() as _), 0, 0..1); |
|
} |
|
|
|
pub fn update(&mut self, queue: &wgpu::Queue, aspect_ratio: f32, delta_time: f32) { |
|
let projection = |
|
nalgebra_glm::perspective_lh_zo(aspect_ratio, 80_f32.to_radians(), 0.1, 1000.0); |
|
let view = nalgebra_glm::look_at_lh( |
|
&nalgebra_glm::vec3(0.0, 0.0, 3.0), |
|
&nalgebra_glm::vec3(0.0, 0.0, 0.0), |
|
&nalgebra_glm::Vec3::y(), |
|
); |
|
self.model = nalgebra_glm::rotate( |
|
&self.model, |
|
30_f32.to_radians() * delta_time, |
|
&nalgebra_glm::Vec3::y(), |
|
); |
|
self.uniform.update_buffer( |
|
queue, |
|
0, |
|
UniformBuffer { |
|
mvp: projection * view * self.model, |
|
}, |
|
); |
|
} |
|
|
|
fn create_pipeline( |
|
device: &wgpu::Device, |
|
surface_format: wgpu::TextureFormat, |
|
uniform: &UniformBinding, |
|
) -> wgpu::RenderPipeline { |
|
let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor { |
|
label: None, |
|
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(SHADER_SOURCE)), |
|
}); |
|
|
|
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { |
|
label: None, |
|
bind_group_layouts: &[&uniform.bind_group_layout], |
|
push_constant_ranges: &[], |
|
}); |
|
|
|
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { |
|
label: None, |
|
layout: Some(&pipeline_layout), |
|
vertex: wgpu::VertexState { |
|
module: &shader_module, |
|
entry_point: "vertex_main", |
|
buffers: &[Vertex::description(&Vertex::vertex_attributes())], |
|
compilation_options: Default::default(), |
|
}, |
|
primitive: wgpu::PrimitiveState { |
|
topology: wgpu::PrimitiveTopology::TriangleStrip, |
|
strip_index_format: Some(wgpu::IndexFormat::Uint32), |
|
front_face: wgpu::FrontFace::Cw, |
|
cull_mode: None, |
|
polygon_mode: wgpu::PolygonMode::Fill, |
|
conservative: false, |
|
unclipped_depth: false, |
|
}, |
|
depth_stencil: Some(wgpu::DepthStencilState { |
|
format: Renderer::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, |
|
}, |
|
fragment: Some(wgpu::FragmentState { |
|
module: &shader_module, |
|
entry_point: "fragment_main", |
|
targets: &[Some(wgpu::ColorTargetState { |
|
format: surface_format, |
|
blend: Some(wgpu::BlendState::ALPHA_BLENDING), |
|
write_mask: wgpu::ColorWrites::ALL, |
|
})], |
|
compilation_options: Default::default(), |
|
}), |
|
multiview: None, |
|
cache: None, |
|
}) |
|
} |
|
} |
|
|
|
#[repr(C)] |
|
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)] |
|
struct Vertex { |
|
position: [f32; 4], |
|
color: [f32; 4], |
|
} |
|
|
|
impl Vertex { |
|
pub fn vertex_attributes() -> Vec<wgpu::VertexAttribute> { |
|
wgpu::vertex_attr_array![0 => Float32x4, 1 => Float32x4].to_vec() |
|
} |
|
|
|
pub fn description(attributes: &[wgpu::VertexAttribute]) -> wgpu::VertexBufferLayout { |
|
wgpu::VertexBufferLayout { |
|
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress, |
|
step_mode: wgpu::VertexStepMode::Vertex, |
|
attributes, |
|
} |
|
} |
|
} |
|
|
|
#[repr(C)] |
|
#[derive(Default, Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] |
|
struct UniformBuffer { |
|
mvp: nalgebra_glm::Mat4, |
|
} |
|
|
|
struct UniformBinding { |
|
pub buffer: wgpu::Buffer, |
|
pub bind_group: wgpu::BindGroup, |
|
pub bind_group_layout: wgpu::BindGroupLayout, |
|
} |
|
|
|
impl UniformBinding { |
|
pub fn new(device: &wgpu::Device) -> Self { |
|
let buffer = wgpu::util::DeviceExt::create_buffer_init( |
|
device, |
|
&wgpu::util::BufferInitDescriptor { |
|
label: Some("Uniform Buffer"), |
|
contents: bytemuck::cast_slice(&[UniformBuffer::default()]), |
|
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, |
|
}, |
|
); |
|
|
|
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { |
|
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, |
|
}], |
|
label: Some("uniform_bind_group_layout"), |
|
}); |
|
|
|
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { |
|
layout: &bind_group_layout, |
|
entries: &[wgpu::BindGroupEntry { |
|
binding: 0, |
|
resource: buffer.as_entire_binding(), |
|
}], |
|
label: Some("uniform_bind_group"), |
|
}); |
|
|
|
Self { |
|
buffer, |
|
bind_group, |
|
bind_group_layout, |
|
} |
|
} |
|
|
|
pub fn update_buffer( |
|
&mut self, |
|
queue: &wgpu::Queue, |
|
offset: wgpu::BufferAddress, |
|
uniform_buffer: UniformBuffer, |
|
) { |
|
queue.write_buffer( |
|
&self.buffer, |
|
offset, |
|
bytemuck::cast_slice(&[uniform_buffer]), |
|
) |
|
} |
|
} |
|
|
|
const VERTICES: [Vertex; 3] = [ |
|
Vertex { |
|
position: [1.0, -1.0, 0.0, 1.0], |
|
color: [1.0, 0.0, 0.0, 1.0], |
|
}, |
|
Vertex { |
|
position: [-1.0, -1.0, 0.0, 1.0], |
|
color: [0.0, 1.0, 0.0, 1.0], |
|
}, |
|
Vertex { |
|
position: [0.0, 1.0, 0.0, 1.0], |
|
color: [0.0, 0.0, 1.0, 1.0], |
|
}, |
|
]; |
|
|
|
const INDICES: [u32; 3] = [0, 1, 2]; // Clockwise winding order |
|
|
|
const SHADER_SOURCE: &str = " |
|
struct Uniform { |
|
mvp: mat4x4<f32>, |
|
}; |
|
|
|
@group(0) @binding(0) |
|
var<uniform> ubo: Uniform; |
|
|
|
struct VertexInput { |
|
@location(0) position: vec4<f32>, |
|
@location(1) color: vec4<f32>, |
|
}; |
|
struct VertexOutput { |
|
@builtin(position) position: vec4<f32>, |
|
@location(0) color: vec4<f32>, |
|
}; |
|
|
|
@vertex |
|
fn vertex_main(vert: VertexInput) -> VertexOutput { |
|
var out: VertexOutput; |
|
out.color = vert.color; |
|
out.position = ubo.mvp * vert.position; |
|
return out; |
|
}; |
|
|
|
@fragment |
|
fn fragment_main(in: VertexOutput) -> @location(0) vec4<f32> { |
|
return vec4<f32>(in.color); |
|
} |
|
"; |