1use std::sync::Arc;
10use astrelis_core::logging;
11use astrelis_render::{
12 BlendMode, Color, Framebuffer, GraphicsContext, RenderTarget, RenderableWindow,
13 Renderer, WindowContextDescriptor, wgpu,
14};
15use astrelis_winit::{
16 FrameTime, WindowId,
17 app::{App, AppCtx, run_app},
18 event::EventBatch,
19 window::{WinitPhysicalSize, WindowBackend, WindowDescriptor},
20};
21
22struct RendererApp {
23 context: Arc<GraphicsContext>,
24 renderer: Renderer,
25 window: RenderableWindow,
26 window_id: WindowId,
27 pipeline: wgpu::RenderPipeline,
28 bind_group: wgpu::BindGroup,
29 vertex_buffer: wgpu::Buffer,
30 offscreen_fb: Framebuffer,
32 blit_pipeline: wgpu::RenderPipeline,
33 blit_bind_group: wgpu::BindGroup,
34 time: f32,
35}
36
37fn main() {
38 logging::init();
39
40 run_app(|ctx| {
41 let graphics_ctx = GraphicsContext::new_owned_sync().expect("Failed to create graphics context");
42 let renderer = Renderer::new(graphics_ctx.clone());
43
44 let window = ctx
45 .create_window(WindowDescriptor {
46 title: "Renderer API Example".to_string(),
47 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
48 ..Default::default()
49 })
50 .expect("Failed to create window");
51
52 let window = RenderableWindow::new_with_descriptor(
53 window,
54 graphics_ctx.clone(),
55 WindowContextDescriptor {
56 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
57 ..Default::default()
58 },
59 ).expect("Failed to create renderable window");
60
61 let window_id = window.id();
62
63 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
65
66 let texture_data = create_gradient_texture();
68 let texture = renderer.create_texture_2d(
69 Some("Gradient Texture"),
70 256,
71 256,
72 wgpu::TextureFormat::Rgba8UnormSrgb,
73 wgpu::TextureUsages::TEXTURE_BINDING,
74 &texture_data,
75 );
76
77 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
78 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
79
80 let bind_group_layout = renderer.create_bind_group_layout(
82 Some("Texture Bind Group Layout"),
83 &[
84 wgpu::BindGroupLayoutEntry {
85 binding: 0,
86 visibility: wgpu::ShaderStages::FRAGMENT,
87 ty: wgpu::BindingType::Texture {
88 multisampled: false,
89 view_dimension: wgpu::TextureViewDimension::D2,
90 sample_type: wgpu::TextureSampleType::Float { filterable: true },
91 },
92 count: None,
93 },
94 wgpu::BindGroupLayoutEntry {
95 binding: 1,
96 visibility: wgpu::ShaderStages::FRAGMENT,
97 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
98 count: None,
99 },
100 ],
101 );
102
103 let bind_group = renderer.create_bind_group(
104 Some("Texture Bind Group"),
105 &bind_group_layout,
106 &[
107 wgpu::BindGroupEntry {
108 binding: 0,
109 resource: wgpu::BindingResource::TextureView(&texture_view),
110 },
111 wgpu::BindGroupEntry {
112 binding: 1,
113 resource: wgpu::BindingResource::Sampler(&sampler),
114 },
115 ],
116 );
117
118 let pipeline_layout = renderer.create_pipeline_layout(
119 Some("Render Pipeline Layout"),
120 &[&bind_group_layout],
121 &[],
122 );
123
124 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
126 label: Some("Render Pipeline"),
127 layout: Some(&pipeline_layout),
128 vertex: wgpu::VertexState {
129 module: &shader,
130 entry_point: Some("vs_main"),
131 buffers: &[wgpu::VertexBufferLayout {
132 array_stride: 4 * 4,
134 step_mode: wgpu::VertexStepMode::Vertex,
135 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
136 }],
137 compilation_options: wgpu::PipelineCompilationOptions::default(),
138 },
139 fragment: Some(wgpu::FragmentState {
140 module: &shader,
141 entry_point: Some("fs_main"),
142 targets: &[Some(
144 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
145 )],
146 compilation_options: wgpu::PipelineCompilationOptions::default(),
147 }),
148 primitive: wgpu::PrimitiveState {
149 topology: wgpu::PrimitiveTopology::TriangleList,
150 strip_index_format: None,
151 front_face: wgpu::FrontFace::Ccw,
152 cull_mode: Some(wgpu::Face::Back),
153 polygon_mode: wgpu::PolygonMode::Fill,
154 unclipped_depth: false,
155 conservative: false,
156 },
157 depth_stencil: None,
158 multisample: wgpu::MultisampleState {
159 count: 1,
160 mask: !0,
161 alpha_to_coverage_enabled: false,
162 },
163 multiview: None,
164 cache: None,
165 });
166
167 #[rustfmt::skip]
168 let vertices: &[f32] = &[
169 -0.8, -0.8, 0.0, 1.0,
170 0.8, -0.8, 1.0, 1.0,
171 0.8, 0.8, 1.0, 0.0,
172 -0.8, -0.8, 0.0, 1.0,
173 0.8, 0.8, 1.0, 0.0,
174 -0.8, 0.8, 0.0, 0.0,
175 ];
176
177 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
179
180 let offscreen_fb = Framebuffer::builder(400, 300)
182 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
183 .label("Offscreen FB")
184 .build(&graphics_ctx);
185
186 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
188
189 let blit_bind_group_layout = renderer.create_bind_group_layout(
190 Some("Blit Bind Group Layout"),
191 &[
192 wgpu::BindGroupLayoutEntry {
193 binding: 0,
194 visibility: wgpu::ShaderStages::FRAGMENT,
195 ty: wgpu::BindingType::Texture {
196 multisampled: false,
197 view_dimension: wgpu::TextureViewDimension::D2,
198 sample_type: wgpu::TextureSampleType::Float { filterable: true },
199 },
200 count: None,
201 },
202 wgpu::BindGroupLayoutEntry {
203 binding: 1,
204 visibility: wgpu::ShaderStages::FRAGMENT,
205 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
206 count: None,
207 },
208 ],
209 );
210
211 let blit_bind_group = renderer.create_bind_group(
212 Some("Blit Bind Group"),
213 &blit_bind_group_layout,
214 &[
215 wgpu::BindGroupEntry {
216 binding: 0,
217 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
218 },
219 wgpu::BindGroupEntry {
220 binding: 1,
221 resource: wgpu::BindingResource::Sampler(&sampler),
222 },
223 ],
224 );
225
226 let blit_pipeline_layout = renderer.create_pipeline_layout(
227 Some("Blit Pipeline Layout"),
228 &[&blit_bind_group_layout],
229 &[],
230 );
231
232 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
233 label: Some("Blit Pipeline"),
234 layout: Some(&blit_pipeline_layout),
235 vertex: wgpu::VertexState {
236 module: &blit_shader,
237 entry_point: Some("vs_main"),
238 buffers: &[],
239 compilation_options: wgpu::PipelineCompilationOptions::default(),
240 },
241 fragment: Some(wgpu::FragmentState {
242 module: &blit_shader,
243 entry_point: Some("fs_main"),
244 targets: &[Some(
246 BlendMode::PremultipliedAlpha
247 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
248 )],
249 compilation_options: wgpu::PipelineCompilationOptions::default(),
250 }),
251 primitive: wgpu::PrimitiveState {
252 topology: wgpu::PrimitiveTopology::TriangleList,
253 ..Default::default()
254 },
255 depth_stencil: None,
256 multisample: wgpu::MultisampleState::default(),
257 multiview: None,
258 cache: None,
259 });
260
261 tracing::info!("Renderer initialized successfully");
262 tracing::info!("Device: {:?}", renderer.context().info());
263
264 Box::new(RendererApp {
265 context: graphics_ctx,
266 renderer,
267 window,
268 window_id,
269 pipeline,
270 bind_group,
271 vertex_buffer,
272 offscreen_fb,
273 blit_pipeline,
274 blit_bind_group,
275 time: 0.0,
276 })
277 });
278}
279
280impl App for RendererApp {
281 fn update(&mut self, _ctx: &mut AppCtx, _time: &FrameTime) {
282 self.time += 0.016;
284 }
285
286 fn render(&mut self, _ctx: &mut AppCtx, window_id: WindowId, events: &mut EventBatch) {
287 if window_id != self.window_id {
288 return;
289 }
290
291 events.dispatch(|event| {
293 if let astrelis_winit::event::Event::WindowResized(size) = event {
294 self.window.resized(*size);
295 astrelis_winit::event::HandleStatus::consumed()
296 } else {
297 astrelis_winit::event::HandleStatus::ignored()
298 }
299 });
300
301 let mut frame = self.window.begin_drawing();
302
303 frame.clear_and_render(
305 RenderTarget::Framebuffer(&self.offscreen_fb),
306 Color::rgb(0.2, 0.1, 0.3),
307 |pass| {
308 let pass = pass.wgpu_pass();
309 pass.set_pipeline(&self.pipeline);
310 pass.set_bind_group(0, &self.bind_group, &[]);
311 pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
312 pass.draw(0..6, 0..1);
313 },
314 );
315
316 frame.clear_and_render(
318 RenderTarget::Surface,
319 Color::rgb(0.1, 0.2, 0.3),
320 |pass| {
321 let pass = pass.wgpu_pass();
322 pass.set_pipeline(&self.blit_pipeline);
323 pass.set_bind_group(0, &self.blit_bind_group, &[]);
324 pass.draw(0..3, 0..1);
326 },
327 );
328
329 frame.finish();
330 }
331}
332
333fn create_gradient_texture() -> Vec<u8> {
334 let mut texture_data = vec![0u8; (256 * 256 * 4) as usize];
335 for y in 0..256 {
336 for x in 0..256 {
337 let idx = ((y * 256 + x) * 4) as usize;
338 texture_data[idx] = x as u8;
339 texture_data[idx + 1] = y as u8;
340 texture_data[idx + 2] = ((x + y) / 2) as u8;
341 texture_data[idx + 3] = 255;
342 }
343 }
344 texture_data
345}
346
347const SHADER_SOURCE: &str = r#"
348struct VertexInput {
349 @location(0) position: vec2<f32>,
350 @location(1) tex_coords: vec2<f32>,
351}
352
353struct VertexOutput {
354 @builtin(position) clip_position: vec4<f32>,
355 @location(0) tex_coords: vec2<f32>,
356}
357
358@vertex
359fn vs_main(in: VertexInput) -> VertexOutput {
360 var out: VertexOutput;
361 out.clip_position = vec4<f32>(in.position, 0.0, 1.0);
362 out.tex_coords = in.tex_coords;
363 return out;
364}
365
366@group(0) @binding(0)
367var t_diffuse: texture_2d<f32>;
368@group(0) @binding(1)
369var s_diffuse: sampler;
370
371@fragment
372fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
373 return textureSample(t_diffuse, s_diffuse, in.tex_coords);
374}
375"#;
376
377const BLIT_SHADER_SOURCE: &str = r#"
378struct VertexOutput {
379 @builtin(position) clip_position: vec4<f32>,
380 @location(0) tex_coords: vec2<f32>,
381}
382
383@vertex
384fn vs_main(@builtin(vertex_index) vertex_index: u32) -> VertexOutput {
385 // Fullscreen triangle
386 var positions = array<vec2<f32>, 3>(
387 vec2<f32>(-1.0, -1.0),
388 vec2<f32>(3.0, -1.0),
389 vec2<f32>(-1.0, 3.0)
390 );
391 var tex_coords = array<vec2<f32>, 3>(
392 vec2<f32>(0.0, 1.0),
393 vec2<f32>(2.0, 1.0),
394 vec2<f32>(0.0, -1.0)
395 );
396
397 var out: VertexOutput;
398 out.clip_position = vec4<f32>(positions[vertex_index], 0.0, 1.0);
399 out.tex_coords = tex_coords[vertex_index];
400 return out;
401}
402
403@group(0) @binding(0)
404var t_source: texture_2d<f32>;
405@group(0) @binding(1)
406var s_source: sampler;
407
408@fragment
409fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
410 return textureSample(t_source, s_source, in.tex_coords);
411}
412"#;