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"0.3", features = [ + "Document", + "Window", + "Element", +]} + +[lib] +crate-type = ["cdylib", "rlib"] \ No newline at end of file diff --git a/src/lib.rs b/src/lib.rs new file mode 100644 index 0000000..8f29b2a --- /dev/null +++ b/src/lib.rs @@ -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, + 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) -> anyhow::Result { + 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) { + 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>, + state: Option, +} + +impl App { + pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop) -> Self { + #[cfg(target_arch = "wasm32")] + let proxy = Some(event_loop.create_proxy()); + Self { + state: None, + #[cfg(target_arch = "wasm32")] + proxy, + } + } +} + +impl ApplicationHandler 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(()) +} \ No newline at end of file