Basic setup
This commit is contained in:
parent
0bd709fc8b
commit
c11621f56a
27
src/fill.wgsl
Normal file
27
src/fill.wgsl
Normal file
|
|
@ -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;
|
||||
}
|
||||
168
src/main.rs
168
src/main.rs
|
|
@ -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();
|
||||
}
|
||||
_ => {}
|
||||
},
|
||||
|
|
|
|||
|
|
@ -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
20
src/step.wgsl
Normal file
|
|
@ -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;
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user