Graphite/src/application.rs

241 lines
8.0 KiB
Rust

// use super::render_state::RenderState;
// use super::program_state::ProgramState;
use super::color_palette::ColorPalette;
use super::gui_rect::GUIRect;
use super::pipeline::Pipeline;
use super::pipeline::PipelineDetails;
use super::shader_cache::ShaderCache;
use super::texture::Texture;
use std::collections::VecDeque;
use winit::event::*;
use winit::event_loop::ControlFlow;
use winit::event_loop::EventLoop;
use winit::window::Window;
pub struct Application {
pub surface: wgpu::Surface,
pub adapter: wgpu::Adapter,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
pub swap_chain: wgpu::SwapChain,
pub shader_cache: ShaderCache,
// pub texture_cache: TextureCache,
pub gui_rect_queue: VecDeque<GUIRect>,
pub pipeline_queue: VecDeque<Pipeline>,
pub temp_color_toggle: bool,
}
impl Application {
pub fn new(window: &Window) -> Self {
// Window as understood by WGPU for rendering onto
let surface = wgpu::Surface::create(window);
// Represents a GPU, exposes the real GPU device and queue
let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions { ..Default::default() }).unwrap();
// Requests the device and queue from the adapter
let requested_device = adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions { anisotropic_filtering: false },
limits: Default::default(),
});
// Connection to the physical GPU
let device = requested_device.0;
// Represents the GPU command queue, to submit CommandBuffers
let queue = requested_device.1;
// Properties for the swap chain frame buffers
let swap_chain_descriptor = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: window.inner_size().width,
height: window.inner_size().height,
present_mode: wgpu::PresentMode::Vsync,
};
// Series of frame buffers with images presented to the surface
let swap_chain = device.create_swap_chain(&surface, &swap_chain_descriptor);
// Cache of all loaded shaders
let shader_cache = ShaderCache::new();
let gui_rect_queue = VecDeque::new();
let pipeline_queue = VecDeque::new();
Self {
surface,
adapter,
device,
queue,
swap_chain_descriptor,
swap_chain,
shader_cache,
gui_rect_queue,
pipeline_queue,
temp_color_toggle: true,
}
}
pub fn example(&mut self) {
self.shader_cache.load(&self.device, "shaders/shader.vert", glsl_to_spirv::ShaderType::Vertex).unwrap();
self.shader_cache.load(&self.device, "shaders/shader.frag", glsl_to_spirv::ShaderType::Fragment).unwrap();
let vertex_shader = self.shader_cache.get_by_path("shaders/shader.vert").unwrap();
let fragment_shader = self.shader_cache.get_by_path("shaders/shader.frag").unwrap();
let texture_view = Texture::from_filepath(&self.device, &mut self.queue, "textures/grid.png").unwrap().view;
let example_pipeline = Pipeline::new(&self.device, PipelineDetails {
vertex_shader,
fragment_shader,
texture_view: Some(&texture_view),
});
self.pipeline_queue.push_back(example_pipeline);
}
pub fn begin_lifecycle(mut self, event_loop: EventLoop<()>, window: Window) {
event_loop.run(move |event, _, control_flow| self.main_event_loop(event, control_flow, &window));
}
pub fn main_event_loop<T>(&mut self, event: Event<'_, T>, control_flow: &mut ControlFlow, window: &Window) {
match event {
// Handle all window events in sequence
Event::WindowEvent { ref event, window_id } if window_id == window.id() => {
self.window_event(event, control_flow);
},
// After handling every event and updating the GUI, request a new sequence of draw commands
Event::MainEventsCleared => {
// Turn the GUI changes into draw commands added to the render pipeline queue
self.redraw();
// If any draw commands were actually added, ask the window to issue a redraw event
if !self.pipeline_queue.is_empty() {
window.request_redraw();
}
*control_flow = ControlFlow::Wait;
},
// Resizing or calling `window.request_redraw()` now redraws the GUI with the pipeline queue
Event::RedrawRequested(_) => {
self.render();
*control_flow = ControlFlow::Wait;
},
// Catch extraneous events
_ => {
*control_flow = ControlFlow::Wait;
},
}
}
pub fn window_event(&mut self, event: &WindowEvent, control_flow: &mut ControlFlow) {
match event {
WindowEvent::CloseRequested => {
self.quit(control_flow);
},
WindowEvent::KeyboardInput { input, .. } => {
self.keyboard_event(input, control_flow);
},
WindowEvent::Resized(physical_size) => {
self.resize(*physical_size);
*control_flow = ControlFlow::Wait;
},
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
self.resize(**new_inner_size);
*control_flow = ControlFlow::Wait;
},
_ => {
*control_flow = ControlFlow::Wait;
},
}
}
pub fn keyboard_event(&mut self, input: &KeyboardInput, control_flow: &mut ControlFlow) {
match input {
KeyboardInput { state: ElementState::Pressed, virtual_keycode: Some(VirtualKeyCode::Escape), .. } => {
self.quit(control_flow);
},
KeyboardInput { state: ElementState::Pressed, virtual_keycode: Some(VirtualKeyCode::Space), .. } => {
self.example();
},
_ => {
*control_flow = ControlFlow::Wait;
},
}
}
pub fn quit(&self, control_flow: &mut ControlFlow) {
*control_flow = ControlFlow::Exit;
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
self.swap_chain_descriptor.width = new_size.width;
self.swap_chain_descriptor.height = new_size.height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.swap_chain_descriptor);
// TODO: Mark root of GUI as dirty to force redraw of everything
}
// Traverse the dirty GUI elements and queue up pipelines to render each GUI rectangle (box/sprite)
pub fn redraw(&mut self) {
}
// Render the queue of pipeline draw commands over the current window
pub fn render(&mut self) {
// Turn the queue of pipelines each into a command buffer and submit it to the render queue
while !self.pipeline_queue.is_empty() {
// Get a frame buffer to render on
let frame = self.swap_chain.get_next_texture();
// Get the pipeline to render in this iteration
let pipeline_struct = self.pipeline_queue.pop_back().unwrap();
// Generates a render pass that commands are applied to, then generates a command buffer when finished
let mut command_encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
// Temporary way to swap clear color every render
let color = match self.temp_color_toggle {
true => ColorPalette::get_color_linear(ColorPalette::MildBlack),
false => ColorPalette::get_color_linear(ColorPalette::NearBlack),
};
self.temp_color_toggle = !self.temp_color_toggle;
// Recording of commands while in "rendering mode" that go into a command buffer
let mut render_pass = command_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: color,
}
],
depth_stencil_attachment: None,
});
// Commands sent to the GPU for drawing during this render pass
render_pass.set_pipeline(&pipeline_struct.render_pipeline);
render_pass.set_vertex_buffers(0, &[(&pipeline_struct.vertex_buffer, 0)]);
render_pass.set_index_buffer(&pipeline_struct.index_buffer, 0);
render_pass.set_bind_group(0, &pipeline_struct.texture_bind_group, &[]);
render_pass.draw_indexed(0..pipeline_struct.index_count, 0, 0..1);
// Done sending render pass commands so we can give up mutation rights to command_encoder
drop(render_pass);
// Turn the recording of commands into a complete command buffer
let command_buffer = command_encoder.finish();
// Submit the command buffer to the GPU command queue
self.queue.submit(&[command_buffer]);
}
}
}