Basic setup

This commit is contained in:
numzero 2025-01-11 01:30:58 +03:00
parent 0bd709fc8b
commit c11621f56a
4 changed files with 215 additions and 18 deletions

27
src/fill.wgsl Normal file
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@ -0,0 +1,27 @@
const SEED = 0x4ae95672u;
struct Varying {
@builtin(position) screen: vec4f,
}
@vertex
fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
let uv = vec2f(vec2(vi, vi >> 1u) & vec2(1u));
let screen = vec4(uv * 2. - 1., 0., 1.);
return Varying(screen);
}
@fragment
fn on_fragment(in: Varying) -> @location(0) u32 {
let x = bitcast<u32>(in.screen.x);
let y = bitcast<u32>(in.screen.y);
let rand = hash(hash(hash(SEED) ^ hash(x)) ^ hash(y));
return rand >> 31;
}
fn hash(key : u32) -> u32 {
var v = key;
v *= 0xb384af1bu;
v ^= v >> 15u;
return v;
}

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@ -1,12 +1,18 @@
use std::error::Error;
use glam::uvec2;
use glam::{uvec2, UVec2};
use winit::{
event::{Event, WindowEvent},
event_loop::EventLoop,
window::{Window, WindowAttributes},
};
struct GameState {
size: UVec2,
last: wgpu::TextureView,
next: wgpu::TextureView,
}
fn main() {
let event_loop = EventLoop::new().unwrap();
@ -17,7 +23,72 @@ fn main() {
let (device, queue, surface) = pollster::block_on(init_gpu(window)).unwrap();
let format = wgpu::TextureFormat::Bgra8UnormSrgb;
let mut surface_configured = false;
let fill_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("fill"),
source: wgpu::ShaderSource::Wgsl(include_str!("fill.wgsl").into()),
});
let fill_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: wgpu::VertexState {
module: &fill_shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &fill_shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::R8Uint,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
cache: None,
});
let step_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("step"),
source: wgpu::ShaderSource::Wgsl(include_str!("step.wgsl").into()),
});
let step_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: None,
vertex: wgpu::VertexState {
module: &step_shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
buffers: &[],
},
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
..Default::default()
},
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &step_shader,
entry_point: None,
compilation_options: wgpu::PipelineCompilationOptions::default(),
targets: &[Some(wgpu::ColorTargetState {
format: wgpu::TextureFormat::R8Uint,
blend: None,
write_mask: wgpu::ColorWrites::ALL,
})],
}),
multiview: None,
cache: None,
});
let present_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("present"),
@ -52,6 +123,7 @@ fn main() {
cache: None,
});
let mut state = None;
#[allow(deprecated)]
event_loop
.run(move |event, control_flow| match event {
@ -72,15 +144,55 @@ fn main() {
desired_maximum_frame_latency: 2,
},
);
surface_configured = true;
let [last, next] = [(), ()].map(|_| {
device
.create_texture(&wgpu::TextureDescriptor {
label: None,
size: wgpu::Extent3d {
width: size.x,
height: size.y,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::R8Uint,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
view_formats: &[],
})
.create_view(&Default::default())
});
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &last,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLUE),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&fill_pipeline);
render_pass.draw(0..4, 0..1);
drop(render_pass);
queue.submit(std::iter::once(encoder.finish()));
state = Some(GameState { size, last, next });
}
WindowEvent::RedrawRequested => {
if !surface_configured {
let Some(state) = &mut state else {
return;
}
};
let output = surface.get_current_texture().unwrap();
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
@ -96,10 +208,56 @@ fn main() {
timestamp_writes: None,
});
render_pass.set_pipeline(&present_pipeline);
render_pass.set_bind_group(
0,
&device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &present_pipeline.get_bind_group_layout(0),
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&state.last),
}],
}),
&[],
);
render_pass.draw(0..4, 0..1);
drop(render_pass);
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &state.next,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::BLUE),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&step_pipeline);
render_pass.set_bind_group(
0,
&device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &step_pipeline.get_bind_group_layout(0),
entries: &[wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&state.last),
}],
}),
&[],
);
render_pass.draw(0..4, 0..1);
drop(render_pass);
queue.submit(std::iter::once(encoder.finish()));
output.present();
std::mem::swap(&mut state.last, &mut state.next);
window.request_redraw();
}
_ => {}
},

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@ -1,5 +1,3 @@
const SEED = 0x4ae95672u;
struct Varying {
@location(0) uv: vec2f,
@builtin(position) screen: vec4f,
@ -12,17 +10,11 @@ fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
return Varying(vec2(uv.x, 1. - uv.y), screen);
}
@group(0) @binding(0) var field: texture_2d<u32>;
@fragment
fn on_fragment(in: Varying) -> @location(0) vec4f {
let x = bitcast<u32>(in.uv.x);
let y = bitcast<u32>(in.uv.y);
let rand = hash(hash(hash(SEED) ^ hash(x)) ^ hash(y));
return vec4f(f32(rand) / 0x1p32);
}
fn hash(key : u32) -> u32 {
var v = key;
v *= 0xb384af1bu;
v ^= v >> 15u;
return v;
let pos = vec2u(in.screen.xy);
let state = textureLoad(field, pos, 0).x;
return vec4f(f32(state));
}

20
src/step.wgsl Normal file
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@ -0,0 +1,20 @@
struct Varying {
@location(0) uv: vec2f,
@builtin(position) screen: vec4f,
}
@vertex
fn on_vertex(@builtin(vertex_index) vi: u32) -> Varying {
let uv = vec2f(vec2(vi, vi >> 1u) & vec2(1u));
let screen = vec4(uv * 2. - 1., 0., 1.);
return Varying(vec2(uv.x, 1. - uv.y), screen);
}
@group(0) @binding(0) var field: texture_2d<u32>;
@fragment
fn on_fragment(in: Varying) -> @location(0) u32 {
let pos = vec2u(in.screen.xy);
let state = textureLoad(field, pos, 0).x;
return 1 - state;
}