mirror of
https://github.com/guilhermewerner/wgpu-renderer
synced 2025-06-15 05:14:20 +00:00
Basic triangle
This commit is contained in:
2
.cargo/config.toml
Normal file
2
.cargo/config.toml
Normal file
@ -0,0 +1,2 @@
|
||||
[build]
|
||||
target-dir = "Binaries"
|
2
.gitignore
vendored
Normal file
2
.gitignore
vendored
Normal file
@ -0,0 +1,2 @@
|
||||
Binaries/
|
||||
Cargo.lock
|
23
Cargo.toml
Normal file
23
Cargo.toml
Normal file
@ -0,0 +1,23 @@
|
||||
[package]
|
||||
name = "renderer"
|
||||
version = "0.0.1"
|
||||
description = "WGPU Renderer"
|
||||
repository = "https://github.com/GuilhermeWerner/Renderer"
|
||||
license = "MIT"
|
||||
edition = "2021"
|
||||
publish = false
|
||||
|
||||
[[bin]]
|
||||
name = "Renderer"
|
||||
path = "Source/Main.rs"
|
||||
doc = false
|
||||
|
||||
[dependencies]
|
||||
bytemuck = { version = "1.4", features = [ "derive" ] }
|
||||
cgmath = "0.18"
|
||||
env_logger = "0.9"
|
||||
image = "0.23"
|
||||
log = "0.4"
|
||||
pollster = "0.2"
|
||||
wgpu = "0.11"
|
||||
winit = "0.25"
|
28
Shaders/Main.wgsl
Normal file
28
Shaders/Main.wgsl
Normal file
@ -0,0 +1,28 @@
|
||||
// Vertex shader
|
||||
|
||||
struct VertexInput {
|
||||
[[location(0)]] position: vec3<f32>;
|
||||
[[location(1)]] color: vec3<f32>;
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
[[builtin(position)]] clip_position: vec4<f32>;
|
||||
[[location(0)]] color: vec3<f32>;
|
||||
};
|
||||
|
||||
[[stage(vertex)]]
|
||||
fn main(
|
||||
model: VertexInput,
|
||||
) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
out.color = model.color;
|
||||
out.clip_position = vec4<f32>(model.position, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
[[stage(fragment)]]
|
||||
fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
|
||||
return vec4<f32>(in.color, 1.0);
|
||||
}
|
296
Source/Main.rs
Normal file
296
Source/Main.rs
Normal file
@ -0,0 +1,296 @@
|
||||
// Copyright (c) TribuFu. All Rights Reserved.
|
||||
|
||||
#![allow(non_snake_case)]
|
||||
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::dpi::LogicalSize;
|
||||
use winit::event::*;
|
||||
use winit::event_loop::{ControlFlow, EventLoop};
|
||||
use winit::window::Window;
|
||||
use winit::window::WindowBuilder;
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
|
||||
struct Vertex {
|
||||
position: [f32; 3],
|
||||
color: [f32; 3],
|
||||
}
|
||||
|
||||
impl Vertex {
|
||||
fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
|
||||
wgpu::VertexBufferLayout {
|
||||
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
|
||||
step_mode: wgpu::VertexStepMode::Vertex,
|
||||
attributes: &[
|
||||
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,
|
||||
},
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[rustfmt::skip]
|
||||
const VERTICES: &[Vertex] = &[
|
||||
Vertex { position: [0.0, 0.5, 0.0], color: [1.0, 0.0, 0.0] },
|
||||
Vertex { position: [-0.5, -0.5, 0.0], color: [0.0, 1.0, 0.0] },
|
||||
Vertex { position: [0.5, -0.5, 0.0], color: [0.0, 0.0, 1.0] },
|
||||
];
|
||||
|
||||
struct State {
|
||||
surface: wgpu::Surface,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
size: winit::dpi::PhysicalSize<u32>,
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
num_vertices: u32,
|
||||
}
|
||||
|
||||
impl State {
|
||||
async fn new(window: &Window) -> Self {
|
||||
let size = window.inner_size();
|
||||
|
||||
// The instance is a handle to our GPU
|
||||
// Backends::all => Vulkan + Metal + DX12 + Browser WebGPU
|
||||
let instance = wgpu::Instance::new(wgpu::Backends::all());
|
||||
|
||||
let surface = unsafe { instance.create_surface(window) };
|
||||
|
||||
let adapter = instance
|
||||
.request_adapter(&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::HighPerformance,
|
||||
compatible_surface: Some(&surface),
|
||||
force_fallback_adapter: false,
|
||||
})
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
let (device, queue) = adapter
|
||||
.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
features: wgpu::Features::empty(),
|
||||
limits: wgpu::Limits::default(),
|
||||
label: None,
|
||||
},
|
||||
None, // Trace path
|
||||
)
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
let config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
format: surface.get_preferred_format(&adapter).unwrap(),
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: wgpu::PresentMode::Fifo,
|
||||
};
|
||||
|
||||
surface.configure(&device, &config);
|
||||
|
||||
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("../Shaders/Main.wgsl").into()),
|
||||
});
|
||||
|
||||
let render_pipeline_layout =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[],
|
||||
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: "main",
|
||||
buffers: &[Vertex::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
// 3.
|
||||
module: &shader,
|
||||
entry_point: "main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
// 4.
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
}],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList, // 1.
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw, // 2.
|
||||
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_CLAMPING
|
||||
clamp_depth: false,
|
||||
// Requires Features::CONSERVATIVE_RASTERIZATION
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: None, // 1.
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1, // 2.
|
||||
mask: !0, // 3.
|
||||
alpha_to_coverage_enabled: false, // 4.
|
||||
},
|
||||
});
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(VERTICES),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
|
||||
let num_vertices = VERTICES.len() as u32;
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
num_vertices,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
false
|
||||
}
|
||||
|
||||
fn update(&mut self) {}
|
||||
|
||||
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: &[
|
||||
// This is what [[location(0)]] in the fragment shader targets
|
||||
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: true,
|
||||
},
|
||||
},
|
||||
],
|
||||
depth_stencil_attachment: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
|
||||
render_pass.draw(0..self.num_vertices, 0..1);
|
||||
}
|
||||
|
||||
// submit will accept anything that implements IntoIter
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
fn main() {
|
||||
env_logger::init();
|
||||
|
||||
let event_loop = EventLoop::new();
|
||||
|
||||
let window = WindowBuilder::new()
|
||||
.with_title("Renderer")
|
||||
.with_inner_size(LogicalSize::new(1280, 720))
|
||||
.build(&event_loop)
|
||||
.unwrap();
|
||||
|
||||
// State::new uses async code, so we're going to wait for it to finish
|
||||
let mut state = pollster::block_on(State::new(&window));
|
||||
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
match event {
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == window.id() => {
|
||||
if !state.input(event) {
|
||||
match event {
|
||||
WindowEvent::CloseRequested
|
||||
| WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state: ElementState::Pressed,
|
||||
virtual_keycode: Some(VirtualKeyCode::Escape),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => *control_flow = ControlFlow::Exit,
|
||||
WindowEvent::Resized(physical_size) => {
|
||||
state.resize(*physical_size);
|
||||
}
|
||||
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
||||
state.resize(**new_inner_size);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
Event::RedrawRequested(_) => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if lost
|
||||
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
|
||||
// All other errors (Outdated, Timeout) should be resolved by the next frame
|
||||
Err(e) => eprintln!("{:?}", e),
|
||||
}
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
window.request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
Reference in New Issue
Block a user