use winit::{window::Window, dpi::PhysicalSize}; mod buffers; use buffers::{NodeBuffer, BrickBuffer, UniformBuffer, RasterBuffer, Vertex}; pub mod camera; use camera::Camera; pub struct Renderer { surface: wgpu::Surface, device: wgpu::Device, queue: wgpu::Queue, swapchain_desc: wgpu::SwapChainDescriptor, swapchain: wgpu::SwapChain, pipeline: wgpu::RenderPipeline, // Buffers raster_buffer: RasterBuffer, uniform_buffer: UniformBuffer, node_buffer: NodeBuffer, brick_buffer: BrickBuffer, // Camera pub camera: Camera, } impl Renderer { fn create_swapchain(adapter: &wgpu::Adapter, device: &wgpu::Device, surface: &wgpu::Surface, size: PhysicalSize) -> (wgpu::SwapChainDescriptor, wgpu::SwapChain) { let swapchain_desc = wgpu::SwapChainDescriptor { usage: wgpu::TextureUsage::RENDER_ATTACHMENT, // render to screen format: adapter.get_swap_chain_preferred_format(&surface), width: size.width, height: size.height, present_mode: wgpu::PresentMode::Mailbox, // Fifo = Vsync }; let swapchain = device.create_swap_chain(&surface, &swapchain_desc); (swapchain_desc, swapchain) } fn create_pipeline(device: &wgpu::Device, swapchain_desc: &wgpu::SwapChainDescriptor, bind_group_layouts: &[&wgpu::BindGroupLayout]) -> wgpu::RenderPipeline{ // Pipeline stuff let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Render Pipeline Layout"), bind_group_layouts: bind_group_layouts, push_constant_ranges: &[], }); let vert_state = wgpu::VertexState { //vert module: &device.create_shader_module(&wgpu::include_spirv!("..\\shaders\\bin\\shader.vert.spv")), entry_point: "main", buffers: &[Vertex::desc()], }; let frag_state = wgpu::FragmentState { // frag module: &device.create_shader_module(&wgpu::include_spirv!("..\\shaders\\bin\\shader.frag.spv")), entry_point: "main", targets: &[wgpu::ColorTargetState { format: swapchain_desc.format, alpha_blend: wgpu::BlendState::REPLACE, color_blend: wgpu::BlendState::REPLACE, write_mask: wgpu::ColorWrite::ALL, }], }; let prim_state = wgpu::PrimitiveState { // primitive topology: wgpu::PrimitiveTopology::TriangleList, strip_index_format: None, front_face: wgpu::FrontFace::Cw, cull_mode: wgpu::CullMode::Back, polygon_mode: wgpu::PolygonMode::Fill, }; let multisample_state = wgpu::MultisampleState { // multisample count: 1, mask: !0, alpha_to_coverage_enabled: false, }; // Create pipeline device.create_render_pipeline(&wgpu::RenderPipelineDescriptor { label: Some("Render Pipeline"), layout: Some(&pipeline_layout), vertex: vert_state, fragment: Some(frag_state), primitive: prim_state, depth_stencil: None, multisample: multisample_state, }) } pub async fn new(window: &Window) -> Self { // Create surface and pick device let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY); let surface = unsafe { instance.create_surface(window) }; // Pick adapter (physical gpu) let adapter_options = wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::HighPerformance, compatible_surface: Some(&surface) }; let adapter = instance.request_adapter(&adapter_options).await.unwrap(); println!("Adapter: {}", adapter.get_info().name); // Pick device (logical gpu) from adapter let device_desc = wgpu::DeviceDescriptor { features: wgpu::Features::empty(), limits: wgpu::Limits::default(), label: None }; let (device, queue) = adapter.request_device(&device_desc, None).await.unwrap(); // Create swapchain let (swapchain_desc, swapchain) = Self::create_swapchain(&adapter, &device, &surface, window.inner_size()); // Cam let aspect = swapchain_desc.width as f32 / swapchain_desc.height as f32; let camera = Camera::new(aspect, 60.0); // Buffers let uniform_buffer = UniformBuffer::new(&device); let raster_buffer = RasterBuffer::new(&device); let mut node_buffer = NodeBuffer::new(&device); node_buffer.write(&queue); let mut brick_buffer = BrickBuffer::new(&device); brick_buffer.write(&queue, 0); brick_buffer.write(&queue, 1); // Pipeline let pipeline = Self::create_pipeline(&device, &swapchain_desc, &[&uniform_buffer.bind_layout, &node_buffer.bind_layout, &brick_buffer.bind_layout]); // Save values in app println!("Initialized"); Self { surface, device, queue, swapchain_desc, swapchain, pipeline, raster_buffer, uniform_buffer, node_buffer, brick_buffer, camera } } pub fn resize(&mut self, new_size: Option>) { if let Some(size) = new_size { // Minimized or manually resized to 0 if size.width == 0 || size.height == 0 { return } // Recreate swapchain self.swapchain_desc.width = size.width; self.swapchain_desc.height = size.height; // Update camera self.camera.set_aspect(size.width as f32 / size.height as f32); } // Recreate swapchain self.swapchain = self.device.create_swap_chain(&self.surface, &self.swapchain_desc); } pub fn render(&mut self) -> Result<(), wgpu::SwapChainError> { // Update uniform buffer self.uniform_buffer.values.update(&self.camera); self.queue.write_buffer(&self.uniform_buffer.buffer, 0, bytemuck::cast_slice(&[self.uniform_buffer.values])); // Get next frame to render to let frame = self.swapchain.get_current_frame()?.output; // Create encoder that will build command buffer for us let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder"),}); // Create render pass { let ops = wgpu::Operations { // Clear command load: wgpu::LoadOp::Clear(wgpu::Color {r: 0.1, g: 0.2, b: 0.3, a: 1.0,}), // Store command store: true, }; let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("Render Pass"), color_attachments: &[ wgpu::RenderPassColorAttachmentDescriptor { attachment: &frame.view, resolve_target: None, ops } ], depth_stencil_attachment: None, }); // Data render_pass.set_pipeline(&self.pipeline); render_pass.set_bind_group(0, &self.uniform_buffer.bind_group, &[]); render_pass.set_bind_group(1, &self.node_buffer.bind_group, &[]); render_pass.set_bind_group(2, &self.brick_buffer.bind_group, &[]); // Vertices and indices render_pass.set_vertex_buffer(0, self.raster_buffer.vertex_buffer.slice(..)); render_pass.set_index_buffer(self.raster_buffer.index_buffer.slice(..), wgpu::IndexFormat::Uint16); render_pass.draw_indexed(0..self.raster_buffer.index_len, 0, 0..1); } // Submit encoder (command buffer) self.queue.submit(std::iter::once(encoder.finish())); // Return ok Ok(()) } }