Reorganising file and module structure.
This commit is contained in:
Generated
+22
@@ -416,6 +416,27 @@ version = "1.2.0"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "f27ae1dd37df86211c42e150270f82743308803d90a6f6e6651cd730d5e1732f"
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[[package]]
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name = "derive_more"
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version = "2.1.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "d751e9e49156b02b44f9c1815bcb94b984cdcc4396ecc32521c739452808b134"
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dependencies = [
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"derive_more-impl",
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]
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[[package]]
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name = "derive_more-impl"
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version = "2.1.1"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "799a97264921d8623a957f6c3b9011f3b5492f557bbb7a5a19b7fa6d06ba8dcb"
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dependencies = [
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"proc-macro2",
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"quote",
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"rustc_version",
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"syn",
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]
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[[package]]
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name = "dispatch"
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version = "0.2.0"
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@@ -577,6 +598,7 @@ dependencies = [
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"anyhow",
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"console_error_panic_hook",
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"console_log",
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"derive_more",
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"env_logger",
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"log",
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"pollster",
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@@ -19,6 +19,7 @@ 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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derive_more = "2.1.1"
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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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Before Width: | Height: | Size: 254 KiB After Width: | Height: | Size: 254 KiB |
+479
@@ -0,0 +1,479 @@
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#![recursion_limit = "256"]
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// Credit of most code to https://sotrh.github.io/learn-wgpu/ since I'm not familiar with wgpu
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use std::sync::Arc;
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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use winit::dpi::PhysicalPosition;
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#[cfg(target_arch = "wasm32")]
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use winit::platform::web::EventLoopExtWebSys;
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use winit::{
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application::ApplicationHandler,
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event::*,
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event_loop::{ActiveEventLoop, EventLoop},
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keyboard::{KeyCode, PhysicalKey},
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window::Window,
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};
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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
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.formats
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.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!("assets/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 {
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// 3.
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module: &shader1,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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// 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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// 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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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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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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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!("assets/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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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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fragment: Some(wgpu::FragmentState {
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// 3.
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module: &shader2,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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// 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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// 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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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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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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multiview_mask: None, // 5.
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cache: None, // 6.
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});
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Ok(Self {
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surface,
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device,
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queue,
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config,
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is_surface_configured: false,
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window,
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render_pipeline1,
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render_pipeline2,
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other_pipeline: false,
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sky: wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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},
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})
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}
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pub fn resize(&mut self, width: u32, height: u32) {
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if width > 0 && height > 0 {
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let max = 2048;
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self.config.width = width.min(max);
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self.config.height = height.min(max);
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self.surface.configure(&self.device, &self.config);
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self.is_surface_configured = true;
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}
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}
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fn update(&mut self) {
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// ...
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}
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fn render(&mut self) -> anyhow::Result<()> {
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self.window.request_redraw();
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// We can't render unless the surface is configured
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if !self.is_surface_configured {
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return Ok(());
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}
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let output = match self.surface.get_current_texture() {
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wgpu::CurrentSurfaceTexture::Success(surface_texture) => surface_texture,
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wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => {
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self.surface.configure(&self.device, &self.config);
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surface_texture
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}
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wgpu::CurrentSurfaceTexture::Timeout
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| wgpu::CurrentSurfaceTexture::Occluded
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| wgpu::CurrentSurfaceTexture::Validation => {
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// Skip this frame
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return Ok(());
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}
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wgpu::CurrentSurfaceTexture::Outdated => {
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self.surface.configure(&self.device, &self.config);
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return Ok(());
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}
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wgpu::CurrentSurfaceTexture::Lost => {
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// You could recreate the devices and all resources
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// created with it here, but we'll just bail
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anyhow::bail!("Lost device");
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}
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};
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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depth_slice: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(self.sky),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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multiview_mask: None,
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});
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if self.other_pipeline {
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render_pass.set_pipeline(&self.render_pipeline1);
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} else {
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render_pass.set_pipeline(&self.render_pipeline2);
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}
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render_pass.draw(0..3, 0..1); // 3.
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}
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// submit will accept anything that implements IntoIter
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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fn handle_key(&mut self, event_loop: &ActiveEventLoop, code: KeyCode, is_pressed: bool) {
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match (code, is_pressed) {
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(KeyCode::Escape, true) => event_loop.exit(),
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(KeyCode::Space, true) => {
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self.other_pipeline = !self.other_pipeline;
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}
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_ => {}
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}
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}
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fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
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self.sky = wgpu::Color {
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r: 0.3,
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g: position.x / 1000.0,
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b: position.y / 1000.0,
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a: 1.0,
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}
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}
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}
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pub struct App {
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#[cfg(target_arch = "wasm32")]
|
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proxy: Option<winit::event_loop::EventLoopProxy<State>>,
|
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state: Option<State>,
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}
|
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impl App {
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pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop<State>) -> Self {
|
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#[cfg(target_arch = "wasm32")]
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let proxy = Some(event_loop.create_proxy());
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Self {
|
||||
state: None,
|
||||
#[cfg(target_arch = "wasm32")]
|
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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;
|
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use winit::platform::web::WindowAttributesExtWebSys;
|
||||
|
||||
const CANVAS_ID: &str = "canvas";
|
||||
|
||||
let window = wgpu::web_sys::window().unwrap_throw();
|
||||
let document = window.document().unwrap_throw();
|
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let canvas = document.get_element_by_id(CANVAS_ID).unwrap_throw();
|
||||
let html_canvas_element = canvas.unchecked_into();
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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(())
|
||||
}
|
||||
@@ -0,0 +1 @@
|
||||
print("hello world")
|
||||
@@ -1,11 +0,0 @@
|
||||
/*
|
||||
@native @inline
|
||||
@expr(say (&a: String) (b: i32) times)
|
||||
fn say_something(&a: String, b: i32) -> Pack<String,i32> {
|
||||
for index in 0..b {
|
||||
a += a
|
||||
}
|
||||
return {a,b}
|
||||
}
|
||||
*/
|
||||
println("where the huzz")
|
||||
+154
-15
@@ -1,5 +1,49 @@
|
||||
use derive_more;
|
||||
|
||||
// State of 'cursor' that is reading through the text stream
|
||||
// todo: implement locations for the 'cursor' through Piece<T>
|
||||
struct Reader<'a>(&'a str);
|
||||
struct Piece<T> {
|
||||
line: usize,
|
||||
index: usize,
|
||||
column: usize,
|
||||
piece: T,
|
||||
}
|
||||
|
||||
// Strips comments and whitespace
|
||||
// todo: make this a Option<&str> and handle errors.
|
||||
// todo: implement comments returning for debugging.
|
||||
fn trim(_str: &str) -> &str {
|
||||
let str = _str.trim();
|
||||
if str.starts_with("--") {
|
||||
if str[2..].starts_with("[[") {
|
||||
match str.find("]]") {
|
||||
Some(i) => {
|
||||
&str[i+2..].trim()
|
||||
}
|
||||
_ => {
|
||||
""
|
||||
}
|
||||
}
|
||||
} else {
|
||||
match str.find("\n") {
|
||||
Some(i) => {
|
||||
&str[i+1..].trim()
|
||||
}
|
||||
_ => {
|
||||
""
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
str.trim()
|
||||
}
|
||||
}
|
||||
|
||||
// Macro for expanding syntax form into a struct
|
||||
macro_rules! definition {
|
||||
{@build ($n:ident structure) ($($t:tt)*) null () } => {
|
||||
#[derive(Display)]
|
||||
struct $n ($($t)*);
|
||||
};
|
||||
{@build ($n:ident enumeration new ($($f:tt)*) ($m:ident($($mt:tt)*)$($r:tt)*)) () null ()} => {
|
||||
@@ -18,6 +62,7 @@ macro_rules! definition {
|
||||
definition!{@build ($n enumeration filter ($($e)*$m,) ($($t)*))}
|
||||
};
|
||||
{@build ($n:ident enumeration filter ($($e:tt)*) ())} => {
|
||||
#[derive(Display)]
|
||||
enum $n {
|
||||
$($e)*
|
||||
}
|
||||
@@ -53,7 +98,7 @@ macro_rules! definition {
|
||||
definition!{@build $m ($($t)*) $i ($($a)*$n) ($($b)*) $($r)*}
|
||||
};
|
||||
}
|
||||
|
||||
// Macro for expanding syntax form into an implementation of trait Parse
|
||||
macro_rules! implement {
|
||||
{@begin $n:ident structure $($t:tt)*} => {
|
||||
implement!{@build (state result) (structure $n) {} {} $($t)*}
|
||||
@@ -197,7 +242,6 @@ macro_rules! implement {
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
macro_rules! class {
|
||||
($i:ident($($t:tt)*)) => {
|
||||
definition!{@build ($i structure) () null () $($t)*}
|
||||
@@ -224,35 +268,130 @@ trait Parse {
|
||||
}
|
||||
|
||||
impl Parse for Name {
|
||||
fn consume(state: &str) -> Result<(Self, &str), Error>
|
||||
fn consume(_state: &str) -> Result<(Self, &str), Error>
|
||||
where
|
||||
Self: Sized
|
||||
{
|
||||
todo!()
|
||||
let state = _state.trim_start();
|
||||
let mut chars = state.chars();
|
||||
let mut end = 1;
|
||||
match state.chars().next() {
|
||||
None => {
|
||||
return Err("Expected identifier".into())
|
||||
}
|
||||
Some(c) => {
|
||||
if !(c.is_alphabetic() || c == '_') {
|
||||
return Err("Identifier must begin with alphabetic character".into())
|
||||
}
|
||||
}
|
||||
impl Parse for String {
|
||||
fn consume(state: &str) -> Result<(Self, &str), Error>
|
||||
where
|
||||
Self: Sized
|
||||
{
|
||||
todo!()
|
||||
};
|
||||
end += state.chars().take_while(|c| { c.is_alphanumeric() || *c == '_' }).count();
|
||||
Ok((Name(state[..end].into()), &state[end..]))
|
||||
}
|
||||
}
|
||||
|
||||
impl Parse for Number {
|
||||
fn consume(state: &str) -> Result<(Self, &str), Error>
|
||||
fn consume(_state: &str) -> Result<(Self, &str), Error>
|
||||
where
|
||||
Self: Sized
|
||||
{
|
||||
todo!()
|
||||
let state = _state.trim_start();
|
||||
let error = Err("Could not parse number".into());
|
||||
if state.starts_with("0x") {
|
||||
let end = state[2..].chars().take_while(|c| c.is_digit(16)).count()+2;
|
||||
if end == 0 {
|
||||
error
|
||||
} else {
|
||||
Ok((Number(state[..end].into()),&state[end..]))
|
||||
}
|
||||
} else {
|
||||
let end = state.chars().take_while(|c| c.is_digit(10) || *c == '.').count();
|
||||
if end == 0 {
|
||||
error
|
||||
} else {
|
||||
Ok((Number(state[..end].into()),&state[end..]))
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
parser!(
|
||||
Block2 ( {Statement} [Return] );
|
||||
);
|
||||
impl Parse for String {
|
||||
fn consume(_state: &str) -> Result<(Self, &str), Error>
|
||||
where
|
||||
Self: Sized,
|
||||
{
|
||||
let state = _state.trim_start();
|
||||
let chars: &mut std::str::Chars = &mut state.chars();
|
||||
let mut string = String::new();
|
||||
let term1: char;
|
||||
let term2: Option<char>;
|
||||
match chars.next() {
|
||||
Some('"') => {
|
||||
term1 = '"';
|
||||
term2 = None;
|
||||
},
|
||||
Some('\'') => {
|
||||
term1 = '\'';
|
||||
term2 = None;
|
||||
}
|
||||
Some('[') if chars.next().is_some_and(|it| it == '[') => {
|
||||
term1 = ']';
|
||||
term2 = Some(']');
|
||||
}
|
||||
_ => {
|
||||
return Err("Could not parse string".into())
|
||||
}
|
||||
}
|
||||
loop {
|
||||
match chars.next() {
|
||||
Some(c) => {
|
||||
match c {
|
||||
'\\' => {
|
||||
match chars.next() {
|
||||
Some(c) => {
|
||||
match c {
|
||||
'n' => string.push('\n'),
|
||||
'r' => string.push('\r'),
|
||||
't' => string.push('\t'),
|
||||
'"' => string.push('"'),
|
||||
'\'' => string.push('\''),
|
||||
'\\' => string.push('\\'),
|
||||
it => {
|
||||
string.push(it);
|
||||
}
|
||||
}
|
||||
}
|
||||
None => {}
|
||||
}
|
||||
}
|
||||
'\r' => {} // todo: ?
|
||||
'\n' if term2.is_none() => {
|
||||
return Err("Found newline while parsing string".into())
|
||||
}
|
||||
term if term == term1 => {
|
||||
// If the second terminator exists and is the next char, or there is no second terminator
|
||||
if !term2.is_some() || chars.next().is_some_and(|it| it == term2.unwrap()) {
|
||||
return Ok((string,chars.as_str()))
|
||||
// There is a second terminator and it wasn't the next char
|
||||
} else {
|
||||
string.push(term)
|
||||
}
|
||||
}
|
||||
_ => {
|
||||
string.push(c);
|
||||
}
|
||||
}
|
||||
}
|
||||
None => {
|
||||
return Err("Found EOF while parsing string".into())
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// todo: reimplement attrib here
|
||||
// https://www.lua.org/manual/5.5/manual.html#9
|
||||
parser! {
|
||||
// LiteralString -> "..."
|
||||
// LiteralNumber -> 0x... 123.456
|
||||
|
||||
+1
-481
@@ -1,482 +1,2 @@
|
||||
#![recursion_limit = "256"]
|
||||
pub mod engine;
|
||||
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;
|
||||
|
||||
#[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 {
|
||||
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(())
|
||||
}
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
#![recursion_limit = "256"]
|
||||
|
||||
use game::run;
|
||||
use game::engine::run;
|
||||
|
||||
fn main() {
|
||||
run().unwrap();
|
||||
|
||||
Reference in New Issue
Block a user