Added Lua parser implementation and Lua BNF through macro_rules!;
Added a windowed application shell from a tutorial using wgpu;
This commit is contained in:
+56
-40
@@ -1,16 +1,22 @@
|
||||
#![recursion_limit = "256"]
|
||||
mod lang;
|
||||
mod neural;
|
||||
|
||||
// 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::*;
|
||||
use winit::dpi::PhysicalPosition;
|
||||
#[cfg(target_arch = "wasm32")]
|
||||
use winit::platform::web::EventLoopExtWebSys;
|
||||
use winit::{
|
||||
application::ApplicationHandler,
|
||||
event::*,
|
||||
event_loop::{ActiveEventLoop, EventLoop},
|
||||
keyboard::{KeyCode, PhysicalKey},
|
||||
window::Window,
|
||||
};
|
||||
|
||||
// This will store the state of our game
|
||||
pub struct State {
|
||||
@@ -76,7 +82,9 @@ impl State {
|
||||
// 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()
|
||||
let surface_format = surface_caps
|
||||
.formats
|
||||
.iter()
|
||||
.find(|f| f.is_srgb())
|
||||
.copied()
|
||||
.unwrap_or(surface_caps.formats[0]);
|
||||
@@ -106,13 +114,15 @@ impl State {
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader1,
|
||||
entry_point: Some("vs_main"), // 1.
|
||||
buffers: &[], // 2.
|
||||
buffers: &[], // 2.
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState { // 3.
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
// 3.
|
||||
module: &shader1,
|
||||
entry_point: Some("fs_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState { // 4.
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
// 4.
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
@@ -133,12 +143,12 @@ impl State {
|
||||
},
|
||||
depth_stencil: None, // 1.
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1, // 2.
|
||||
mask: !0, // 3.
|
||||
count: 1, // 2.
|
||||
mask: !0, // 3.
|
||||
alpha_to_coverage_enabled: false, // 4.
|
||||
},
|
||||
multiview_mask: None, // 5.
|
||||
cache: None, // 6.
|
||||
cache: None, // 6.
|
||||
});
|
||||
|
||||
let shader2 = device.create_shader_module(wgpu::include_wgsl!("shader2.wgsl"));
|
||||
@@ -156,13 +166,15 @@ impl State {
|
||||
vertex: wgpu::VertexState {
|
||||
module: &shader2,
|
||||
entry_point: Some("vs_main"), // 1.
|
||||
buffers: &[], // 2.
|
||||
buffers: &[], // 2.
|
||||
compilation_options: wgpu::PipelineCompilationOptions::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState { // 3.
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
// 3.
|
||||
module: &shader2,
|
||||
entry_point: Some("fs_main"),
|
||||
targets: &[Some(wgpu::ColorTargetState { // 4.
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
// 4.
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
@@ -183,12 +195,12 @@ impl State {
|
||||
},
|
||||
depth_stencil: None, // 1.
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1, // 2.
|
||||
mask: !0, // 3.
|
||||
count: 1, // 2.
|
||||
mask: !0, // 3.
|
||||
alpha_to_coverage_enabled: false, // 4.
|
||||
},
|
||||
multiview_mask: None, // 5.
|
||||
cache: None, // 6.
|
||||
cache: None, // 6.
|
||||
});
|
||||
|
||||
Ok(Self {
|
||||
@@ -206,7 +218,7 @@ impl State {
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
}
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
@@ -254,10 +266,14 @@ impl State {
|
||||
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 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"),
|
||||
@@ -304,8 +320,8 @@ impl State {
|
||||
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,
|
||||
g: position.x / 1000.0,
|
||||
b: position.y / 1000.0,
|
||||
a: 1.0,
|
||||
}
|
||||
}
|
||||
@@ -363,13 +379,15 @@ impl ApplicationHandler<State> for App {
|
||||
// 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())
|
||||
assert!(
|
||||
proxy
|
||||
.send_event(
|
||||
State::new(window)
|
||||
.await
|
||||
.expect("Unable to create canvas!!!")
|
||||
)
|
||||
.is_ok()
|
||||
)
|
||||
});
|
||||
}
|
||||
}
|
||||
@@ -414,16 +432,14 @@ impl ApplicationHandler<State> for App {
|
||||
}
|
||||
}
|
||||
}
|
||||
WindowEvent::CursorMoved {
|
||||
position: pos, ..
|
||||
} => state.handle_mouse_moved(pos),
|
||||
WindowEvent::CursorMoved { position: pos, .. } => state.handle_mouse_moved(pos),
|
||||
WindowEvent::KeyboardInput {
|
||||
event:
|
||||
KeyEvent {
|
||||
physical_key: PhysicalKey::Code(code),
|
||||
state: key_state,
|
||||
..
|
||||
},
|
||||
KeyEvent {
|
||||
physical_key: PhysicalKey::Code(code),
|
||||
state: key_state,
|
||||
..
|
||||
},
|
||||
..
|
||||
} => state.handle_key(event_loop, code, key_state.is_pressed()),
|
||||
_ => {}
|
||||
@@ -463,4 +479,4 @@ pub fn run_web() -> Result<(), wasm_bindgen::JsValue> {
|
||||
run().unwrap_throw();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user