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1f04232d3b
10 a modificat fișierele cu 3326 adăugiri și 0 ștergeri
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      .cargo/config.toml
  2. 1 0
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  4. 17 0
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  6. 28 0
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  7. 233 0
      src/state.rs
  8. 27 0
      src/vertex.rs
  9. 31 0
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  10. 72 0
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+ 6 - 0
.cargo/config.toml

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Cargo.toml

@@ -0,0 +1,17 @@
+[package]
+name = "wgpu2"
+version = "0.1.0"
+edition = "2021"
+
+# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
+
+[dependencies]
+anyhow = "1.0.81"
+bytemuck = { version = "1.15.0", features = ["derive"] }
+env_logger = "0.11.3"
+glam = "0.27.0"
+image = "0.25.0"
+log = "0.4.21"
+pollster = "0.3.0"
+wgpu = "0.19.3"
+winit = "0.29.15"

+ 8 - 0
src/main.rs

@@ -0,0 +1,8 @@
+mod vertex;
+mod window;
+mod state;
+mod vertex_buffer;
+
+fn main() {
+    pollster::block_on(window::run());
+}

+ 28 - 0
src/shader.wgsl

@@ -0,0 +1,28 @@
+// Vertex shader
+
+struct VertexInput {
+    @location(0) position: vec3<f32>,
+    @location(1) color: vec3<f32>,
+};
+
+struct VertexOutput {
+    @builtin(position) clip_position: vec4<f32>,
+    @location(0) color: vec3<f32>,
+};
+
+@vertex
+fn vs_main(
+    model: VertexInput,
+) -> VertexOutput {
+    var out: VertexOutput;
+    out.color = model.color;
+    out.clip_position = vec4<f32>(model.position, 1.0);
+    return out;
+}
+
+// Fragment shader
+
+@fragment
+fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
+    return vec4<f32>(0.0,0.0,1.0, 1.0);
+}

+ 233 - 0
src/state.rs

@@ -0,0 +1,233 @@
+use std::iter;
+
+use wgpu::util::DeviceExt;
+use winit::{event::WindowEvent, window::Window};
+
+use crate::{vertex::Vertex, vertex_buffer::{VERT2, VERT3, VERTICES}};
+
+
+pub struct State<'a> {
+    surface: wgpu::Surface<'a>,
+    device: wgpu::Device,
+    queue: wgpu::Queue,
+    config: wgpu::SurfaceConfiguration,
+    pub size: winit::dpi::PhysicalSize<u32>,
+    // The window must be declared after the surface so
+    // it gets dropped after it as the surface contains
+    // unsafe references to the window's resources.
+    window: &'a Window,
+    render_pipeline: wgpu::RenderPipeline,
+    vertex_buffer: wgpu::Buffer,
+    num_vertices: u32,
+}
+
+impl<'a> State<'a> {
+    pub async fn new(window: &'a Window) -> State<'a> {
+        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 {
+            backends: wgpu::Backends::all(),
+            ..Default::default()
+        });
+
+        let surface = instance.create_surface(window).unwrap();
+
+        let adapter = instance
+            .request_adapter(&wgpu::RequestAdapterOptions {
+                power_preference: wgpu::PowerPreference::default(),
+                compatible_surface: Some(&surface),
+                force_fallback_adapter: false,
+            })
+            .await
+            .unwrap();
+
+        let (device, queue) = adapter
+            .request_device(
+                &wgpu::DeviceDescriptor {
+                    label: None,
+                    required_features: wgpu::Features::empty(),
+                    // 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()
+                    },
+                },
+                // Some(&std::path::Path::new("trace")), // Trace path
+                None,
+            )
+            .await
+            .unwrap();
+
+        let surface_caps = surface.get_capabilities(&adapter);
+        // Shader code in this tutorial assumes an Srgb surface texture. Using a different
+        // one will result all the colors comming 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()
+            .copied()
+            .find(|f| f.is_srgb())
+            .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],
+            desired_maximum_frame_latency: 2,
+            view_formats: vec![],
+        };
+        surface.configure(&device, &config);
+        //All the above is just for the surface
+
+        //Next is pipeline/shaders
+
+        let shader_module = device.create_shader_module(wgpu::ShaderModuleDescriptor{
+            label: Some("Shader Module"),
+            source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into())
+        });
+
+        let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor{
+            label: Some("Render Pipeline Layout"),
+            bind_group_layouts: &[],
+            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_module,
+                entry_point: "vs_main",
+                buffers: &[
+                    Vertex::desc()
+                ],
+            },
+            fragment: Some(wgpu::FragmentState {
+                module: &shader_module,
+                entry_point: "fs_main",
+                targets: &[Some(wgpu::ColorTargetState {
+                    format: config.format,
+                    blend: Some(wgpu::BlendState {
+                        color: wgpu::BlendComponent::REPLACE,
+                        alpha: wgpu::BlendComponent::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),
+                // Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
+                // or Features::POLYGON_MODE_POINT
+                polygon_mode: wgpu::PolygonMode::Fill,
+                // Requires Features::DEPTH_CLIP_CONTROL
+                unclipped_depth: false,
+                // Requires Features::CONSERVATIVE_RASTERIZATION
+                conservative: false,
+            },
+            depth_stencil: None,
+            multisample: wgpu::MultisampleState {
+                count: 1,
+                mask: !0,
+                alpha_to_coverage_enabled: false,
+            },
+            // If the pipeline will be used with a multiview render pass, this
+            // indicates how many array layers the attachments will have.
+            multiview: None,
+        });
+
+
+        let vert = VERT3;
+        let num_vertices = vert.len() as u32;
+        //Now the vertex buffer
+        let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor{
+            label: Some("Vertex Buffer"),
+            usage: wgpu::BufferUsages::VERTEX,
+            contents: bytemuck::cast_slice(vert)
+        });
+
+        Self {
+            surface,
+            device,
+            queue,
+            config,
+            size,
+            window,
+            render_pipeline,
+            vertex_buffer,
+            num_vertices,
+        }
+    }
+
+    pub fn window(&self) -> &Window {
+        &self.window
+    }
+
+    pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
+        if 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);
+        }
+    }
+
+    #[allow(unused_variables)]
+    pub fn input(&mut self, event: &WindowEvent) -> bool {
+        false
+    }
+
+    pub fn update(&mut self) {}
+
+    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(wgpu::Color {
+                            r: 0.1,
+                            g: 0.2,
+                            b: 0.3,
+                            a: 1.0,
+                        }),
+                        store: wgpu::StoreOp::Store,
+                    },
+                })],
+                depth_stencil_attachment: None,
+                occlusion_query_set: None,
+                timestamp_writes: None,
+            });
+
+            render_pass.set_pipeline(&self.render_pipeline);
+            render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
+            render_pass.draw(0..self.num_vertices,0..1);
+        }
+
+        self.queue.submit(iter::once(encoder.finish()));
+        output.present();
+
+        Ok(())
+    }
+}

+ 27 - 0
src/vertex.rs

@@ -0,0 +1,27 @@
+#[repr(C)]
+#[derive(Debug, Clone, Copy, bytemuck::Pod, bytemuck::Zeroable)]
+pub struct Vertex{
+    pub position: [f32; 3],
+    pub color: [f32; 3],
+}
+
+impl Vertex {
+    pub fn desc() -> wgpu::VertexBufferLayout<'static> {
+        wgpu::VertexBufferLayout {
+            array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
+            step_mode: wgpu::VertexStepMode::Vertex,
+            attributes: &[
+                wgpu::VertexAttribute {
+                    offset: 0,
+                    shader_location: 0,
+                    format: wgpu::VertexFormat::Float32x3,
+                },
+                wgpu::VertexAttribute {
+                    offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
+                    shader_location: 1,
+                    format: wgpu::VertexFormat::Float32x3,
+                }
+            ]
+        }
+    }
+}

+ 31 - 0
src/vertex_buffer.rs

@@ -0,0 +1,31 @@
+use crate::vertex::Vertex;
+//Debug Triangle
+pub const VERTICES: &[Vertex] = &[
+    Vertex { position: [0.0, 0.5, 0.0], color: [1.0, 0.0, 0.0] },
+    Vertex { position: [-0.5, -0.5, 0.0], color: [0.0, 1.0, 0.0] },
+    Vertex { position: [0.5, -0.5, 0.0], color: [0.0, 0.0, 1.0] },
+];
+
+//First try plane
+//With the upper triangle first
+pub const VERT2 : &[Vertex] = &[
+    Vertex { position: [-0.5, -0.5, 0.0], color: [1.0, 0.0, 0.0] },
+    Vertex { position: [0.5, 0.5, 0.0], color: [0.0, 1.0, 0.0] },
+    Vertex { position: [-0.5, -0.5, 0.0], color: [0.0, 0.0, 1.0] },
+
+    Vertex { position: [-0.5, -0.5, 0.0], color: [1.0, 0.0, 0.0] },
+    Vertex { position: [0.5, -0.5, 0.0], color: [0.0, 1.0, 0.0] },
+    Vertex { position: [0.5, 0.5, 0.0], color: [0.0, 0.0, 1.0] },
+];
+
+//With the lower triangle first
+//works
+pub const VERT3 : &[Vertex] = &[
+    Vertex { position: [-0.5, -0.5, 0.0], color: [1.0, 0.0, 0.0] },
+    Vertex { position: [0.5, -0.5, 0.0], color: [0.0, 1.0, 0.0] },
+    Vertex { position: [0.5, 0.5, 0.0], color: [0.0, 0.0, 1.0] },
+
+    Vertex { position: [-0.5, -0.5, 0.0], color: [1.0, 0.0, 0.0] },
+    Vertex { position: [0.5, 0.5, 0.0], color: [0.0, 1.0, 0.0] },
+    Vertex { position: [-0.5, 0.5, 0.0], color: [0.0, 0.0, 1.0] },
+];

+ 72 - 0
src/window.rs

@@ -0,0 +1,72 @@
+use winit::{
+    event::*,
+    event_loop::EventLoop,
+    keyboard::{KeyCode, PhysicalKey},
+    window::WindowBuilder,
+};
+
+use crate::state::State;
+
+pub async fn run() {
+    env_logger::init();
+
+    let event_loop = EventLoop::new().unwrap();
+    let window = WindowBuilder::new().build(&event_loop).unwrap();
+
+    // State::new uses async code, so we're going to wait for it to finish
+    let mut state = State::new(&window).await;
+
+    event_loop
+        .run(move |event, control_flow| {
+            match event {
+                Event::WindowEvent {
+                    ref event,
+                    window_id,
+                } if window_id == state.window().id() => {
+                    if !state.input(event) {
+                        // UPDATED!
+                        match event {
+                            WindowEvent::CloseRequested
+                            | WindowEvent::KeyboardInput {
+                                event:
+                                    KeyEvent {
+                                        state: ElementState::Pressed,
+                                        physical_key: PhysicalKey::Code(KeyCode::Escape),
+                                        ..
+                                    },
+                                ..
+                            } => control_flow.exit(),
+                            WindowEvent::Resized(physical_size) => {
+                                state.resize(*physical_size);
+                            }
+                            WindowEvent::RedrawRequested => {
+                                // This tells winit that we want another frame after this one
+                                state.window().request_redraw();
+                                state.update();
+                                match state.render() {
+                                    Ok(_) => {}
+                                    // Reconfigure the surface if it's lost or outdated
+                                    Err(
+                                        wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated,
+                                    ) => state.resize(state.size),
+                                    // The system is out of memory, we should probably quit
+                                    Err(wgpu::SurfaceError::OutOfMemory) => {
+                                        log::error!("OutOfMemory");
+                                        control_flow.exit();
+                                    }
+
+                                    // This happens when the a frame takes too long to present
+                                    Err(wgpu::SurfaceError::Timeout) => {
+                                        log::warn!("Surface timeout")
+                                    }
+                                }
+                            }
+                            _ => {}
+                        }
+                    }
+                }
+                _ => {}
+            }
+        })
+        .unwrap();
+}