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[package]
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name = "game"
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version = "0.1.0"
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edition = "2024"
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[profile.release]
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strip = true
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[[bin]]
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name = "game"
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path = "src/main.rs"
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[dependencies]
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anyhow = "1.0"
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winit = { version = "0.30", features = ["android-native-activity"] }
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env_logger = "0.11.10"
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log = "0.4"
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wgpu = "29.0.3"
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pollster = "0.4.0"
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console_error_panic_hook = "0.1.7"
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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console_error_panic_hook = "0.1.6"
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wgpu = { version = "29.0.3", features = ["webgl"]}
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wasm-bindgen = "0.2.121"
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wasm-bindgen-futures = "0.4.71"
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console_log = "1.0.0"
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web-sys = { version = "0.3", features = [
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"Document",
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"Window",
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"Element",
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]}
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[lib]
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crate-type = ["cdylib", "rlib"]
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+466
@@ -0,0 +1,466 @@
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mod lang;
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// Credit of most code to https://sotrh.github.io/learn-wgpu/ since I come from OpenGl not wgpu
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use std::sync::Arc;
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use winit::{
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application::ApplicationHandler, event::*, event_loop::{ActiveEventLoop, EventLoop}, keyboard::{KeyCode, PhysicalKey}, window::Window
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};
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use winit::dpi::{PhysicalPosition};
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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#[cfg(target_arch = "wasm32")]
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use winit::platform::web::EventLoopExtWebSys;
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// This will store the state of our game
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pub struct State {
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surface: wgpu::Surface<'static>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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is_surface_configured: bool,
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window: Arc<Window>,
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render_pipeline1: wgpu::RenderPipeline,
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render_pipeline2: wgpu::RenderPipeline,
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other_pipeline: bool,
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sky: wgpu::Color,
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}
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impl State {
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// We don't need this to be async right now,
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// but we will in the next tutorial
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pub async fn new(window: Arc<Window>) -> anyhow::Result<Self> {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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#[cfg(not(target_arch = "wasm32"))]
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backends: wgpu::Backends::PRIMARY,
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#[cfg(target_arch = "wasm32")]
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backends: wgpu::Backends::GL,
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flags: Default::default(),
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memory_budget_thresholds: Default::default(),
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backend_options: Default::default(),
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display: None,
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});
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let surface = instance.create_surface(window.clone()).unwrap();
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await?;
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let (device, queue) = adapter
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.request_device(&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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experimental_features: wgpu::ExperimentalFeatures::disabled(),
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// WebGL doesn't support all of wgpu's features, so if
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// we're building for the web we'll have to disable some.
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required_limits: if cfg!(target_arch = "wasm32") {
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wgpu::Limits::downlevel_webgl2_defaults()
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} else {
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wgpu::Limits::default()
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},
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memory_hints: Default::default(),
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trace: wgpu::Trace::Off,
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})
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.await?;
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let surface_caps = surface.get_capabilities(&adapter);
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// Shader code in this tutorial assumes an sRGB surface texture. Using a different
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// one will result in all the colors coming out darker. If you want to support non
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// sRGB surfaces, you'll need to account for that when drawing to the frame.
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let surface_format = surface_caps.formats.iter()
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.find(|f| f.is_srgb())
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.copied()
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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let shader1 = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
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let render_pipeline_layout1 =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[],
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immediate_size: 0,
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});
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let render_pipeline1 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout1),
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vertex: wgpu::VertexState {
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module: &shader1,
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entry_point: Some("vs_main"), // 1.
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buffers: &[], // 2.
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState { // 3.
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module: &shader1,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState { // 4.
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList, // 1.
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw, // 2.
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cull_mode: Some(wgpu::Face::Back),
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||||||
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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||||||
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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||||||
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depth_stencil: None, // 1.
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multisample: wgpu::MultisampleState {
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count: 1, // 2.
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mask: !0, // 3.
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alpha_to_coverage_enabled: false, // 4.
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||||||
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},
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multiview_mask: None, // 5.
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cache: None, // 6.
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});
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let shader2 = device.create_shader_module(wgpu::include_wgsl!("shader2.wgsl"));
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let render_pipeline_layout2 =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[],
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immediate_size: 0,
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||||||
|
});
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||||||
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||||||
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let render_pipeline2 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout2),
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|
vertex: wgpu::VertexState {
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|
module: &shader2,
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entry_point: Some("vs_main"), // 1.
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buffers: &[], // 2.
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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||||||
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},
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|
fragment: Some(wgpu::FragmentState { // 3.
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|
module: &shader2,
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||||||
|
entry_point: Some("fs_main"),
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||||||
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targets: &[Some(wgpu::ColorTargetState { // 4.
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||||||
|
format: config.format,
|
||||||
|
blend: Some(wgpu::BlendState::REPLACE),
|
||||||
|
write_mask: wgpu::ColorWrites::ALL,
|
||||||
|
})],
|
||||||
|
compilation_options: wgpu::PipelineCompilationOptions::default(),
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||||||
|
}),
|
||||||
|
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