Setup winit window and wgpu::Device
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@ -4,9 +4,11 @@ version = "0.1.0"
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edition = "2021"
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[dependencies]
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pollster = "0.2"
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rayon = "1"
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slab = "^0.4"
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smallmap = "^1.0"
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smallvec = "^1.0"
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strum = { version = "0.24", features = ["derive"] }
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wgpu = "^0.12"
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winit = "0.26"
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18
src/lib.rs
18
src/lib.rs
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@ -14,20 +14,26 @@ use pass::*;
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use phase::*;
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pub struct Renderer {
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pub frames_in_flight: usize,
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pub render_passes: Vec<Box<dyn RenderPassBoxTrait>>,
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device: Arc<wgpu::Device>,
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queue: wgpu::Queue,
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frames_in_flight: usize,
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render_passes: Vec<Box<dyn RenderPassBoxTrait>>,
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}
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impl Default for Renderer {
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fn default() -> Self {
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impl Renderer {
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pub fn new(device: wgpu::Device, queue: wgpu::Queue) -> Self {
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Self {
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device: Arc::new(device),
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queue,
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frames_in_flight: 2,
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render_passes: Vec::new(),
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}
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}
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}
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impl Renderer {
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pub fn get_device(&self) -> &Arc<wgpu::Device> {
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&self.device
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}
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pub fn add_pass<T: 'static + RenderPass>(&mut self, pass: T) {
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let pass = Arc::new(RwLock::new(pass));
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self.add_pass_arc(pass);
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52
src/main.rs
52
src/main.rs
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@ -1,9 +1,59 @@
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use cyborg::{pass, Renderer};
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use winit::{event::*, event_loop::{ControlFlow, EventLoop}, window::WindowBuilder};
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async fn make_window_renderer(window: &winit::window::Window) -> Renderer {
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let size = window.inner_size();
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::LowPower,
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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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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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features: wgpu::Features::empty(),
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limits: wgpu::Limits::default(),
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label: None,
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},
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None,
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)
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.await
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.unwrap();
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_preferred_format(&adapter).unwrap(),
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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};
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surface.configure(&device, &config);
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Renderer::new(device, queue)
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}
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fn main() {
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let mut renderer = Renderer::default();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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let mut renderer = pollster::block_on(make_window_renderer(&window));
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let mesh_pass = pass::mesh::MeshPass::new();
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renderer.add_pass(mesh_pass);
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renderer.render();
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event_loop.run(move |event, _, control_flow| match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == window.id() => match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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_ => {}
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}
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_ => {}
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});
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}
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