qt-wgpu-skel/src/lib.rs
2026-08-05 00:46:46 +03:00

230 lines
5.7 KiB
Rust

use std::error::Error;
use glam::{Mat4, UVec2, Vec3, Vec4, vec3, vec4};
mod camera;
mod render;
#[derive(Debug, Clone, Copy)]
#[repr(C)]
pub struct RedrawArgs {
pub background: Vec4,
pub cam_yaw: f32,
pub cam_pitch: f32,
pub cam_distance: f32,
pub cam_fovy: f32,
}
impl Default for RedrawArgs {
fn default() -> Self {
Self {
background: vec4(0.05, 0.20, 0.85, 1.00),
cam_yaw: std::f32::consts::FRAC_PI_4,
cam_pitch: std::f32::consts::FRAC_PI_6,
cam_distance: 3.,
cam_fovy: std::f32::consts::FRAC_PI_2,
}
}
}
pub struct Gpu {
device: wgpu::Device,
queue: wgpu::Queue,
surface: wgpu::Surface<'static>,
}
pub struct Core {
device: wgpu::Device,
queue: wgpu::Queue,
surface: wgpu::Surface<'static>,
mesh_pipeline: render::mesh::Pipeline,
mesh1: render::mesh::GpuMeshIndexed,
depth: wgpu::Texture,
}
fn cube() -> render::mesh::CpuMeshIndexed {
let mut mesh = render::mesh::CpuMeshIndexed::default();
for (u, v, w) in [
(Vec3::X, Vec3::Y, Vec3::Z),
(Vec3::Y, Vec3::Z, Vec3::X),
(Vec3::Z, Vec3::X, Vec3::Y),
] {
for (m, color) in [(1., w), (-1., 1. - w)] {
let base = mesh.vertices.len() as u16;
for offset in [m * v + u, -m * v + u, -m * v - u, m * v - u] {
let vertex = render::mesh::Vertex {
position: (m * w + offset),
color,
normal: m * w,
};
mesh.vertices.push(vertex);
}
mesh.faces.push([base, base + 1, base + 2]);
mesh.faces.push([base, base + 2, base + 3]);
}
}
mesh
}
impl Core {
pub fn new(gpu: Gpu, pixel_size: UVec2) -> Self {
let Gpu {
device,
queue,
surface,
} = gpu;
let depth = Self::create_depth_buffer(&device, pixel_size);
let mesh_pipeline = render::mesh::Pipeline::new(&device);
let mesh1 = cube();
let mesh1 = render::mesh::GpuMeshIndexed::new(&device, &mesh1);
Self::configure_surface(&surface, &device, pixel_size);
Self {
device,
queue,
surface,
mesh_pipeline,
mesh1,
depth,
}
}
fn render(&self, output: &wgpu::Texture, args: &RedrawArgs) {
let aspect = {
let size = output.size();
let w = size.width as f32;
let h = size.height as f32;
w / h
};
let view = Mat4::from(camera::view(
args.cam_yaw,
args.cam_pitch,
args.cam_distance,
));
let proj = camera::projection(args.cam_fovy, aspect);
self.mesh_pipeline.set_params(
&self.queue,
render::mesh::Params {
mvp: proj * view,
light: vec3(1., 0.5, 0.5).normalize(),
_zero: 0.,
},
);
self.queue.submit([]); // flush buffer updates
let view = output.create_view(&wgpu::TextureViewDescriptor::default());
let depth_view = self
.depth
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
depth_slice: None,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: args.background.x.into(),
g: args.background.y.into(),
b: args.background.z.into(),
a: args.background.w.into(),
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.),
store: wgpu::StoreOp::Discard,
}),
stencil_ops: None,
}),
..Default::default()
});
self.mesh1.render(&self.mesh_pipeline, &mut pass);
drop(pass);
self.queue.submit(std::iter::once(encoder.finish()));
}
fn create_depth_buffer(device: &wgpu::Device, pixel_size: UVec2) -> wgpu::Texture {
device.create_texture(&wgpu::TextureDescriptor {
label: Some("depth buffer"),
size: wgpu::Extent3d {
width: pixel_size.x,
height: pixel_size.y,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: render::DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
view_formats: &[],
})
}
fn configure_surface(surface: &wgpu::Surface, device: &wgpu::Device, pixel_size: UVec2) {
surface.configure(
device,
&wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
format: render::OUTPUT_FORMAT,
width: pixel_size.x,
height: pixel_size.y,
present_mode: wgpu::PresentMode::Fifo,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![],
desired_maximum_frame_latency: 2,
},
);
}
/// Configures the renderer for a given target size.
pub fn configure(&mut self, pixel_size: UVec2) {
Self::configure_surface(&self.surface, &self.device, pixel_size);
self.depth = Self::create_depth_buffer(&self.device, pixel_size);
}
/// Redraws the entire surface.
///
/// [`Self::configure`] must be called at least once before this.
pub fn redraw(&mut self, args: &RedrawArgs) {
let output = self.surface.get_current_texture().unwrap();
self.render(&output.texture, args);
output.present();
}
}
pub async fn init_gpu_inner<E: Error + 'static>(
make_surface: impl FnOnce(&wgpu::Instance) -> Result<wgpu::Surface<'static>, E>,
) -> Result<Gpu, Box<dyn Error>> {
let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
let surface = make_surface(&instance)?;
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::default())
.await
.unwrap();
Ok(Gpu {
device,
queue,
surface,
})
}