use std::borrow::Cow; use std::mem::offset_of; use std::sync::Arc; use std::time::Instant; use cgmath::{Deg, Matrix4, Point3, Rad, SquareMatrix, Vector3, perspective}; use futures::executor::block_on; use thiserror::Error; use tracing::{error, trace}; use wgpu::TextureUsages; use wgpu::{Backends, InstanceDescriptor, util::DeviceExt}; use winit::window::Window; #[derive(Debug, Error)] #[error(transparent)] pub enum ContextErrorKind { #[error("Surface creation failed")] SurfaceCreation, #[error("Surface configuration failed")] SurfaceConfiguration, #[error("Adapter request failed")] AdapterRequest, #[error("Device request failed")] DeviceRequest, #[error("Surface texture acquisition failed")] SurfaceTexture, } #[derive(Debug, Error)] pub struct RenderContextError { kind: ContextErrorKind, label: Option>, #[source] source: Option>, } impl RenderContextError { pub fn new( kind: ContextErrorKind, label: impl Into>>, source: impl Into>>, ) -> Self { Self { kind, label: label.into(), source: source.into(), } } pub fn with_label(mut self, label: impl Into>) -> Self { self.label = Some(label.into()); self } } impl std::fmt::Display for RenderContextError { fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result { if let Some(label) = &self.label { writeln!(f, "[{}] {}", label, self.kind)?; } else { writeln!(f, "{}", self.kind)?; } if let Some(source) = &self.source { fn fmt_chain( err: &(dyn std::error::Error + 'static), indent: usize, f: &mut std::fmt::Formatter<'_>, ) -> std::fmt::Result { let indent_str = " ".repeat(indent); writeln!(f, "{}{}", indent_str, err)?; if let Some(next) = err.source() { writeln!(f, "{}Caused by:", indent_str)?; fmt_chain(next, indent + 1, f)?; } Ok(()) } writeln!(f, "Caused by:")?; fmt_chain(source.as_ref(), 1, f)?; } Ok(()) } } trait IntoRenderContextError { fn ctx_err( self, kind: ContextErrorKind, label: impl Into>, ) -> Result; } impl IntoRenderContextError for Result where E: std::error::Error + Send + Sync + 'static, { fn ctx_err( self, kind: ContextErrorKind, label: impl Into>, ) -> Result { self.map_err(|e| { RenderContextError::new( kind, Some(label.into()), Some(Box::new(e) as Box), ) }) } } impl From for RenderContextError { fn from(err: wgpu::CreateSurfaceError) -> Self { RenderContextError::new( ContextErrorKind::SurfaceCreation, Some("Surface creation".into()), Some(Box::new(err) as Box), ) } } impl From for RenderContextError { fn from(err: wgpu::RequestDeviceError) -> Self { RenderContextError::new( ContextErrorKind::DeviceRequest, Some("Device setup".into()), Some(Box::new(err) as Box), ) } } const SHADER_SRC: &str = r#" struct CameraUniform { view: mat4x4, proj: mat4x4, }; struct ModelUniform { model: mat4x4, }; @group(0) @binding(0) var camera: CameraUniform; @group(1) @binding(0) var model: ModelUniform; struct VertexInput { @location(0) position: vec3, @location(1) normal: vec3, }; struct VertexOutput { @builtin(position) clip_position: vec4, @location(0) normal: vec3, }; @vertex fn vs_main(input: VertexInput) -> VertexOutput { var output: VertexOutput; let model_pos = model.model * vec4(input.position, 1.0); output.clip_position = camera.proj * camera.view * model_pos; output.normal = input.normal; return output; } @fragment fn fs_main(input: VertexOutput) -> @location(0) vec4 { let ambient: f32 = 0.2; let light_dir = normalize(vec3(0.5, 1.0, 0.5)); let diffuse = clamp(dot(normalize(input.normal), light_dir), 0.0, 1.0); let brightness = ambient + (1.0 - ambient) * diffuse; return vec4(0.7 * brightness, 0.7 * brightness, 0.9 * brightness, 1.0); } "#; #[repr(C)] #[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] pub struct Vertex { pub position: [f32; 3], pub normal: [f32; 3], } impl Vertex { const ATTRIBS: [wgpu::VertexAttribute; 2] = [ wgpu::VertexAttribute { offset: 0, shader_location: 0, format: wgpu::VertexFormat::Float32x3, }, wgpu::VertexAttribute { offset: offset_of!(Vertex, normal) as u64, shader_location: 1, format: wgpu::VertexFormat::Float32x3, }, ]; fn desc<'a>() -> wgpu::VertexBufferLayout<'a> { wgpu::VertexBufferLayout { array_stride: std::mem::size_of::() as wgpu::BufferAddress, step_mode: wgpu::VertexStepMode::Vertex, attributes: &Self::ATTRIBS, } } } #[repr(C)] #[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] struct CameraUniform { view: [[f32; 4]; 4], proj: [[f32; 4]; 4], } #[repr(C)] #[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] struct ModelUniform { model: [[f32; 4]; 4], } struct Camera { uniform_buffer: wgpu::Buffer, bind_group: wgpu::BindGroup, view: Matrix4, proj: Matrix4, } impl Camera { fn new( device: &wgpu::Device, bind_group_layout: &wgpu::BindGroupLayout, width: u32, height: u32, ) -> Self { let view = Matrix4::look_at_rh( Point3::new(0.0, 0.0, 3.0), Point3::new(0.0, 0.0, 0.0), Vector3::unit_y(), ); let aspect = width as f32 / height as f32; let proj = perspective(Rad::from(Deg(45.0)), aspect, 0.1, 100.0); let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor { label: Some("Camera Uniform Buffer"), size: std::mem::size_of::() as u64, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("Camera Bind Group"), layout: bind_group_layout, entries: &[wgpu::BindGroupEntry { binding: 0, resource: uniform_buffer.as_entire_binding(), }], }); Self { uniform_buffer, bind_group, view, proj, } } fn resize(&mut self, width: u32, height: u32) { let aspect = width as f32 / height as f32; self.proj = perspective(Rad::from(Deg(45.0)), aspect, 0.1, 100.0); } fn update(&self, queue: &wgpu::Queue) { let view_array: [[f32; 4]; 4] = self.view.into(); let proj_array: [[f32; 4]; 4] = self.proj.into(); let uniform = CameraUniform { view: view_array, proj: proj_array, }; queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&uniform)); } } struct Model { vertex_buffer: wgpu::Buffer, index_buffer: wgpu::Buffer, uniform_buffer: wgpu::Buffer, bind_group: wgpu::BindGroup, index_count: u32, // Changed from vertex_count to index_count transform: Matrix4, } impl Model { fn new( device: &wgpu::Device, vertices: &[Vertex], indices: &[u32], bind_group_layout: &wgpu::BindGroupLayout, ) -> Self { 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), // Use proper indices usage: wgpu::BufferUsages::INDEX, }); let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor { label: Some("Model Uniform Buffer"), size: std::mem::size_of::() as u64, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("Model Bind Group"), layout: bind_group_layout, entries: &[wgpu::BindGroupEntry { binding: 0, resource: uniform_buffer.as_entire_binding(), }], }); Self { vertex_buffer, index_buffer, uniform_buffer, bind_group, index_count: indices.len() as u32, transform: Matrix4::identity(), } } fn update(&self, queue: &wgpu::Queue) { let model_array: [[f32; 4]; 4] = self.transform.into(); let uniform = ModelUniform { model: model_array }; queue.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&uniform)); } fn set_transform(&mut self, transform: Matrix4) { self.transform = transform; } } pub struct Renderer<'window> { device: wgpu::Device, queue: wgpu::Queue, surface: wgpu::Surface<'window>, surface_config: wgpu::SurfaceConfiguration, camera: Camera, models: Vec, render_pipeline: wgpu::RenderPipeline, depth_texture: wgpu::Texture, depth_texture_view: wgpu::TextureView, camera_bind_group_layout: wgpu::BindGroupLayout, model_bind_group_layout: wgpu::BindGroupLayout, bg_color: wgpu::Color, start_time: Instant, last_frame_instant: Instant, frame_count: u32, } impl<'window> Renderer<'window> { pub async fn new(window: Arc) -> Result { let instance = wgpu::Instance::new(&InstanceDescriptor { backends: Backends::from_comma_list("dx12,metal,opengl,webgpu"), ..Default::default() }); let surface = instance .create_surface(Arc::clone(&window)) .ctx_err(ContextErrorKind::SurfaceCreation, "Surface initialization")?; let adapter = instance .request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::default(), compatible_surface: Some(&surface), ..Default::default() }) .await .ok_or_else(|| { RenderContextError::new( ContextErrorKind::AdapterRequest, Some("Adapter selection".into()), None, ) })?; let (device, queue) = adapter .request_device(&wgpu::DeviceDescriptor::default(), None) .await .ctx_err(ContextErrorKind::DeviceRequest, "Device configuration")?; let size = window.inner_size(); let width = size.width.max(1); let height = size.height.max(1); let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("Camera 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: wgpu::BufferSize::new( std::mem::size_of::() as u64, ), }, count: None, }], }); let model_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("Model Bind Group Layout"), entries: &[wgpu::BindGroupLayoutEntry { binding: 0, visibility: wgpu::ShaderStages::VERTEX_FRAGMENT, ty: wgpu::BindingType::Buffer { ty: wgpu::BufferBindingType::Uniform, has_dynamic_offset: false, min_binding_size: wgpu::BufferSize::new( std::mem::size_of::() as u64, ), }, count: None, }], }); let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Pipeline Layout"), bind_group_layouts: &[&camera_bind_group_layout, &model_bind_group_layout], push_constant_ranges: &[], }); let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("Main Shader"), source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(SHADER_SRC)), }); let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Main Pipeline"), layout: Some(&pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: Some("vs_main"), buffers: &[Vertex::desc()], compilation_options: Default::default(), }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format: surface.get_capabilities(&adapter).formats[0], blend: Some(wgpu::BlendState::REPLACE), write_mask: wgpu::ColorWrites::ALL, })], 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), // cull_mode: , 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, }, multiview: None, cache: None, }); let camera = Camera::new(&device, &camera_bind_group_layout, width, height); let surface_caps = surface.get_capabilities(&adapter); let surface_config = wgpu::SurfaceConfiguration { width, height, format: surface_caps.formats[0], present_mode: wgpu::PresentMode::AutoNoVsync, alpha_mode: wgpu::CompositeAlphaMode::Auto, view_formats: vec![], usage: TextureUsages::RENDER_ATTACHMENT, desired_maximum_frame_latency: 3, }; surface.configure(&device, &surface_config); let (depth_texture, depth_texture_view) = create_depth_texture( &device, surface_config.width, surface_config.height, // surface_config.format, ); Ok(Self { device, queue, surface, surface_config, camera, models: Vec::new(), render_pipeline, camera_bind_group_layout, model_bind_group_layout, bg_color: wgpu::Color { r: 0.1, g: 0.1, b: 0.1, a: 1.0, }, start_time: Instant::now(), last_frame_instant: Instant::now(), frame_count: 0, depth_texture, depth_texture_view, }) } pub fn new_blocking(window: Arc) -> Result { block_on(Self::new(window)) } pub fn add_model(&mut self, vertices: &[Vertex], indicies: &[u32]) { let model = Model::new( &self.device, vertices, indicies, &self.model_bind_group_layout, ); self.models.push(model); } pub fn resize(&mut self, new_size: (u32, u32)) { let (width, height) = new_size; let (depth_texture,depth_view) = create_depth_texture(&self.device, width, height); self.surface_config.width = width.max(1); self.surface_config.height = height.max(1); self.surface.configure(&self.device, &self.surface_config); self.depth_texture = depth_texture; self.depth_texture_view = depth_view; self.camera.resize(width, height); } pub fn draw(&mut self) { let elapsed = self.start_time.elapsed().as_secs_f32(); self.camera.update(&self.queue); for (i, model) in self.models.iter_mut().enumerate() { let angle = Rad(elapsed * 0.8 + i as f32 * 0.3); model.set_transform(Matrix4::from_angle_x(angle) * Matrix4::from_angle_y(angle)); model.update(&self.queue); } let surface_texture = self .surface .get_current_texture() .ctx_err( ContextErrorKind::SurfaceTexture, "Surface texture acquisition", ) .unwrap(); let view = surface_texture .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("Main Render Pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(self.bg_color), 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, }); render_pass.set_pipeline(&self.render_pipeline); render_pass.set_bind_group(0, &self.camera.bind_group, &[]); for model in &self.models { render_pass.set_bind_group(1, &model.bind_group, &[]); render_pass.set_vertex_buffer(0, model.vertex_buffer.slice(..)); render_pass .set_index_buffer(model.index_buffer.slice(..), wgpu::IndexFormat::Uint32); render_pass.draw_indexed(0..model.index_count, 0, 0..1); } } self.queue.submit(Some(encoder.finish())); surface_texture.present(); self.frame_count += 1; let elapsed_secs = self.last_frame_instant.elapsed().as_secs_f32(); if elapsed_secs >= 1.0 { let fps = self.frame_count as f32 / elapsed_secs; trace!("FPS: {:.2}", fps); self.frame_count = 0; self.last_frame_instant = Instant::now(); } } pub fn set_bg_color(&mut self, color: wgpu::Color) { self.bg_color = color; } pub fn bg_color(&self) -> wgpu::Color { self.bg_color } } fn create_depth_texture( device: &wgpu::Device, width: u32, height: u32, // format: wgpu::TextureFormat, ) -> (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) }