use std::iter; use winit::{ event::*, event_loop::{ControlFlow, EventLoop}, window::{Window, WindowBuilder}, }; struct State { surface: wgpu::Surface, device: wgpu::Device, queue: wgpu::Queue, config: wgpu::SurfaceConfiguration, size: winit::dpi::PhysicalSize, render_pipeline: wgpu::RenderPipeline, challenge_render_pipeline: wgpu::RenderPipeline, use_color: bool, window: Window, } impl State { async fn new(window: Window) -> Self { let size = window.inner_size(); // The instance is a handle to our GPU // BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU let instance = wgpu::Instance::new(wgpu::InstanceDescriptor { backends: wgpu::Backends::all(), ..Default::default() }); // # Safety // // The surface needs to live as long as the window that created it. // State owns the window so this should be safe. let surface = unsafe { instance.create_surface(&window) }.unwrap(); let adapter = instance .request_adapter(&wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::default(), compatible_surface: Some(&surface), force_fallback_adapter: false, }) .await .unwrap(); let (device, queue) = adapter .request_device( &wgpu::DeviceDescriptor { label: None, features: wgpu::Features::empty(), // WebGL doesn't support all of wgpu's features, so if // we're building for the web we'll have to disable some. limits: if cfg!(target_arch = "wasm32") { wgpu::Limits::downlevel_webgl2_defaults() } else { wgpu::Limits::default() }, }, None, // Trace path ) .await .unwrap(); let surface_caps = surface.get_capabilities(&adapter); // Shader code in this tutorial assumes an Srgb surface texture. Using a different // one will result all the colors comming out darker. If you want to support non // Srgb surfaces, you'll need to account for that when drawing to the frame. 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: surface_caps.present_modes[0], alpha_mode: surface_caps.alpha_modes[0], view_formats: vec![], }; surface.configure(&device, &config); let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("Shader"), source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()), }); let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { label: Some("Render Pipeline Layout"), bind_group_layouts: &[], 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 { color: wgpu::BlendComponent::REPLACE, alpha: wgpu::BlendComponent::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), // Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE // or Features::POLYGON_MODE_POINT polygon_mode: wgpu::PolygonMode::Fill, // Requires Features::DEPTH_CLIP_CONTROL unclipped_depth: false, // Requires Features::CONSERVATIVE_RASTERIZATION conservative: false, }, depth_stencil: None, multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false, }, // If the pipeline will be used with a multiview render pass, this // indicates how many array layers the attachments will have. multiview: None, }); let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { label: Some("Challenge Shader"), source: wgpu::ShaderSource::Wgsl(include_str!("challenge.wgsl").into()), }); let challenge_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), // Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE polygon_mode: wgpu::PolygonMode::Fill, ..Default::default() }, depth_stencil: None, multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false, }, // If the pipeline will be used with a multiview render pass, this // indicates how many array layers the attachments will have. multiview: None, }); let use_color = true; Self { surface, device, queue, config, render_pipeline, challenge_render_pipeline, use_color, size, window, } } fn window(&self) -> &Window { &self.window } pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize) { if new_size.width > 0 && new_size.height > 0 { self.size = new_size; self.config.width = new_size.width; self.config.height = new_size.height; self.surface.configure(&self.device, &self.config); } } fn input(&mut self, event: &WindowEvent) -> bool { match event { WindowEvent::KeyboardInput { input: KeyboardInput { state, virtual_keycode: Some(VirtualKeyCode::Space), .. }, .. } => { self.use_color = *state == ElementState::Released; true } _ => false, } } fn update(&mut self) {} fn render(&mut self) -> Result<(), wgpu::SurfaceError> { let output = self.surface.get_current_texture()?; 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: 0.1, g: 0.2, b: 0.3, a: 1.0, }), store: wgpu::StoreOp::Store, }, })], depth_stencil_attachment: None, occlusion_query_set: None, timestamp_writes: None, }); render_pass.set_pipeline(if self.use_color { &self.render_pipeline } else { &self.challenge_render_pipeline }); render_pass.draw(0..3, 0..1); } self.queue.submit(iter::once(encoder.finish())); output.present(); Ok(()) } } fn main() { pollster::block_on(run()); } async fn run() { env_logger::init(); let event_loop = EventLoop::new(); let window = WindowBuilder::new().build(&event_loop).unwrap(); // State::new uses async code, so we're going to wait for it to finish let mut state = State::new(window).await; event_loop.run(move |event, _, control_flow| { match event { Event::WindowEvent { ref event, window_id, } if window_id == state.window().id() => { if !state.input(event) { match event { WindowEvent::CloseRequested | WindowEvent::KeyboardInput { input: KeyboardInput { state: ElementState::Pressed, virtual_keycode: Some(VirtualKeyCode::Escape), .. }, .. } => *control_flow = ControlFlow::Exit, WindowEvent::Resized(physical_size) => { state.resize(*physical_size); } WindowEvent::ScaleFactorChanged { new_inner_size, .. } => { // new_inner_size is &mut so w have to dereference it twice state.resize(**new_inner_size); } _ => {} } } } Event::RedrawRequested(window_id) if window_id == state.window().id() => { state.update(); match state.render() { Ok(_) => {} // Reconfigure the surface if it's lost or outdated Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => { state.resize(state.size) } // The system is out of memory, we should probably quit Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit, // We're ignoring timeouts Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"), } } Event::MainEventsCleared => { // RedrawRequested will only trigger once, unless we manually // request it. state.window().request_redraw(); } _ => {} } }); }