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learn-wgpu/code/showcase/framework/src/shader_canvas.rs

261 lines
9.0 KiB
Rust

//! Features
//! - [ ] Support fullscreen drawing
//! - [ ] Data struct for basic uniforms (time, mousePos, etc.)
//! - [ ] Lambda support for other bind groups
//! - [ ] Drawing to texture (maybe have the render pass decide this?)
//! - [ ] Saving to file
use std::time::Instant;
use thiserror::Error;
use wgpu::util::{BufferInitDescriptor, DeviceExt};
#[repr(C)]
#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
struct SimulationData {
clear_color: [f32; 4],
canvas_size: [f32; 2],
mouse_pos: [f32; 2],
time: f32,
delta_time: f32,
}
#[derive(Error, Debug)]
pub enum ShaderBuildError {
#[error("Please supply a valid vertex shader")]
InvalidVertexShader,
#[error("Please supply a valid fragment shader")]
InvalidFragmentShader,
#[error("Please supply a valid display format")]
InvalidDisplayFormat,
}
pub struct ShaderCanvas {
pipeline: wgpu::RenderPipeline,
start_time: Option<Instant>,
last_time: Option<Instant>,
simulation_data: SimulationData,
simulation_data_buffer: wgpu::Buffer,
simulation_bind_group: wgpu::BindGroup,
}
impl ShaderCanvas {
pub fn input(&mut self, mouse_x: f32, mouse_y: f32) {
self.simulation_data.mouse_pos[0] = mouse_x;
self.simulation_data.mouse_pos[1] = mouse_y;
}
pub fn delta_input(&mut self, dx: f32, dy: f32) {
self.simulation_data.mouse_pos[0] += dx;
self.simulation_data.mouse_pos[1] += dy;
}
pub fn render(
&mut self,
queue: &wgpu::Queue,
encoder: &mut wgpu::CommandEncoder,
frame: &wgpu::TextureView,
width: f32,
height: f32,
) {
let current_time = Instant::now();
let start_time = match self.start_time {
Some(t) => t,
None => {
let t = current_time;
self.start_time = Some(t);
t
}
};
let last_time = self.last_time.unwrap_or(current_time);
self.last_time = Some(current_time);
self.simulation_data.time = (current_time - start_time).as_secs_f32();
self.simulation_data.delta_time = (current_time - last_time).as_secs_f32();
self.simulation_data.canvas_size[0] = width;
self.simulation_data.canvas_size[1] = height;
queue.write_buffer(
&self.simulation_data_buffer,
0,
bytemuck::cast_slice(&[self.simulation_data]),
);
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Shader Canvas Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: frame,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Load,
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
pass.set_bind_group(0, &self.simulation_bind_group, &[]);
pass.set_pipeline(&self.pipeline);
pass.draw(0..6, 0..1);
}
}
pub struct ShaderCanvasBuilder<'a> {
canvas_size: [f32; 2],
clear_color: [f32; 4],
label: Option<&'a str>,
display_format: Option<wgpu::TextureFormat>,
frag_code: Option<wgpu::ShaderModuleDescriptor<'a>>,
vert_code: Option<wgpu::ShaderModuleDescriptor<'a>>,
}
impl<'a> ShaderCanvasBuilder<'a> {
pub fn new() -> Self {
Self {
canvas_size: [256.0; 2],
clear_color: [0.0, 0.0, 0.0, 1.0],
label: None,
display_format: None,
frag_code: Some(wgpu::include_wgsl!("shader_canvas.frag.wgsl")),
vert_code: Some(wgpu::include_wgsl!("shader_canvas.vert.wgsl")),
}
}
pub fn canvas_size(&mut self, width: f32, height: f32) -> &mut Self {
self.canvas_size = [width, height];
self
}
pub fn display_format(&mut self, format: wgpu::TextureFormat) -> &mut Self {
self.display_format = Some(format);
self
}
pub fn use_swap_chain_desc(&mut self, config: &wgpu::SurfaceConfiguration) -> &mut Self {
self.display_format(config.format);
self.canvas_size(config.width as f32, config.height as f32)
}
pub fn fragment_shader(&mut self, code: wgpu::ShaderModuleDescriptor<'a>) -> &mut Self {
self.frag_code = Some(code);
self
}
pub fn vertex_shader(&mut self, code: wgpu::ShaderModuleDescriptor<'a>) -> &mut Self {
self.vert_code = Some(code);
self
}
pub fn build(&mut self, device: &wgpu::Device) -> Result<ShaderCanvas, ShaderBuildError> {
let display_format = self
.display_format
.ok_or(ShaderBuildError::InvalidDisplayFormat)?;
let frag_code = self
.frag_code
.take()
.ok_or(ShaderBuildError::InvalidFragmentShader)?;
let vert_code = self
.vert_code
.take()
.ok_or(ShaderBuildError::InvalidVertexShader)?;
let simulation_data = SimulationData {
time: 0.0,
delta_time: 0.0,
mouse_pos: [0.0; 2],
canvas_size: self.canvas_size,
clear_color: self.clear_color,
};
let simulation_data_buffer = device.create_buffer_init(&BufferInitDescriptor {
label: self.label,
contents: bytemuck::cast_slice(&[simulation_data]),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let simulation_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: self.label,
entries: &[
// SimulationData
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
count: None,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
},
],
});
let simulation_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &simulation_bind_group_layout,
label: self.label,
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: simulation_data_buffer.as_entire_binding(),
}],
});
let vert_module = device.create_shader_module(vert_code);
let frag_module = device.create_shader_module(frag_code);
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: self.label,
bind_group_layouts: &[&simulation_bind_group_layout],
push_constant_ranges: &[],
});
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: self.label,
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
entry_point: "main",
module: &vert_module,
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
entry_point: "main",
module: &frag_module,
targets: &[Some(wgpu::ColorTargetState {
format: display_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,
});
Ok(ShaderCanvas {
pipeline,
start_time: None,
last_time: None,
simulation_data,
simulation_data_buffer,
simulation_bind_group,
})
}
}