use bytemuck::{Pod, Zeroable};
use futures::executor::block_on;
use imgui::*;
use imgui_wgpu::{RendererConfig, TextureConfig};
use imgui_winit_support;
use std::time::Instant;
use wgpu::util::DeviceExt;
use winit::{
dpi::LogicalSize,
event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::Window,
};
const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.5, 1.0,
);
#[repr(C)]
#[derive(Clone, Copy, Pod, Zeroable)]
struct Vertex {
_pos: [f32; 4],
_tex_coord: [f32; 2],
}
fn vertex(pos: [i8; 3], tc: [i8; 2]) -> Vertex {
Vertex {
_pos: [pos[0] as f32, pos[1] as f32, pos[2] as f32, 1.0],
_tex_coord: [tc[0] as f32, tc[1] as f32],
}
}
fn create_vertices() -> (Vec<Vertex>, Vec<u16>) {
let vertex_data = [
vertex([-1, -1, 1], [0, 0]),
vertex([1, -1, 1], [1, 0]),
vertex([1, 1, 1], [1, 1]),
vertex([-1, 1, 1], [0, 1]),
vertex([-1, 1, -1], [1, 0]),
vertex([1, 1, -1], [0, 0]),
vertex([1, -1, -1], [0, 1]),
vertex([-1, -1, -1], [1, 1]),
vertex([1, -1, -1], [0, 0]),
vertex([1, 1, -1], [1, 0]),
vertex([1, 1, 1], [1, 1]),
vertex([1, -1, 1], [0, 1]),
vertex([-1, -1, 1], [1, 0]),
vertex([-1, 1, 1], [0, 0]),
vertex([-1, 1, -1], [0, 1]),
vertex([-1, -1, -1], [1, 1]),
vertex([1, 1, -1], [1, 0]),
vertex([-1, 1, -1], [0, 0]),
vertex([-1, 1, 1], [0, 1]),
vertex([1, 1, 1], [1, 1]),
vertex([1, -1, 1], [0, 0]),
vertex([-1, -1, 1], [1, 0]),
vertex([-1, -1, -1], [1, 1]),
vertex([1, -1, -1], [0, 1]),
];
let index_data: &[u16] = &[
0, 1, 2, 2, 3, 0, 4, 5, 6, 6, 7, 4, 8, 9, 10, 10, 11, 8, 12, 13, 14, 14, 15, 12, 16, 17, 18, 18, 19, 16, 20, 21, 22, 22, 23, 20, ];
(vertex_data.to_vec(), index_data.to_vec())
}
fn create_texels(size: usize) -> Vec<u8> {
use std::iter;
(0..size * size)
.flat_map(|id| {
let cx = 3.0 * (id % size) as f32 / (size - 1) as f32 - 2.0;
let cy = 2.0 * (id / size) as f32 / (size - 1) as f32 - 1.0;
let (mut x, mut y, mut count) = (cx, cy, 0);
while count < 0xFF && x * x + y * y < 4.0 {
let old_x = x;
x = x * x - y * y + cx;
y = 2.0 * old_x * y + cy;
count += 1;
}
iter::once(0xFF - (count * 5) as u8)
.chain(iter::once(0xFF - (count * 15) as u8))
.chain(iter::once(0xFF - (count * 50) as u8))
.chain(iter::once(1))
})
.collect()
}
struct Example {
vertex_buf: wgpu::Buffer,
index_buf: wgpu::Buffer,
index_count: usize,
bind_group: wgpu::BindGroup,
uniform_buf: wgpu::Buffer,
pipeline: wgpu::RenderPipeline,
time: f32,
}
impl Example {
fn generate_matrix(aspect_ratio: f32, theta: f32) -> cgmath::Matrix4<f32> {
let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 10.0);
let mx_view = cgmath::Matrix4::look_at(
cgmath::Point3::new(6.0 * theta.cos(), 6.0 * theta.sin(), 3.0),
cgmath::Point3::new(0f32, 0.0, 0.0),
cgmath::Vector3::unit_z(),
);
let mx_correction = OPENGL_TO_WGPU_MATRIX;
mx_correction * mx_projection * mx_view
}
}
impl Example {
fn init(
sc_desc: &wgpu::SwapChainDescriptor,
device: &wgpu::Device,
queue: &wgpu::Queue,
) -> Self {
use std::mem;
let vertex_size = mem::size_of::<Vertex>();
let (vertex_data, index_data) = create_vertices();
let vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(&vertex_data),
usage: wgpu::BufferUsage::VERTEX,
});
let index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(&index_data),
usage: wgpu::BufferUsage::INDEX,
});
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStage::VERTEX,
ty: wgpu::BindingType::UniformBuffer {
dynamic: false,
min_binding_size: wgpu::BufferSize::new(64),
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
component_type: wgpu::TextureComponentType::Float,
dimension: wgpu::TextureViewDimension::D2,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler { comparison: false },
count: None,
},
],
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&bind_group_layout],
push_constant_ranges: &[],
});
let size = 256u32;
let texels = create_texels(size as usize);
let texture_extent = wgpu::Extent3d {
width: size,
height: size,
depth: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
label: None,
size: texture_extent,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
});
let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
queue.write_texture(
wgpu::TextureCopyView {
texture: &texture,
mip_level: 0,
origin: wgpu::Origin3d::ZERO,
},
&texels,
wgpu::TextureDataLayout {
offset: 0,
bytes_per_row: 4 * size,
rows_per_image: 0,
},
texture_extent,
);
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Nearest,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Nearest,
..Default::default()
});
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32, 0.0);
let mx_ref: &[f32; 16] = mx_total.as_ref();
let uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Uniform Buffer"),
contents: bytemuck::cast_slice(mx_ref),
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
label: None,
});
let vs_module =
device.create_shader_module(wgpu::include_spirv!("../resources/cube.vert.spv"));
let fs_module =
device.create_shader_module(wgpu::include_spirv!("../resources/cube.frag.spv"));
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
..Default::default()
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: sc_desc.format,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[wgpu::VertexBufferDescriptor {
stride: vertex_size as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float4,
offset: 0,
shader_location: 0,
},
wgpu::VertexAttributeDescriptor {
format: wgpu::VertexFormat::Float2,
offset: 4 * 4,
shader_location: 1,
},
],
}],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Example {
vertex_buf,
index_buf,
index_count: index_data.len(),
bind_group,
uniform_buf,
pipeline,
time: 0.0,
}
}
fn update(&mut self, delta_time: f32) {
self.time += delta_time;
}
fn setup_camera(&mut self, queue: &wgpu::Queue, size: [f32; 2]) {
let mx_total = Self::generate_matrix(size[0] / size[1], self.time * 0.1);
let mx_ref: &[f32; 16] = mx_total.as_ref();
queue.write_buffer(&self.uniform_buf, 0, bytemuck::cast_slice(mx_ref));
}
fn render(&mut self, view: &wgpu::TextureView, device: &wgpu::Device, queue: &wgpu::Queue) {
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 0.1, }),
store: true,
},
}],
depth_stencil_attachment: None,
});
rpass.push_debug_group("Prepare data for draw.");
rpass.set_pipeline(&self.pipeline);
rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.set_index_buffer(self.index_buf.slice(..));
rpass.set_vertex_buffer(0, self.vertex_buf.slice(..));
rpass.pop_debug_group();
rpass.insert_debug_marker("Draw!");
rpass.draw_indexed(0..self.index_count as u32, 0, 0..1);
}
queue.submit(Some(encoder.finish()));
}
}
fn main() {
wgpu_subscriber::initialize_default_subscriber(None);
let event_loop = EventLoop::new();
let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
let (window, mut size, surface) = {
let version = env!("CARGO_PKG_VERSION");
let window = Window::new(&event_loop).unwrap();
window.set_inner_size(LogicalSize {
width: 1280.0,
height: 720.0,
});
window.set_title(&format!("imgui-wgpu {}", version));
let size = window.inner_size();
let surface = unsafe { instance.create_surface(&window) };
(window, size, surface)
};
let mut hidpi_factor = window.scale_factor();
let adapter = block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
}))
.unwrap();
let (device, queue) = block_on(adapter.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
shader_validation: false,
},
None,
))
.unwrap();
let mut sc_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8Unorm,
width: size.width as u32,
height: size.height as u32,
present_mode: wgpu::PresentMode::Mailbox,
};
let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
let mut imgui = imgui::Context::create();
let mut platform = imgui_winit_support::WinitPlatform::init(&mut imgui);
platform.attach_window(
imgui.io_mut(),
&window,
imgui_winit_support::HiDpiMode::Default,
);
imgui.set_ini_filename(None);
let font_size = (13.0 * hidpi_factor) as f32;
imgui.io_mut().font_global_scale = (1.0 / hidpi_factor) as f32;
imgui.fonts().add_font(&[FontSource::DefaultFontData {
config: Some(imgui::FontConfig {
oversample_h: 1,
pixel_snap_h: true,
size_pixels: font_size,
..Default::default()
}),
}]);
#[cfg(not(feature = "glsl-to-spirv"))]
let mut renderer = RendererConfig::new()
.set_texture_format(sc_desc.format)
.build(&mut imgui, &device, &queue);
#[cfg(feature = "glsl-to-spirv")]
let mut renderer = RendererConfig::new_glsl()
.set_texture_format(sc_desc.format)
.build(&mut imgui, &device, &queue);
let mut last_frame = Instant::now();
let mut last_cursor = None;
let mut example_size: [f32; 2] = [640.0, 480.0];
let mut example = Example::init(&sc_desc, &device, &queue);
let example_texture_id = renderer.textures.insert(
TextureConfig::new(example_size[0] as u32, example_size[1] as u32)
.set_usage(wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED)
.build(&device, &renderer),
);
event_loop.run(move |event, _, control_flow| {
*control_flow = if cfg!(feature = "metal-auto-capture") {
ControlFlow::Exit
} else {
ControlFlow::Poll
};
match event {
Event::WindowEvent {
event: WindowEvent::ScaleFactorChanged { scale_factor, .. },
..
} => {
hidpi_factor = scale_factor;
}
Event::WindowEvent {
event: WindowEvent::Resized(_),
..
} => {
size = window.inner_size();
sc_desc = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8Unorm,
width: size.width as u32,
height: size.height as u32,
present_mode: wgpu::PresentMode::Mailbox,
};
swap_chain = device.create_swap_chain(&surface, &sc_desc);
}
Event::WindowEvent {
event:
WindowEvent::KeyboardInput {
input:
KeyboardInput {
virtual_keycode: Some(VirtualKeyCode::Escape),
state: ElementState::Pressed,
..
},
..
},
..
}
| Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => {
*control_flow = ControlFlow::Exit;
}
Event::MainEventsCleared => window.request_redraw(),
Event::RedrawEventsCleared => {
let now = Instant::now();
imgui.io_mut().update_delta_time(now - last_frame);
last_frame = now;
let frame = match swap_chain.get_current_frame() {
Ok(frame) => frame,
Err(e) => {
eprintln!("dropped frame: {:?}", e);
return;
}
};
platform
.prepare_frame(imgui.io_mut(), &window)
.expect("Failed to prepare frame");
let ui = imgui.frame();
example.update(ui.io().delta_time);
example.setup_camera(&queue, ui.io().display_size);
example.render(&frame.output.view, &device, &queue);
let mut new_example_size: Option<[f32; 2]> = None;
imgui::Window::new(im_str!("Cube"))
.size([512.0, 512.0], Condition::FirstUseEver)
.build(&ui, || {
new_example_size = Some(ui.content_region_avail());
imgui::Image::new(example_texture_id, new_example_size.unwrap()).build(&ui);
});
match new_example_size {
Some(size) => {
if size != example_size && size[0] >= 1.0 && size[1] >= 1.0 {
example_size = size;
let scale = &ui.io().display_framebuffer_scale;
renderer.textures.replace(
example_texture_id,
TextureConfig::new(
(example_size[0] * scale[0]) as u32,
(example_size[1] * scale[1]) as u32,
)
.set_usage(
wgpu::TextureUsage::OUTPUT_ATTACHMENT
| wgpu::TextureUsage::SAMPLED,
)
.build(&device, &renderer),
);
}
example.setup_camera(&queue, size);
example.render(
&renderer.textures.get(example_texture_id).unwrap().view(),
&device,
&queue,
);
}
_ => {}
}
let mut encoder: wgpu::CommandEncoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
if last_cursor != Some(ui.mouse_cursor()) {
last_cursor = Some(ui.mouse_cursor());
platform.prepare_render(&ui, &window);
}
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.output.view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load, store: true,
},
}],
depth_stencil_attachment: None,
});
renderer
.render(ui.render(), &queue, &device, &mut rpass)
.expect("Rendering failed");
drop(rpass);
queue.submit(Some(encoder.finish()));
}
_ => (),
}
platform.handle_event(imgui.io_mut(), &window, &event);
});
}