zenyx-engine-telemetry/src/main.rs

615 lines
22 KiB
Rust

use crate::model::parse_obj;
use bytemuck::bytes_of;
use image::EncodableLayout;
use std::collections::BTreeMap;
use std::sync::Arc;
use tobj::LoadOptions;
use tracing::info;
use wgpu::util::DeviceExt;
use wgpu::{Backends, BufferUsages, Device, FragmentState, IndexFormat, Instance, InstanceDescriptor, PipelineCompilationOptions};
use winit::application::ApplicationHandler;
use winit::event::{ElementState, MouseButton};
use winit::event_loop::{ActiveEventLoop, EventLoop};
#[cfg(target_os = "android")]
use winit::platform::android::activity::AndroidApp;
use winit::window::{Window, WindowAttributes, WindowId};
use zlog::LogLevel;
use zlog::config::LoggerConfig;
pub mod camera;
pub mod model;
pub mod texture;
struct WindowContext<'window> {
window: Arc<Window>,
renderer: WgpuRenderer<'window>,
}
impl std::ops::Deref for WindowContext<'_> {
type Target = winit::window::Window;
fn deref(&self) -> &Self::Target {
self.window.as_ref()
}
}
struct WgpuRenderer<'surface> {
device: wgpu::Device,
queue: wgpu::Queue,
surface: wgpu::Surface<'surface>,
surface_config: wgpu::SurfaceConfiguration,
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
diffuse_bind_group: wgpu::BindGroup,
depth_texture: wgpu::Texture,
depth_texture_view: wgpu::TextureView,
camera: camera::Camera,
camera_uniform: camera::CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
index_count: u32,
}
impl WgpuRenderer<'_> {
pub fn draw(&mut self) {
let surface_texture = self.surface.get_current_texture().unwrap();
let view = surface_texture.texture.create_view(&Default::default());
let mut encoder =
self.device
.create_command_encoder(&wgpu::wgt::CommandEncoderDescriptor {
label: Some("Render encoder"),
});
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
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,
}),
occlusion_query_set: None,
timestamp_writes: None,
});
rpass.set_pipeline(&self.render_pipeline);
rpass.set_bind_group(0, &self.diffuse_bind_group, &[]);
rpass.set_bind_group(1, &self.camera_bind_group, &[]);
rpass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
rpass.set_index_buffer(self.index_buffer.slice(..), IndexFormat::Uint32);
rpass.draw_indexed(0..self.index_count, 0, 0..1);
}
self.queue.submit(Some(encoder.finish()));
surface_texture.present()
}
}
struct App<'window> {
state: WgpuState,
windows: BTreeMap<WindowId, WindowContext<'window>>,
}
impl App<'_> {
fn new() -> Self {
Self {
state: WgpuState::new(),
windows: BTreeMap::new(),
}
}
pub fn spawn_window(&mut self, event_loop: &ActiveEventLoop) {
let attr = WindowAttributes::default()
.with_title("Zenyx - SubWindow")
.with_min_inner_size(winit::dpi::LogicalSize::new(1, 1));
let window = event_loop.create_window(attr).unwrap();
let window = Arc::new(window);
let renderer = self.state.create_renderer(window.clone());
let window_ctx = WindowContext {
renderer: smol::block_on(renderer),
window: window.clone(),
};
let window_id = window.id();
self.windows.insert(window_id, window_ctx);
}
}
struct WgpuState {
instance: wgpu::Instance,
}
unsafe impl bytemuck::Pod for Vertex {}
unsafe impl bytemuck::Zeroable for Vertex {}
#[derive(Copy, Clone, Debug)]
#[repr(C)]
struct Vertex {
position: cgmath::Vector3<f32>,
color: cgmath::Vector3<f32>,
normal: cgmath::Vector3<f32>,
tex_coords: cgmath::Vector2<f32>,
}
impl Vertex {
const ATTRIBS: [wgpu::VertexAttribute; 4] = [
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(Vertex, color) as u64,
shader_location: 1,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(Vertex, normal) as u64,
shader_location: 2,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::offset_of!(Vertex, tex_coords) as u64,
shader_location: 3,
format: wgpu::VertexFormat::Float32x2,
},
];
const fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &Self::ATTRIBS,
}
}
}
static ICON: &[u8] = include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/assets/Badge.png"));
static PUMPKIN: &[u8] = include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/Pumpkin.obj"));
impl WgpuState {
fn new() -> Self {
let backends = Backends::PRIMARY;
let instance_descriptor = InstanceDescriptor {
backends,
..Default::default()
};
let instance = Instance::new(&instance_descriptor);
Self { instance }
}
async fn create_renderer<'surface>(&self, window: Arc<Window>) -> WgpuRenderer<'surface> {
let surface = self.instance.create_surface(window.clone()).unwrap();
let adapter = self
.instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
..Default::default()
})
.await
.unwrap();
let device_descriptor = wgpu::DeviceDescriptor::default();
let (device, queue) = adapter.request_device(&device_descriptor).await.unwrap();
let size = window.inner_size();
let width = size.width.max(1);
let height = size.height.max(1);
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
// This should match the filterable field of the
// corresponding Texture entry above.
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let camera_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("Camera Bind group layout"),
});
#[repr(align(4))]
struct ShaderCode<const N: usize>([u8; N]);
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
push_constant_ranges: &[],
});
let vert_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Vertex Shader"),
source: unsafe {
static SHADER_CODE: &[u8] =
&ShaderCode(*include_bytes!(concat!(env!("OUT_DIR"), "/vert.spv"))).0;
// assert!(bytes.len() % 4 == 0);
let shader = SHADER_CODE.align_to::<u32>().1;
wgpu::ShaderSource::SpirV(std::borrow::Cow::Borrowed(shader))
},
});
let frag_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Fragment Shader"),
source: unsafe {
static SHADER_CODE: &[u8] =
&ShaderCode(*include_bytes!(concat!(env!("OUT_DIR"), "/frag.spv"))).0;
debug_assert!(SHADER_CODE.len() % 4 == 0);
let shader = SHADER_CODE.align_to::<u32>().1;
wgpu::ShaderSource::SpirV(std::borrow::Cow::Borrowed(shader))
},
});
let var_name = [Some(wgpu::ColorTargetState {
format: surface.get_capabilities(&adapter).formats[0],
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})];
let pipeline_descriptor = wgpu::RenderPipelineDescriptor {
label: Some("Main pipeline"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &vert_shader,
entry_point: Some("main"),
buffers: &[Vertex::desc()],
compilation_options: Default::default(),
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: Some(wgpu::DepthStencilState {
format: wgpu::TextureFormat::Depth32Float,
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(FragmentState {
module: &frag_shader,
entry_point: Some("main"),
compilation_options: PipelineCompilationOptions::default(),
targets: &var_name,
}),
multiview: None,
cache: None,
};
// todo!();
let surface_caps = surface.get_capabilities(&adapter);
let present_mode = if surface_caps
.present_modes
.contains(&wgpu::PresentMode::Mailbox)
{
wgpu::PresentMode::Mailbox
} else {
wgpu::PresentMode::Fifo
};
let surface_config = wgpu::SurfaceConfiguration {
width,
height,
format: surface_caps.formats[0],
present_mode,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![],
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
desired_maximum_frame_latency: 3,
};
surface.configure(&device, &surface_config);
let pumpkin = tobj::load_obj("Pumpkin.obj", &tobj::GPU_LOAD_OPTIONS).unwrap();
let (vertices, indices) = parse_obj(&pumpkin.0);
let (depth_texture, depth_texture_view) =
create_depth_texture(&device, surface_config.width, surface_config.height);
let materials = pumpkin.1.unwrap();
let diffuse_texture =
texture::Texture::from_bytes(&device, &queue, ICON, "zenyx-icon").unwrap();
let model = tobj::load_obj_buf(
&mut PUMPKIN.as_bytes(),
&LoadOptions {
triangulate: true,
single_index: true,
..Default::default()
},
|_| Ok(Default::default()),
)
.unwrap();
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex buffer"),
contents: bytemuck::cast_slice(vertices.as_ref()),
usage: BufferUsages::VERTEX,
});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index buffer"),
contents: bytemuck::cast_slice(indices.as_ref()),
usage: BufferUsages::INDEX,
});
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
],
label: Some("diffuse_bind_group"),
});
let camera = camera::Camera {
// position the camera 1 unit up and 2 units back
// +z is out of the screen
eye: (0.0, 0.0, 2.0).into(),
// have it look at the origin
target: (0.0, 0.0, 0.0).into(),
// which way is "up"
up: cgmath::Vector3::unit_y(),
aspect: surface_config.width as f32 / surface_config.height as f32,
fovy: 45.0,
znear: 0.1,
zfar: 1000.0,
};
let mut camera_uniform = camera::CameraUniform::default();
camera_uniform.update_view_proj(&camera);
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[camera_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
label: Some("Camera Bind Group"),
});
let render_pipeline = device.create_render_pipeline(&pipeline_descriptor);
WgpuRenderer {
surface,
surface_config,
diffuse_bind_group,
depth_texture,
render_pipeline,
device,
vertex_buffer,
index_buffer,
camera,
queue,
camera_uniform,
camera_buffer,
camera_bind_group,
index_count: indices.len() as u32,
depth_texture_view,
}
}
}
fn create_depth_texture(
device: &wgpu::Device,
width: u32,
height: u32,
) -> (wgpu::Texture, wgpu::TextureView) {
let size = wgpu::Extent3d {
width,
height,
depth_or_array_layers: 1,
};
let desc = wgpu::TextureDescriptor {
label: Some("Depth Texture"),
size,
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: &[],
};
let texture = device.create_texture(&desc);
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
(texture, view)
}
static VERTICES: [Vertex; 4] = {
[
Vertex {
position: cgmath::vec3(-0.5, -0.5, 0.0),
color: cgmath::vec3(1.0, 0.0, 0.0),
normal: cgmath::vec3(0.0, 0.0, 0.0),
tex_coords: cgmath::vec2(1.0, 0.0),
},
Vertex {
position: cgmath::vec3(0.5, -0.5, 0.0),
color: cgmath::vec3(0.0, 1.0, 0.0),
normal: cgmath::vec3(0.0, 0.0, 0.0),
tex_coords: cgmath::vec2(0.0, 0.0),
},
Vertex {
position: cgmath::vec3(0.5, 0.5, 0.0),
color: cgmath::vec3(0.0, 0.0, 1.0),
normal: cgmath::vec3(0.0, 0.0, 0.0),
tex_coords: cgmath::vec2(0.0, 1.0),
},
Vertex {
position: cgmath::vec3(-0.5, 0.5, 0.0),
color: cgmath::vec3(0.0, 0.0, 1.0),
normal: cgmath::vec3(0.0, 0.0, 0.0),
tex_coords: cgmath::vec2(1.0, 1.0),
},
]
};
static INDICIES: [u32; 6] = [0, 1, 2, 2, 3, 0];
impl ApplicationHandler for App<'_> {
fn window_event(
&mut self,
event_loop: &winit::event_loop::ActiveEventLoop,
window_id: WindowId,
event: winit::event::WindowEvent,
) {
match event {
winit::event::WindowEvent::RedrawRequested => {
let window_ctx = self.windows.get_mut(&window_id).unwrap();
window_ctx.renderer.draw()
}
winit::event::WindowEvent::CloseRequested => {
let _ = self.windows.remove(&window_id);
if self.windows.is_empty() {
event_loop.exit();
}
}
winit::event::WindowEvent::MouseInput { state, button, .. } => {
if button == MouseButton::Left && state == ElementState::Pressed {
self.spawn_window(event_loop);
}
}
winit::event::WindowEvent::Resized(size) => {
if let Some(window_ctx) = self.windows.get_mut(&window_id) {
if size.width == 0 || size.height == 0 {
return;
}
window_ctx
.renderer
.camera
.update_aspect(size.width as f32 / size.height as f32);
window_ctx
.renderer
.camera_uniform
.update_view_proj(&window_ctx.renderer.camera);
window_ctx.renderer.queue.write_buffer(
&window_ctx.renderer.camera_buffer,
0,
bytes_of(&window_ctx.renderer.camera_uniform),
);
let mut new_config = window_ctx.renderer.surface_config.clone();
new_config.width = size.width;
new_config.height = size.height;
let (depth_texture, depth_view) = create_depth_texture(&window_ctx.renderer.device, size.width, size.height);
window_ctx.renderer.depth_texture = depth_texture;
window_ctx.renderer.depth_texture_view = depth_view;
window_ctx
.renderer
.surface
.configure(&window_ctx.renderer.device, &new_config)
}
}
_ => (),
}
}
fn resumed(&mut self, event_loop: &winit::event_loop::ActiveEventLoop) {
let attr = WindowAttributes::default()
.with_title("Zenyx")
.with_min_inner_size(winit::dpi::LogicalSize::new(1, 1));
if self.windows.is_empty() {
let window = event_loop.create_window(attr).unwrap();
let window = Arc::new(window);
let renderer = self.state.create_renderer(window.clone());
let window_ctx = WindowContext {
renderer: smol::block_on(renderer),
window: window.clone(),
};
let window_id = window.id();
self.windows.insert(window_id, window_ctx);
}
}
fn suspended(&mut self, _event_loop: &ActiveEventLoop) {
self.windows.clear();
}
}
pub fn main() -> Result<(), terminator::Terminator> {
let config = LoggerConfig::default()
.colored_stdout(true)
.log_to_stdout(true)
.file_include_time(true)
.log_to_file(true)
.level(LogLevel::Info)
.log_path("zenyx.log");
let _logger = zlog::Logger::new(config);
#[cfg(not(target_os = "android"))]
{
_main()
}
#[cfg(target_os = "android")]
{
Ok(())
}
}
pub fn run_app(event_loop: winit::event_loop::EventLoop<()>) -> Result<(), terminator::Terminator> {
let mut app = App::new();
event_loop.set_control_flow(winit::event_loop::ControlFlow::Poll);
event_loop.run_app(&mut app)?;
Ok(())
}
#[unsafe(no_mangle)]
#[cfg(target_os = "android")]
extern "C" fn android_main(app: AndroidApp) {
use winit::event_loop::EventLoopBuilder;
use winit::platform::android::EventLoopBuilderExtAndroid;
let event_loop = EventLoopBuilder::default()
.with_android_app(app)
.build()
.unwrap();
run_app(event_loop).unwrap()
}
fn _main() -> Result<(), terminator::Terminator> {
let event_loop = EventLoop::new()?;
run_app(event_loop)?;
info!("Exiting...");
Ok(())
}