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2026-05-19 12:37:24 +01:00
parent 9101eeefa0
commit 0202722060
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[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"]
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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(())
}