use std::sync::Arc; use pollster::FutureExt; use wgpu::util::DeviceExt; use winit::{ event::{ElementState, WindowEvent}, keyboard::Key, window::Window, }; use crate::{ camera::{Camera, CameraInfo}, controller::CameraController, spotlight::{Spotlight, SpotlightInfo}, texture::Texture, vertex::Vertex, }; const ZOOM_SPEED: f32 = 0.1; const MOVE_SPEED: f32 = 0.0005; const VERTICES: &[Vertex] = &[ Vertex { position: [-1.0, 1.0], tex_coords: [0.0, 0.0], }, Vertex { position: [-1.0, -1.0], tex_coords: [0.0, 1.0], }, Vertex { position: [1.0, -1.0], tex_coords: [1.0, 1.0], }, Vertex { position: [1.0, 1.0], tex_coords: [1.0, 0.0], }, ]; #[rustfmt::skip] const INDICES: &[u16] = &[ 0, 1, 2, 2, 3, 0 ]; pub struct State<'a> { surface: wgpu::Surface<'a>, device: wgpu::Device, queue: wgpu::Queue, config: wgpu::SurfaceConfiguration, size: winit::dpi::PhysicalSize, wsize: (f64, f64), pub window: Arc, render_pipeline: wgpu::RenderPipeline, vertex_buffer: wgpu::Buffer, index_buffer: wgpu::Buffer, texture_bind_group: wgpu::BindGroup, pub camera: Camera, pub camera_info: CameraInfo, pub spotlight: Spotlight, pub spotlight_info: SpotlightInfo, pub zoom: f32, pub camera_controller: CameraController, hide_cursor: bool, } impl<'a> State<'a> { pub fn new(window: Arc, image: image::RgbaImage) -> Self { let window_size = window.inner_size(); let wsize = (window_size.width as f64, window_size.height as f64); let instance = wgpu::Instance::new(wgpu::InstanceDescriptor { backends: wgpu::Backends::PRIMARY, ..Default::default() }); let surface = instance.create_surface(window.clone()).unwrap(); let adapter = instance .request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::default(), compatible_surface: Some(&surface), force_fallback_adapter: false, }) .block_on() .unwrap(); let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { required_features: wgpu::Features::empty(), required_limits: wgpu::Limits::default(), label: None, memory_hints: Default::default(), }, None, ) .block_on() .unwrap(); let surface_caps = surface.get_capabilities(&adapter); let surface_format = surface_caps .formats .iter() .find(|f| f.is_srgb()) .copied() .unwrap_or(surface_caps.formats[0]); let config = wgpu::SurfaceConfiguration { usage: wgpu::TextureUsages::RENDER_ATTACHMENT, format: surface_format, width: window_size.width, height: window_size.height, present_mode: surface_caps.present_modes[0], alpha_mode: surface_caps.alpha_modes[0], view_formats: vec![], desired_maximum_frame_latency: 2, }; let (camera, camera_info) = Camera::new(&config, &device); let camera_controller = CameraController::new(ZOOM_SPEED, MOVE_SPEED); let (spotlight, spotlight_info) = Spotlight::new(&device); let shader = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl")); let texture = Texture::new(image, &device, &queue); let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Render Pipeline Layout"), bind_group_layouts: &[&texture.layout, &camera_info.layout, &spotlight_info.layout], push_constant_ranges: &[], }); 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: Some("vs_main"), buffers: &[Vertex::layout()], compilation_options: wgpu::PipelineCompilationOptions::default(), }, fragment: Some(wgpu::FragmentState { module: &shader, entry_point: Some("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, }); Self { surface, device, queue, config, size: window_size, wsize, window, render_pipeline, vertex_buffer, index_buffer, texture_bind_group: texture.bind_group, camera, camera_info, spotlight, spotlight_info, camera_controller, zoom: 1.0, hide_cursor: false, } } pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize) { if new_size.width > 0 && new_size.height > 0 { self.size = new_size; self.wsize = (new_size.width as f64, new_size.height as f64); self.config.width = new_size.width; self.config.height = new_size.height; self.surface.configure(&self.device, &self.config); } } pub fn input(&mut self, event: &winit::event::WindowEvent) -> bool { self.camera_controller.process_events(self.wsize, event); self.spotlight.process_events(event); match event { WindowEvent::KeyboardInput { event: key_event, .. } => { if key_event.state == ElementState::Pressed { let key = &key_event.logical_key; if let Key::Character(char) = key { if char == "r" { self.camera_controller.reset_camera(&mut self.camera); } } return true; } false } _ => false, } } pub fn update(&mut self) { self.camera_controller.update(&mut self.camera); self.camera_info.uniform.update_view_proj(&self.camera); self.queue.write_buffer( &self.camera_info.buffer, 0, bytemuck::cast_slice(&[self.camera_info.uniform]), ); self.spotlight.update(&self.window); self.spotlight_info .uniform .update(&self.spotlight, &self.camera_controller); self.queue.write_buffer( &self.spotlight_info.buffer, 0, bytemuck::cast_slice(&[self.spotlight_info.uniform]), ); } pub 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: &[Some(wgpu::RenderPassColorAttachment { view: &view, resolve_target: None, ops: wgpu::Operations { load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.0, g: 0.0, b: 0.0, 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_bind_group(0, &self.texture_bind_group, &[]); render_pass.set_bind_group(1, &self.camera_info.bind_group, &[]); render_pass.set_bind_group(2, &self.spotlight_info.bind_group, &[]); render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16); let num_indices = INDICES.len() as u32; render_pass.draw_indexed(0..num_indices, 0, 0..1); } // submit will accept anything that implements IntoIter self.queue.submit(std::iter::once(encoder.finish())); output.present(); Ok(()) } }