#![cfg_attr(all(windows, not(debug_assertions)), windows_subsystem = "windows")]
use std::time::{Duration, Instant};
use egui_wgpu::ScreenDescriptor;
use foxy_time::{Time, TimeSettings};
use wgpu::util::DeviceExt;
use witer::{compat::egui::EventResponse, error::*, prelude::*};
use self::common::{
camera::{Camera, CameraController, CameraUniform},
egui::EguiRenderer,
frame::FrameUniform,
model::ModelUniform,
window::WindowUniform,
};
mod common;
fn main() -> Result<(), WindowError> {
common::init_log(env!("CARGO_CRATE_NAME"));
let window = Window::builder()
.with_title("wgpu Example")
.with_flow(Flow::Poll)
.with_visibility(Visibility::Hidden)
.build()?;
let mut app = App::new(window.clone());
for message in &window {
if message.is_key(Key::F11, KeyState::Pressed) {
let fullscreen = window.fullscreen();
match fullscreen {
Some(Fullscreen::Borderless) => window.set_fullscreen(None),
None => window.set_fullscreen(Some(Fullscreen::Borderless)),
}
}
match app.frame_count {
0..=2 => app.frame_count = app.frame_count.saturating_add(1),
3 => {
window.set_visibility(Visibility::Shown);
app.frame_count = app.frame_count.saturating_add(1);
}
_ => (),
}
let response = app.egui_renderer.handle_input(&window, &message);
let message = if response.consumed {
Message::Loop(LoopMessage::Empty)
} else {
message
};
app.update(&message, &response);
match app.draw(&response) {
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
app.resize(window.inner_size());
}
Err(error) => {
tracing::error!("{error}");
}
_ => (),
};
}
Ok(())
}
struct App {
last_time: Instant,
time: Time,
window: Window,
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: PhysicalSize,
render_pipeline: wgpu::RenderPipeline,
frame_count: u32,
fps: f32,
egui_renderer: EguiRenderer,
window_uniform: WindowUniform,
window_buffer: wgpu::Buffer,
window_bind_group: wgpu::BindGroup,
frame_uniform: FrameUniform,
frame_buffer: wgpu::Buffer,
frame_bind_group: wgpu::BindGroup,
camera: Camera,
camera_controller: CameraController,
camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
model_uniform: ModelUniform,
model_buffer: wgpu::Buffer,
model_bind_group: wgpu::BindGroup,
}
impl App {
fn new(window: Window) -> Self {
pollster::block_on(async {
let last_time = Instant::now();
let time = TimeSettings::default().build();
let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
..Default::default()
});
let surface = instance.create_surface(window.clone()).unwrap();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
label: None,
},
None,
)
.await
.unwrap();
let surface_caps = surface.get_capabilities(&adapter);
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: wgpu::PresentMode::AutoNoVsync,
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
surface.configure(&device, &config);
let shader = device.create_shader_module(wgpu::include_wgsl!("common/shader.wgsl"));
let egui_renderer =
EguiRenderer::new(&device, wgpu::TextureFormat::Bgra8UnormSrgb, None, 1, &window);
let frame_uniform = FrameUniform::new();
let frame_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Frame Buffer"),
contents: bytemuck::cast_slice(&[frame_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let frame_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("frame_bind_group_layout"),
});
let frame_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &frame_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: frame_buffer.as_entire_binding(),
}],
label: Some("frame_bind_group"),
});
let mut window_uniform = WindowUniform::new();
window_uniform.update(window.inner_size());
let window_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Window Buffer"),
contents: bytemuck::cast_slice(&[window_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let window_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("window_bind_group_layout"),
});
let window_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &window_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: window_buffer.as_entire_binding(),
}],
label: Some("window_bind_group"),
});
let camera = Camera {
eye: (0.0, 0.0, 2.0).into(),
target: (0.0, 0.0, 0.0).into(),
up: cgmath::Vector3::unit_y(),
aspect: config.width as f32 / config.height as f32,
fovy: 45.0,
znear: 0.1,
zfar: 100.0,
};
let camera_controller = CameraController::new(1.0);
let mut camera_uniform = CameraUniform::new();
camera_uniform.update_view_proj(&camera);
let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
contents: bytemuck::cast_slice(&[camera_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let camera_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("camera_bind_group_layout"),
});
let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: camera_buffer.as_entire_binding(),
}],
label: Some("camera_bind_group"),
});
let model_uniform = ModelUniform::new();
let model_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Model Buffer"),
contents: bytemuck::cast_slice(&[model_uniform]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let model_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
}],
label: Some("model_bind_group_layout"),
});
let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &model_bind_group_layout,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: model_buffer.as_entire_binding(),
}],
label: Some("model_bind_group"),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[
&window_bind_group_layout,
&frame_bind_group_layout,
&camera_bind_group_layout,
&model_bind_group_layout,
],
push_constant_ranges: &[],
});
let render_pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main", buffers: &[], },
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList, strip_index_format: None,
front_face: wgpu::FrontFace::Ccw, cull_mode: Some(wgpu::Face::Back),
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None, multisample: wgpu::MultisampleState {
count: 1, mask: !0, alpha_to_coverage_enabled: false, },
multiview: None, });
Self {
last_time,
time,
window,
surface,
device,
queue,
config,
size,
render_pipeline,
frame_count: 0,
fps: 0.0,
egui_renderer,
window_uniform,
window_buffer,
window_bind_group,
frame_uniform,
frame_buffer,
frame_bind_group,
camera,
camera_controller,
camera_uniform,
camera_buffer,
camera_bind_group,
model_uniform,
model_buffer,
model_bind_group,
}
})
}
fn resize(&mut self, new_size: PhysicalSize) {
if !new_size.is_any_zero() {
self.size = new_size;
self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}
fn update(&mut self, message: &Message, response: &EventResponse) {
self.time.update();
while self.time.should_do_tick_unchecked() {
self.time.tick();
}
if !response.consumed {
self.camera_controller.process_events(message);
}
self
.camera_controller
.update_camera(&mut self.camera, self.time.delta_secs() as f32);
self.camera_uniform.update_view_proj(&self.camera);
}
fn update_buffers(&mut self) {
self.window_uniform.update(self.window.inner_size());
self.queue.write_buffer(
&self.window_buffer,
0,
bytemuck::cast_slice(&[self.window_uniform]),
);
self.frame_uniform.update();
self.queue.write_buffer(
&self.frame_buffer,
0,
bytemuck::cast_slice(&[self.frame_uniform]),
);
self.queue.write_buffer(
&self.camera_buffer,
0,
bytemuck::cast_slice(&[self.camera_uniform]),
);
self.queue.write_buffer(
&self.model_buffer,
0,
bytemuck::cast_slice(&[self.model_uniform]),
);
}
fn draw(&mut self, _response: &EventResponse) -> Result<(), wgpu::SurfaceError> {
if self.window.inner_size().is_any_zero() {
return Ok(()); }
let output = self.surface.get_current_texture()?;
let now = Instant::now();
let elapsed = now.duration_since(self.last_time);
if elapsed >= Duration::from_secs_f64(0.20) {
self.fps = (1.0 / self.time.average_delta_secs()) as f32;
self.last_time = now;
}
self.update_buffers();
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder =
self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
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: 0.0,
g: 1.0,
b: 0.0,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&self.render_pipeline); render_pass.set_bind_group(0, &self.window_bind_group, &[]);
render_pass.set_bind_group(1, &self.frame_bind_group, &[]);
render_pass.set_bind_group(2, &self.camera_bind_group, &[]);
render_pass.set_bind_group(3, &self.model_bind_group, &[]);
render_pass.draw(0..3, 0..1); }
let screen_descriptor = ScreenDescriptor {
size_in_pixels: [self.config.width, self.config.height],
pixels_per_point: self.window.scale_factor() as f32,
};
self.egui_renderer.draw(
&self.device,
&self.queue,
&mut encoder,
&self.window,
&view,
screen_descriptor,
|ctx| {
egui::Window::new("Settings")
.default_open(true)
.resizable(false)
.max_width(150.0)
.anchor(egui::Align2::LEFT_TOP, (5.0, 5.0))
.show(ctx, |ctx| {
ctx.heading("Debug Info");
ctx.label(format!("ft: {:.3}ms", self.time.average_delta_secs() * 1000.0));
ctx.label(format!("fps: {:.1}", self.fps));
ctx.label(format!("resolution: {:.1?}", self.window_uniform.resolution));
ctx.label(format!("frame_index: {:.1}", self.frame_uniform.frame_index));
ctx.separator();
ctx.heading("Model Position");
ctx
.add(
egui::Slider::new(&mut self.model_uniform.model_pos[0], -5.0..=5.0)
.step_by(0.01),
)
.labelled_by("X: ".into());
ctx
.add(
egui::Slider::new(&mut self.model_uniform.model_pos[1], -5.0..=5.0)
.step_by(0.01),
)
.labelled_by("Y: ".into());
ctx
.add(
egui::Slider::new(&mut self.model_uniform.model_pos[2], -5.0..=5.0)
.step_by(0.01),
)
.labelled_by("Z: ".into());
ctx.shrink_width_to_current();
});
},
);
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
}