use std::collections::HashMap;
use winit::{
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::{Window, WindowId},
};
struct ViewportDesc {
window: Window,
background: wgpu::Color,
surface: wgpu::Surface,
}
struct Viewport {
desc: ViewportDesc,
config: wgpu::SurfaceConfiguration,
}
impl ViewportDesc {
fn new(window: Window, background: wgpu::Color, instance: &wgpu::Instance) -> Self {
let surface = unsafe { instance.create_surface(&window) };
Self {
window,
background,
surface,
}
}
fn build(self, adapter: &wgpu::Adapter, device: &wgpu::Device) -> Viewport {
let size = self.window.inner_size();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: self.surface.get_preferred_format(adapter).unwrap(),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
self.surface.configure(device, &config);
Viewport { desc: self, config }
}
}
impl Viewport {
fn resize(&mut self, device: &wgpu::Device, size: winit::dpi::PhysicalSize<u32>) {
self.config.width = size.width;
self.config.height = size.height;
self.desc.surface.configure(device, &self.config);
}
fn get_current_texture(&mut self) -> wgpu::SurfaceTexture {
self.desc
.surface
.get_current_texture()
.expect("Failed to acquire next swap chain texture")
}
}
async fn run(event_loop: EventLoop<()>, viewports: Vec<(Window, wgpu::Color)>) {
let instance = wgpu::Instance::new(wgpu::Backends::all());
let viewports: Vec<_> = viewports
.into_iter()
.map(|(window, color)| ViewportDesc::new(window, color, &instance))
.collect();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
compatible_surface: viewports.first().map(|desc| &desc.surface),
..Default::default()
})
.await
.expect("Failed to find an appropriate adapter");
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::empty(),
limits: wgpu::Limits::downlevel_defaults(),
},
None,
)
.await
.expect("Failed to create device");
let mut viewports: HashMap<WindowId, Viewport> = viewports
.into_iter()
.map(|desc| (desc.window.id(), desc.build(&adapter, &device)))
.collect();
event_loop.run(move |event, _, control_flow| {
let _ = (&instance, &adapter);
*control_flow = ControlFlow::Wait;
match event {
Event::WindowEvent {
window_id,
event: WindowEvent::Resized(size),
..
} => {
if let Some(viewport) = viewports.get_mut(&window_id) {
viewport.resize(&device, size);
}
}
Event::RedrawRequested(window_id) => {
if let Some(viewport) = viewports.get_mut(&window_id) {
let frame = viewport.get_current_texture();
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = device
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
let _rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(viewport.desc.background),
store: true,
},
}],
depth_stencil_attachment: None,
});
}
queue.submit(Some(encoder.finish()));
frame.present();
}
}
Event::WindowEvent {
window_id,
event: WindowEvent::CloseRequested,
..
} => {
viewports.remove(&window_id);
if viewports.is_empty() {
*control_flow = ControlFlow::Exit
}
}
_ => {}
}
});
}
fn main() {
#[cfg(not(target_arch = "wasm32"))]
{
const WINDOW_SIZE: u32 = 128;
const WINDOW_PADDING: u32 = 16;
const WINDOW_TITLEBAR: u32 = 32;
const WINDOW_OFFSET: u32 = WINDOW_SIZE + WINDOW_PADDING;
const ROWS: u32 = 4;
const COLUMNS: u32 = 4;
let event_loop = EventLoop::new();
let mut viewports = Vec::with_capacity((ROWS * COLUMNS) as usize);
for row in 0..ROWS {
for column in 0..COLUMNS {
let window = winit::window::WindowBuilder::new()
.with_title(format!("x{}y{}", column, row))
.with_inner_size(winit::dpi::PhysicalSize::new(WINDOW_SIZE, WINDOW_SIZE))
.build(&event_loop)
.unwrap();
window.set_outer_position(winit::dpi::PhysicalPosition::new(
WINDOW_PADDING + column * WINDOW_OFFSET,
WINDOW_PADDING + row * (WINDOW_OFFSET + WINDOW_TITLEBAR),
));
fn frac(index: u32, max: u32) -> f64 {
index as f64 / max as f64
}
viewports.push((
window,
wgpu::Color {
r: frac(row, ROWS),
g: 0.5 - frac(row * column, ROWS * COLUMNS) * 0.5,
b: frac(column, COLUMNS),
a: 1.0,
},
))
}
}
env_logger::init();
pollster::block_on(run(event_loop, viewports));
}
#[cfg(target_arch = "wasm32")]
{
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
panic!("wasm32 is not supported")
}
}