game/src/state.rs

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Rust
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use cgmath::Deg;
use winit::window::Window;
use wgpu::{util::DeviceExt};
use crate::{Camera, camera::CameraUniform};
pub struct State {
window: Window,
size: winit::dpi::PhysicalSize<u32>,
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
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pub camera: Camera,
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camera_uniform: CameraUniform,
camera_bind_group: wgpu::BindGroup,
}
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
position: [f32; 3],
color: [f32; 3],
}
impl State {
pub fn new(window: Window) -> Result<Self, &'static str> {
let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
..Default::default()
});
let surface = unsafe { instance.create_surface(&(window)) }.map_err(|_| "create_surface failed")?;
// details about gpu
let adapter = futures::executor::block_on(instance.request_adapter(
&(wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&(surface)),
force_fallback_adapter: false,
}),
)).ok_or("request_adapter failed")?;
// gpu connection instance + queue
let (device, queue) = futures::executor::block_on(adapter.request_device(
&(wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
label: None,
}),
None,
)).map_err(|_| "request_device failed")?;
let config = {
let caps = surface.get_capabilities(&(adapter));
wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: caps
.formats
.into_iter()
.find(|f| f.is_srgb())
.ok_or("no srgb surface")?,
width: size.width,
height: size.height,
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present_mode: wgpu::PresentMode::AutoNoVsync, // caps.present_modes[0],
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alpha_mode: caps.alpha_modes[0],
view_formats: vec![],
}
};
surface.configure(&(device), &(config));
let shader = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
let vertex_buffer = device.create_buffer_init(
&(wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(&[
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Vertex { position: [0.0, 0.0, 0.0], color: [0.0, 1.0, 1.0] }, // top
Vertex { position: [5.0, 0.0, -5.0], color: [0.0, 1.0, 0.0] }, // left
Vertex { position: [0.0, 0.0, -5.0], color: [0.0, 1.0, 0.0] }, // right
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Vertex { position: [0.0, 0.0, 0.0], color: [0.0, 1.0, 0.0] }, // top
Vertex { position: [5.0, 0.0, -0.0], color: [0.0, 1.0, 0.0] }, // left
Vertex { position: [5.0, 0.0, -5.0], color: [0.0, 1.0, 0.0] }, // right
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]),
usage: wgpu::BufferUsages::VERTEX,
})
);
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let camera = Camera::new(size, (0.25, 1.0, 0.0), Deg(0.0), Deg(-90.0));
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let camera_bind_group_layout = &(device.create_bind_group_layout(&(wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}
],
label: Some("camera_bind_group_layout"),
})));
let render_pipeline_layout = device.create_pipeline_layout(&(wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[camera_bind_group_layout],
push_constant_ranges: &[],
}));
let render_pipeline =
device.create_render_pipeline(&(wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&(render_pipeline_layout)),
vertex: wgpu::VertexState {
module: &(shader),
entry_point: "vs_main",
buffers: &[
// index 0
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &(wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x3]),
},
],
},
fragment: Some(wgpu::FragmentState {
module: &(shader),
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
}));
let camera_uniform = CameraUniform::new(&(device));
camera_uniform.set_view_projection_matrix(&(queue), &(camera));
let camera_bind_group = device.create_bind_group(&(wgpu::BindGroupDescriptor {
layout: camera_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: camera_uniform.as_entire_binding(),
}
],
label: Some("camera_bind_group"),
}));
return Ok(Self {
window,
size,
surface,
device,
queue,
config,
render_pipeline,
vertex_buffer,
camera,
camera_uniform,
camera_bind_group,
});
}
pub fn window(&self) -> &Window {
return &(self.window);
}
pub fn reconfigure(&mut self, new_size: Option<winit::dpi::PhysicalSize<u32>>) {
let new_size = new_size.unwrap_or(self.size);
assert!(new_size.width > 0 && new_size.height > 0);
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&(self.device), &(self.config));
self.camera.reconfigure(new_size);
}
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pub fn update(&mut self) {
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self.camera_uniform.set_view_projection_matrix(&(self.queue), &(self.camera));
}
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
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,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(Default::default()),
store: true,
},
})],
depth_stencil_attachment: None,
}));
render_pass.set_pipeline(&(self.render_pipeline));
render_pass.set_bind_group(0, &(self.camera_bind_group), &[]);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.draw(0..6, 0..1);
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}
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
return Ok(());
}
}