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- 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<u32>,
- 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<f64>,
- 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<f64> = 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<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);
- 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::<f64>() / 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();
- }
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