use std::{iter, time::{Duration, Instant}}; use camera::{camera_buffer, camera_controller, camera_struct::Camera, camera_uniform}; use wgpu::{util::DeviceExt, BlendState, ColorTargetState, PipelineLayoutDescriptor, RenderPipelineDescriptor}; use winit::{ event::*, event_loop::EventLoop, keyboard::{KeyCode, PhysicalKey}, window::{Window, WindowBuilder}, }; mod camera; mod object; mod sky; #[cfg(target_arch = "wasm32")] use wasm_bindgen::prelude::*; struct State<'a> { surface: wgpu::Surface<'a>, device: wgpu::Device, queue: wgpu::Queue, config: wgpu::SurfaceConfiguration, size: winit::dpi::PhysicalSize, render_pipeline : wgpu::RenderPipeline, vertex_buffer: wgpu::Buffer, camera: camera::camera_struct::Camera, camera_buffer : wgpu::Buffer, camera_bind_group: wgpu::BindGroup, camera_uniform : camera_uniform::CameraUniform, camera_controller: camera_controller::CameraController, // 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, num_vertices: u32, last_frame: Instant, framecount: u64, frametime: f64, old_frame_times: Vec, max_history_size: usize, //sky_pipeline: wgpu::RenderPipeline, last_fps: Instant, } impl<'a> State<'a> { 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 { #[cfg(not(target_arch = "wasm32"))] backends: wgpu::Backends::PRIMARY, #[cfg(target_arch = "wasm32")] backends: wgpu::Backends::GL, ..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::POLYGON_MODE_LINE, // 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![], }; let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("Shader 1 from shader.wgsl"), source: wgpu::ShaderSource::Wgsl(include_str!("./shaders/shader.wgsl").into()), }); let plan1 = object::generate_plane(512,512,100.,100.); //println!("{:?}", plan1.positions_list()); let plan2 = plan1.clone(); let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor{ label: Some("Vertex Buffer 1"), contents: bytemuck::cast_slice(&plan1.vertices()), usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST, }); let num_vertices = plan2.len(); let (camera, camera_uniform, camera_buffer,camera_bind_group, camera_bind_group_layout) = camera_buffer::new(&device, &config); let camera_controller = camera_controller::CameraController::new(0.1); let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor{ label: Some("Pipeline Layout"), bind_group_layouts: &[ &camera_bind_group_layout, ], push_constant_ranges: &[] }); let render_pipeline = device.create_render_pipeline(&RenderPipelineDescriptor{ label: Some("RenderPipeline"), layout: Some(&pipeline_layout), vertex: wgpu::VertexState { module: &shader, entry_point: "vs_main".into(), buffers: &[ object::Vertex::desc(), ], }, primitive: wgpu::PrimitiveState{ topology: wgpu::PrimitiveTopology::TriangleList, strip_index_format: None, front_face: wgpu::FrontFace::Ccw, cull_mode: None, unclipped_depth: false, polygon_mode: wgpu::PolygonMode::Line, conservative: false }, depth_stencil: None, multisample: wgpu::MultisampleState{ count: 1, mask: !0, alpha_to_coverage_enabled: false, }, fragment: Some(wgpu::FragmentState{ module: &shader, entry_point: "fs_main", targets: &[Some(ColorTargetState{ format: config.format, blend: Some(BlendState::REPLACE), write_mask: wgpu::ColorWrites::ALL })] }), multiview: None }); let last_frame: Instant = Instant::now(); let delta: f64 = 0.2; //let sky_pipeline = sky::sky_pipeline::new_sky_pipeline(&device, &config); let framecount: u64 = 0; let old_frame_times : Vec = vec![]; let max_history: usize = 60; let last_fps = Instant::now(); Self { surface, vertex_buffer, render_pipeline, device, queue, config, size, window, camera, camera_bind_group, camera_buffer, camera_uniform, camera_controller, num_vertices: num_vertices, last_frame: last_frame, frametime: delta, //sky_pipeline: sky_pipeline framecount, old_frame_times: old_frame_times, max_history_size: max_history, last_fps: last_fps } } fn window(&self) -> &Window { &self.window } pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize) { 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); self.camera.aspect = self.config.width as f32 / self.config.height as f32; } } fn input(&mut self, event: &WindowEvent) -> bool { self.camera_controller.process_events(event) } fn update(&mut self) { self.camera_controller.update_camera(&mut self.camera); self.camera_uniform.update_view_proj(&self.camera); self.queue.write_buffer( &self.camera_buffer, 0, bytemuck::cast_slice(&[self.camera_uniform]), ); // self.queue.write_buffer( // &self.vertex_buffer, // 0, // bytemuck::cast_slice(todo!()) // ); } 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"), }); //Modify the buffer { 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: 0.52, g: 0.80, b: 0.92, a: 1.0, }), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, occlusion_query_set: None, timestamp_writes: None, }); //render_pass.set_pipeline(&self.sky_pipeline); render_pass.set_pipeline(&self.render_pipeline); render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); render_pass.set_bind_group(0, &self.camera_bind_group, &[]); render_pass.draw(0..self.num_vertices, 0..1); //render_pass.draws } self.queue.submit(iter::once(encoder.finish())); output.present(); //FPS logic self.frametime = (self.last_frame.elapsed().as_secs() as f64) + (self.last_frame.elapsed().as_nanos() as f64 / 1_000_000_000.0); self.last_frame = Instant::now(); let interval_fps = Duration::from_millis(100); self.old_frame_times.push(self.frametime); if self.old_frame_times.len() > self.max_history_size { self.old_frame_times.remove(0); } let smoothed_frame_time = self.old_frame_times.iter().sum::() / self.old_frame_times.len() as f64; let smoothed_fps = 1.0 / smoothed_frame_time; if self.last_fps.elapsed() > interval_fps{ self.last_fps = Instant::now(); println!("{:?}", smoothed_fps.ceil()); } Ok(()) } } #[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))] pub async fn run() { cfg_if::cfg_if! { if #[cfg(target_arch = "wasm32")] { std::panic::set_hook(Box::new(console_error_panic_hook::hook)); console_log::init_with_level(log::Level::Info).expect("Couldn't initialize logger"); } else { env_logger::init(); } } let event_loop = EventLoop::new().unwrap(); let window = WindowBuilder::new().build(&event_loop).unwrap(); #[cfg(target_arch = "wasm32")] { // Winit prevents sizing with CSS, so we have to set // the size manually when on web. use winit::dpi::PhysicalSize; use winit::platform::web::WindowExtWebSys; web_sys::window() .and_then(|win| win.document()) .and_then(|doc| { let dst = doc.get_element_by_id("wasm-example")?; let canvas = web_sys::Element::from(window.canvas()?); dst.append_child(&canvas).ok()?; Some(()) }) .expect("Couldn't append canvas to document body."); let _ = window.request_inner_size(PhysicalSize::new(450, 400)); } // State::new uses async code, so we're going to wait for it to finish let mut state = State::new(&window).await; let mut surface_configured = false; 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) => { log::info!("physical_size: {physical_size:?}"); surface_configured = true; state.resize(*physical_size); } WindowEvent::RedrawRequested => { // This tells winit that we want another frame after this one state.window().request_redraw(); if !surface_configured { return; } 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(); }