236 lines
7.5 KiB
Rust
236 lines
7.5 KiB
Rust
//! Standalone wgpu SDF raymarcher.
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//!
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//! Opens a window, creates a GPU pipeline from a WGSL shader string,
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//! and renders with orbit camera controls. Used by the CLI `view` command.
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pub mod pipeline;
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pub mod camera;
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use anyhow::Result;
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use camera::Camera;
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use pipeline::RenderPipeline;
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use std::sync::Arc;
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use winit::application::ApplicationHandler;
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use winit::dpi::PhysicalSize;
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use winit::event::WindowEvent;
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use winit::event_loop::{ActiveEventLoop, EventLoop};
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use winit::window::{Window, WindowId};
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pub fn run(wgsl_source: String, bounding_radius: f64) -> Result<()> {
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let event_loop = EventLoop::new()?;
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let mut app = App {
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state: None,
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wgsl_source,
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bounding_radius,
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};
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event_loop.run_app(&mut app)?;
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Ok(())
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}
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struct App {
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state: Option<RenderState>,
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wgsl_source: String,
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bounding_radius: f64,
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}
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struct RenderState {
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window: Arc<Window>,
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surface: wgpu::Surface<'static>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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pipeline: RenderPipeline,
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camera: Camera,
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mouse_state: MouseState,
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start_time: std::time::Instant,
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}
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#[derive(Default)]
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struct MouseState {
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dragging: bool,
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last_x: f64,
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last_y: f64,
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}
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impl ApplicationHandler for App {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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if self.state.is_some() {
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return;
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}
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let attrs = Window::default_attributes()
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.with_title("Cord")
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.with_inner_size(PhysicalSize::new(1280u32, 720));
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let window = Arc::new(event_loop.create_window(attrs).unwrap());
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let state = pollster::block_on(init_render_state(
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window,
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&self.wgsl_source,
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self.bounding_radius,
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));
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match state {
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Ok(s) => self.state = Some(s),
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Err(e) => {
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eprintln!("render init failed: {e}");
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event_loop.exit();
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}
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}
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}
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fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) {
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let Some(state) = &mut self.state else { return };
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match event {
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WindowEvent::CloseRequested => event_loop.exit(),
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WindowEvent::Resized(size) => {
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if size.width > 0 && size.height > 0 {
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state.config.width = size.width;
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state.config.height = size.height;
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state.surface.configure(&state.device, &state.config);
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state.window.request_redraw();
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}
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}
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WindowEvent::MouseInput { state: btn_state, button, .. } => {
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if button == winit::event::MouseButton::Left {
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state.mouse_state.dragging = btn_state == winit::event::ElementState::Pressed;
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}
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}
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WindowEvent::CursorMoved { position, .. } => {
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if state.mouse_state.dragging {
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let dx = position.x - state.mouse_state.last_x;
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let dy = position.y - state.mouse_state.last_y;
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state.camera.orbit(dx as f32 * 0.005, dy as f32 * 0.005);
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state.window.request_redraw();
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}
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state.mouse_state.last_x = position.x;
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state.mouse_state.last_y = position.y;
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}
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WindowEvent::MouseWheel { delta, .. } => {
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let scroll = match delta {
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winit::event::MouseScrollDelta::LineDelta(_, y) => y,
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winit::event::MouseScrollDelta::PixelDelta(p) => p.y as f32 * 0.01,
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};
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state.camera.zoom(scroll);
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state.window.request_redraw();
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}
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WindowEvent::RedrawRequested => {
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let output = match state.surface.get_current_texture() {
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Ok(t) => t,
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Err(wgpu::SurfaceError::Lost) => {
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state.surface.configure(&state.device, &state.config);
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return;
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}
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Err(e) => {
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eprintln!("surface error: {e}");
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return;
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}
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};
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let elapsed = state.start_time.elapsed().as_secs_f32();
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state.pipeline.update_uniforms(
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&state.queue,
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state.config.width,
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state.config.height,
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elapsed,
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&state.camera,
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);
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let mut encoder = state.device.create_command_encoder(
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&wgpu::CommandEncoderDescriptor { label: Some("render") },
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);
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("main"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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..Default::default()
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});
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state.pipeline.draw(&mut pass);
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}
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state.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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}
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_ => {}
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}
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}
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}
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async fn init_render_state(
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window: Arc<Window>,
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wgsl_source: &str,
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bounding_radius: f64,
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) -> Result<RenderState> {
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let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
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backends: wgpu::Backends::all(),
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..Default::default()
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});
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let surface = instance.create_surface(window.clone())?;
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.ok_or_else(|| anyhow::anyhow!("no suitable GPU adapter"))?;
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let (device, queue) = adapter
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.request_device(&wgpu::DeviceDescriptor {
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label: Some("cord"),
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..Default::default()
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}, None)
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.await?;
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let size = window.inner_size();
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let caps = surface.get_capabilities(&adapter);
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let format = caps.formats.iter()
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.find(|f| f.is_srgb())
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.copied()
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.unwrap_or(caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format,
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width: size.width.max(1),
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height: size.height.max(1),
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present_mode: wgpu::PresentMode::Fifo,
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alpha_mode: caps.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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surface.configure(&device, &config);
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let scene_scale = (bounding_radius as f32).max(0.1);
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let pipeline = RenderPipeline::new(&device, format, wgsl_source, scene_scale)?;
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let camera = Camera::new(scene_scale);
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Ok(RenderState {
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window,
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surface,
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device,
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queue,
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config,
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pipeline,
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camera,
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mouse_state: MouseState::default(),
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start_time: std::time::Instant::now(),
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})
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}
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