Sync
This commit is contained in:
Generated
+2697
File diff suppressed because it is too large
Load Diff
+35
@@ -0,0 +1,35 @@
|
||||
[package]
|
||||
name = "game"
|
||||
version = "0.1.0"
|
||||
edition = "2024"
|
||||
|
||||
[profile.release]
|
||||
strip = true
|
||||
|
||||
[[bin]]
|
||||
name = "game"
|
||||
path = "src/main.rs"
|
||||
|
||||
[dependencies]
|
||||
anyhow = "1.0"
|
||||
winit = { version = "0.30", features = ["android-native-activity"] }
|
||||
env_logger = "0.11.10"
|
||||
log = "0.4"
|
||||
wgpu = "29.0.3"
|
||||
pollster = "0.4.0"
|
||||
console_error_panic_hook = "0.1.7"
|
||||
|
||||
[target.'cfg(target_arch = "wasm32")'.dependencies]
|
||||
console_error_panic_hook = "0.1.6"
|
||||
wgpu = { version = "29.0.3", features = ["webgl"]}
|
||||
wasm-bindgen = "0.2.121"
|
||||
wasm-bindgen-futures = "0.4.71"
|
||||
console_log = "1.0.0"
|
||||
web-sys = { version = "0.3", features = [
|
||||
"Document",
|
||||
"Window",
|
||||
"Element",
|
||||
]}
|
||||
|
||||
[lib]
|
||||
crate-type = ["cdylib", "rlib"]
|
||||
+466
@@ -0,0 +1,466 @@
|
||||
mod lang;
|
||||
|
||||
// Credit of most code to https://sotrh.github.io/learn-wgpu/ since I come from OpenGl not wgpu
|
||||
use std::sync::Arc;
|
||||
|
||||
use winit::{
|
||||
application::ApplicationHandler, event::*, event_loop::{ActiveEventLoop, EventLoop}, keyboard::{KeyCode, PhysicalKey}, window::Window
|
||||
};
|
||||
use winit::dpi::{PhysicalPosition};
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
use wasm_bindgen::prelude::*;
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
use winit::platform::web::EventLoopExtWebSys;
|
||||
|
||||
// This will store the state of our game
|
||||
pub struct State {
|
||||
surface: wgpu::Surface<'static>,
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
config: wgpu::SurfaceConfiguration,
|
||||
is_surface_configured: bool,
|
||||
window: Arc<Window>,
|
||||
render_pipeline1: wgpu::RenderPipeline,
|
||||
render_pipeline2: wgpu::RenderPipeline,
|
||||
other_pipeline: bool,
|
||||
sky: wgpu::Color,
|
||||
}
|
||||
|
||||
impl State {
|
||||
// We don't need this to be async right now,
|
||||
// but we will in the next tutorial
|
||||
pub async fn new(window: Arc<Window>) -> anyhow::Result<Self> {
|
||||
let size = window.inner_size();
|
||||
|
||||
// The instance is a handle to our GPU
|
||||
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
|
||||
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
backends: wgpu::Backends::PRIMARY,
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
backends: wgpu::Backends::GL,
|
||||
flags: Default::default(),
|
||||
memory_budget_thresholds: Default::default(),
|
||||
backend_options: Default::default(),
|
||||
display: None,
|
||||
});
|
||||
|
||||
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,
|
||||
})
|
||||
.await?;
|
||||
|
||||
let (device, queue) = adapter
|
||||
.request_device(&wgpu::DeviceDescriptor {
|
||||
label: None,
|
||||
required_features: wgpu::Features::empty(),
|
||||
experimental_features: wgpu::ExperimentalFeatures::disabled(),
|
||||
// WebGL doesn't support all of wgpu's features, so if
|
||||
// we're building for the web we'll have to disable some.
|
||||
required_limits: if cfg!(target_arch = "wasm32") {
|
||||
wgpu::Limits::downlevel_webgl2_defaults()
|
||||
} else {
|
||||
wgpu::Limits::default()
|
||||
},
|
||||
memory_hints: Default::default(),
|
||||
trace: wgpu::Trace::Off,
|
||||
})
|
||||
.await?;
|
||||
|
||||
let surface_caps = surface.get_capabilities(&adapter);
|
||||
// Shader code in this tutorial assumes an sRGB surface texture. Using a different
|
||||
// one will result in all the colors coming out darker. If you want to support non
|
||||
// sRGB surfaces, you'll need to account for that when drawing to the frame.
|
||||
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: size.width,
|
||||
height: 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 shader1 = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
|
||||
|
||||
let render_pipeline_layout1 =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[],
|
||||
immediate_size: 0,
|
||||
});
|
||||
|
||||
let render_pipeline1 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout1),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader1,
|
||||
entry_point: Some("vs_main"), // 1.
|
||||
buffers: &[], // 2.
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState { // 3.
|
||||
module: &shader1,
|
||||
entry_point: Some("fs_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState { // 4.
|
||||
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, // 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_CLIP_CONTROL
|
||||
unclipped_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.
|
||||
},
|
||||
multiview_mask: None, // 5.
|
||||
cache: None, // 6.
|
||||
});
|
||||
|
||||
let shader2 = device.create_shader_module(wgpu::include_wgsl!("shader2.wgsl"));
|
||||
|
||||
let render_pipeline_layout2 =
|
||||
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Render Pipeline Layout"),
|
||||
bind_group_layouts: &[],
|
||||
immediate_size: 0,
|
||||
});
|
||||
|
||||
let render_pipeline2 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Render Pipeline"),
|
||||
layout: Some(&render_pipeline_layout2),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader2,
|
||||
entry_point: Some("vs_main"), // 1.
|
||||
buffers: &[], // 2.
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState { // 3.
|
||||
module: &shader2,
|
||||
entry_point: Some("fs_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState { // 4.
|
||||
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, // 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_CLIP_CONTROL
|
||||
unclipped_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.
|
||||
},
|
||||
multiview_mask: None, // 5.
|
||||
cache: None, // 6.
|
||||
});
|
||||
|
||||
Ok(Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
is_surface_configured: false,
|
||||
window,
|
||||
render_pipeline1,
|
||||
render_pipeline2,
|
||||
other_pipeline: false,
|
||||
sky: wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
}
|
||||
})
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, width: u32, height: u32) {
|
||||
if width > 0 && height > 0 {
|
||||
let max = 2048;
|
||||
self.config.width = width.min(max);
|
||||
self.config.height = height.min(max);
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
self.is_surface_configured = true;
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self) {
|
||||
// ...
|
||||
}
|
||||
|
||||
fn render(&mut self) -> anyhow::Result<()> {
|
||||
self.window.request_redraw();
|
||||
|
||||
// We can't render unless the surface is configured
|
||||
if !self.is_surface_configured {
|
||||
return Ok(());
|
||||
}
|
||||
|
||||
let output = match self.surface.get_current_texture() {
|
||||
wgpu::CurrentSurfaceTexture::Success(surface_texture) => surface_texture,
|
||||
wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => {
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
surface_texture
|
||||
}
|
||||
wgpu::CurrentSurfaceTexture::Timeout
|
||||
| wgpu::CurrentSurfaceTexture::Occluded
|
||||
| wgpu::CurrentSurfaceTexture::Validation => {
|
||||
// Skip this frame
|
||||
return Ok(());
|
||||
}
|
||||
wgpu::CurrentSurfaceTexture::Outdated => {
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
return Ok(());
|
||||
}
|
||||
wgpu::CurrentSurfaceTexture::Lost => {
|
||||
// You could recreate the devices and all resources
|
||||
// created with it here, but we'll just bail
|
||||
anyhow::bail!("Lost device");
|
||||
}
|
||||
};
|
||||
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,
|
||||
depth_slice: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(self.sky),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
multiview_mask: None,
|
||||
});
|
||||
|
||||
if self.other_pipeline {
|
||||
render_pass.set_pipeline(&self.render_pipeline1);
|
||||
} else {
|
||||
render_pass.set_pipeline(&self.render_pipeline2);
|
||||
}
|
||||
render_pass.draw(0..3, 0..1); // 3.
|
||||
}
|
||||
|
||||
// submit will accept anything that implements IntoIter
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
fn handle_key(&mut self, event_loop: &ActiveEventLoop, code: KeyCode, is_pressed: bool) {
|
||||
match (code, is_pressed) {
|
||||
(KeyCode::Escape, true) => event_loop.exit(),
|
||||
(KeyCode::Space, true) => {
|
||||
self.other_pipeline = !self.other_pipeline;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
|
||||
self.sky = wgpu::Color {
|
||||
r: 0.3,
|
||||
g: position.x/1000.0,
|
||||
b: position.y/1000.0,
|
||||
a: 1.0,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub struct App {
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
proxy: Option<winit::event_loop::EventLoopProxy<State>>,
|
||||
state: Option<State>,
|
||||
}
|
||||
|
||||
impl App {
|
||||
pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop<State>) -> Self {
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
let proxy = Some(event_loop.create_proxy());
|
||||
Self {
|
||||
state: None,
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
proxy,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl ApplicationHandler<State> for App {
|
||||
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
|
||||
#[allow(unused_mut)]
|
||||
let mut window_attributes = Window::default_attributes();
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
use wasm_bindgen::JsCast;
|
||||
use winit::platform::web::WindowAttributesExtWebSys;
|
||||
|
||||
const CANVAS_ID: &str = "canvas";
|
||||
|
||||
let window = wgpu::web_sys::window().unwrap_throw();
|
||||
let document = window.document().unwrap_throw();
|
||||
let canvas = document.get_element_by_id(CANVAS_ID).unwrap_throw();
|
||||
let html_canvas_element = canvas.unchecked_into();
|
||||
window_attributes = window_attributes.with_canvas(Some(html_canvas_element));
|
||||
}
|
||||
|
||||
let window = Arc::new(event_loop.create_window(window_attributes).unwrap());
|
||||
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
// If we are not on web we can use pollster to
|
||||
// await the window creation
|
||||
self.state = Some(pollster::block_on(State::new(window)).unwrap());
|
||||
}
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
// Run the future asynchronously and use the
|
||||
// proxy to send the results to the event loop
|
||||
if let Some(proxy) = self.proxy.take() {
|
||||
wasm_bindgen_futures::spawn_local(async move {
|
||||
assert!(proxy
|
||||
.send_event(
|
||||
State::new(window)
|
||||
.await
|
||||
.expect("Unable to create canvas!!!")
|
||||
)
|
||||
.is_ok())
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(unused_mut)]
|
||||
fn user_event(&mut self, _event_loop: &ActiveEventLoop, mut event: State) {
|
||||
// This is where proxy.send_event() ends up
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
event.window.request_redraw();
|
||||
event.resize(
|
||||
event.window.inner_size().width,
|
||||
event.window.inner_size().height,
|
||||
);
|
||||
}
|
||||
self.state = Some(event);
|
||||
}
|
||||
|
||||
fn window_event(
|
||||
&mut self,
|
||||
event_loop: &ActiveEventLoop,
|
||||
_window_id: winit::window::WindowId,
|
||||
event: WindowEvent,
|
||||
) {
|
||||
let state = match &mut self.state {
|
||||
Some(canvas) => canvas,
|
||||
None => return,
|
||||
};
|
||||
|
||||
match event {
|
||||
WindowEvent::CloseRequested => event_loop.exit(),
|
||||
WindowEvent::Resized(size) => state.resize(size.width, size.height),
|
||||
WindowEvent::RedrawRequested => {
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
Err(e) => {
|
||||
// Log the error and exit gracefully
|
||||
log::error!("{e}");
|
||||
event_loop.exit();
|
||||
}
|
||||
}
|
||||
}
|
||||
WindowEvent::CursorMoved {
|
||||
position: pos, ..
|
||||
} => state.handle_mouse_moved(pos),
|
||||
WindowEvent::KeyboardInput {
|
||||
event:
|
||||
KeyEvent {
|
||||
physical_key: PhysicalKey::Code(code),
|
||||
state: key_state,
|
||||
..
|
||||
},
|
||||
..
|
||||
} => state.handle_key(event_loop, code, key_state.is_pressed()),
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn run() -> anyhow::Result<()> {
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
env_logger::init();
|
||||
}
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
console_log::init_with_level(log::Level::Info).unwrap_throw();
|
||||
}
|
||||
|
||||
let event_loop = EventLoop::with_user_event().build()?;
|
||||
#[cfg(not(target_arch = "wasm32"))]
|
||||
{
|
||||
let mut app = App::new();
|
||||
event_loop.run_app(&mut app)?;
|
||||
}
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
{
|
||||
let app = App::new(&event_loop);
|
||||
event_loop.spawn_app(app);
|
||||
}
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
#[wasm_bindgen(start)]
|
||||
pub fn run_web() -> Result<(), wasm_bindgen::JsValue> {
|
||||
console_error_panic_hook::set_once();
|
||||
run().unwrap_throw();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
Reference in New Issue
Block a user