use std::borrow::Cow; use std::sync::Arc; use std::time::Instant; use cgmath::{Matrix4, Point3, Rad, Vector3, perspective}; use futures::executor::block_on; use thiserror::Error; use wgpu::util::DeviceExt; use winit::window::Window; #[derive(Debug, Error)] pub enum ContextError { #[error("Failed to create WGPU surface: {0}")] SurfaceCreationFailure(#[from] wgpu::CreateSurfaceError), } const CUBE_SHADER: &str = r#" struct Uniforms { mvp: mat4x4, }; @group(0) @binding(0) var u: Uniforms; 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; output.clip_position = u.mvp * vec4(input.position, 1.0); output.normal = input.normal; return output; } @fragment fn fs_main(input: VertexOutput) -> @location(0) vec4 { let light_dir = normalize(vec3(0.5, 1.0, 0.5)); let brightness = clamp(dot(normalize(input.normal), light_dir), 0.0, 1.0); return vec4(0.7 * brightness, 0.7 * brightness, 0.9 * brightness, 1.0); } "#; #[repr(C)] #[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)] struct Vertex { position: [f32; 3], normal: [f32; 3], } impl Vertex { const ATTRIBS: [wgpu::VertexAttribute; 2] = [ 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, }, ]; 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, } } } const CUBE_VERTICES: &[Vertex] = &[ Vertex { position: [-0.5, -0.5, 0.5], normal: [0.0, 0.0, 1.0], }, Vertex { position: [0.5, -0.5, 0.5], normal: [0.0, 0.0, 1.0], }, Vertex { position: [0.5, 0.5, 0.5], normal: [0.0, 0.0, 1.0], }, Vertex { position: [0.5, 0.5, 0.5], normal: [0.0, 0.0, 1.0], }, Vertex { position: [-0.5, 0.5, 0.5], normal: [0.0, 0.0, 1.0], }, Vertex { position: [-0.5, -0.5, 0.5], normal: [0.0, 0.0, 1.0], }, Vertex { position: [0.5, -0.5, -0.5], normal: [0.0, 0.0, -1.0], }, Vertex { position: [-0.5, -0.5, -0.5], normal: [0.0, 0.0, -1.0], }, Vertex { position: [-0.5, 0.5, -0.5], normal: [0.0, 0.0, -1.0], }, Vertex { position: [-0.5, 0.5, -0.5], normal: [0.0, 0.0, -1.0], }, Vertex { position: [0.5, 0.5, -0.5], normal: [0.0, 0.0, -1.0], }, Vertex { position: [0.5, -0.5, -0.5], normal: [0.0, 0.0, -1.0], }, Vertex { position: [0.5, -0.5, 0.5], normal: [1.0, 0.0, 0.0], }, Vertex { position: [0.5, -0.5, -0.5], normal: [1.0, 0.0, 0.0], }, Vertex { position: [0.5, 0.5, -0.5], normal: [1.0, 0.0, 0.0], }, Vertex { position: [0.5, 0.5, -0.5], normal: [1.0, 0.0, 0.0], }, Vertex { position: [0.5, 0.5, 0.5], normal: [1.0, 0.0, 0.0], }, Vertex { position: [0.5, -0.5, 0.5], normal: [1.0, 0.0, 0.0], }, Vertex { position: [-0.5, -0.5, -0.5], normal: [-1.0, 0.0, 0.0], }, Vertex { position: [-0.5, -0.5, 0.5], normal: [-1.0, 0.0, 0.0], }, Vertex { position: [-0.5, 0.5, 0.5], normal: [-1.0, 0.0, 0.0], }, Vertex { position: [-0.5, 0.5, 0.5], normal: [-1.0, 0.0, 0.0], }, Vertex { position: [-0.5, 0.5, -0.5], normal: [-1.0, 0.0, 0.0], }, Vertex { position: [-0.5, -0.5, -0.5], normal: [-1.0, 0.0, 0.0], }, Vertex { position: [-0.5, 0.5, 0.5], normal: [0.0, 1.0, 0.0], }, Vertex { position: [0.5, 0.5, 0.5], normal: [0.0, 1.0, 0.0], }, Vertex { position: [0.5, 0.5, -0.5], normal: [0.0, 1.0, 0.0], }, Vertex { position: [0.5, 0.5, -0.5], normal: [0.0, 1.0, 0.0], }, Vertex { position: [-0.5, 0.5, -0.5], normal: [0.0, 1.0, 0.0], }, Vertex { position: [-0.5, 0.5, 0.5], normal: [0.0, 1.0, 0.0], }, Vertex { position: [-0.5, -0.5, -0.5], normal: [0.0, -1.0, 0.0], }, Vertex { position: [0.5, -0.5, -0.5], normal: [0.0, -1.0, 0.0], }, Vertex { position: [0.5, -0.5, 0.5], normal: [0.0, -1.0, 0.0], }, Vertex { position: [0.5, -0.5, 0.5], normal: [0.0, -1.0, 0.0], }, Vertex { position: [-0.5, -0.5, 0.5], normal: [0.0, -1.0, 0.0], }, Vertex { position: [-0.5, -0.5, -0.5], normal: [0.0, -1.0, 0.0], }, ]; pub struct WgpuCtx<'window> { device: wgpu::Device, queue: wgpu::Queue, surface: wgpu::Surface<'window>, surface_config: wgpu::SurfaceConfiguration, adapter: wgpu::Adapter, render_pipeline: wgpu::RenderPipeline, uniform_buffer: wgpu::Buffer, vertex_buffer: wgpu::Buffer, start_time: Instant, } impl<'window> WgpuCtx<'window> { pub async fn new(window: Arc) -> Result, ContextError> { let instance = wgpu::Instance::default(); let surface = instance.create_surface(Arc::clone(&window))?; let adapter = instance .request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::default(), force_fallback_adapter: false, compatible_surface: Some(&surface), }) .await .expect("Failed to obtain render adapter"); let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { label: None, required_features: wgpu::Features::empty(), required_limits: wgpu::Limits::downlevel_webgl2_defaults() .using_resolution(adapter.limits()), memory_hints: wgpu::MemoryHints::Performance, }, None, ) .await .expect("Failed to create rendering device"); let size = window.inner_size(); let width = size.width.max(1); let height = size.height.max(1); let surface_config = surface.get_default_config(&adapter, width, height).unwrap(); surface.configure(&device, &surface_config); let uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor { label: Some("Uniform Buffer"), size: 64, usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, mapped_at_creation: false, }); let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { label: Some("Cube Vertex Buffer"), contents: bytemuck::cast_slice(CUBE_VERTICES), usage: wgpu::BufferUsages::VERTEX, }); let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("Cube Shader"), source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(CUBE_SHADER)), }); let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { label: Some("Uniform 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(64), }, count: None, }], }); let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Cube Pipeline Layout"), bind_group_layouts: &[&bind_group_layout], push_constant_ranges: &[], }); let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Cube Render Pipeline"), layout: Some(&pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: Some("vs_main"), buffers: &[Vertex::desc()], compilation_options: wgpu::PipelineCompilationOptions::default(), }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: Some("fs_main"), targets: &[Some(wgpu::ColorTargetState { format: surface_config.format, blend: Some(wgpu::BlendState::ALPHA_BLENDING), 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), polygon_mode: wgpu::PolygonMode::Fill, unclipped_depth: false, conservative: false, }, depth_stencil: None, multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false, }, multiview: None, cache: None, }); Ok(WgpuCtx { device, queue, surface, surface_config, adapter, render_pipeline, uniform_buffer, vertex_buffer, start_time: Instant::now(), }) } pub fn new_blocking(window: Arc) -> Result, ContextError> { block_on(Self::new(window)) } pub fn resize(&mut self, new_size: (u32, u32)) { let (width, height) = new_size; self.surface_config.width = width.max(1); self.surface_config.height = height.max(1); self.surface.configure(&self.device, &self.surface_config); } pub fn draw(&mut self) { let elapsed = self.start_time.elapsed().as_secs_f32(); let model = Matrix4::from_angle_x(Rad(elapsed)) * Matrix4::from_angle_y(Rad(elapsed)); 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 = self.surface_config.width as f32 / self.surface_config.height as f32; let proj = perspective(Rad(std::f32::consts::FRAC_PI_4), aspect, 0.1, 100.0); let mvp = proj * view * model; let mvp_array: [[f32; 4]; 4] = [ [mvp.x.x, mvp.x.y, mvp.x.z, mvp.x.w], [mvp.y.x, mvp.y.y, mvp.y.z, mvp.y.w], [mvp.z.x, mvp.z.y, mvp.z.z, mvp.z.w], [mvp.w.x, mvp.w.y, mvp.w.z, mvp.w.w], ]; self.queue .write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&mvp_array)); let surface_texture = self .surface .get_current_texture() .expect("Failed to get surface texture"); let view_texture = surface_texture .texture .create_view(&wgpu::TextureViewDescriptor::default()); let mut encoder = self .device .create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Cube Command Encoder"), }); { let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("Cube Render Pass"), color_attachments: &[Some(wgpu::RenderPassColorAttachment { view: &view_texture, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.1, g: 0.1, b: 0.1, a: 1.0, }), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, timestamp_writes: None, occlusion_query_set: None, }); render_pass.set_pipeline(&self.render_pipeline); let bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor { label: Some("Uniform Bind Group"), layout: &self.render_pipeline.get_bind_group_layout(0), entries: &[wgpu::BindGroupEntry { binding: 0, resource: self.uniform_buffer.as_entire_binding(), }], }); render_pass.set_bind_group(0, &bind_group, &[]); render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); render_pass.draw(0..36, 0..1); } self.queue.submit(Some(encoder.finish())); surface_texture.present(); } }