Setup winit window and wgpu::Device

This commit is contained in:
mars 2022-04-18 01:59:26 -06:00
parent b4d6d6cba0
commit b6a0b345c9
3 changed files with 65 additions and 7 deletions

View File

@ -4,9 +4,11 @@ version = "0.1.0"
edition = "2021"
[dependencies]
pollster = "0.2"
rayon = "1"
slab = "^0.4"
smallmap = "^1.0"
smallvec = "^1.0"
strum = { version = "0.24", features = ["derive"] }
wgpu = "^0.12"
winit = "0.26"

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@ -14,20 +14,26 @@ use pass::*;
use phase::*;
pub struct Renderer {
pub frames_in_flight: usize,
pub render_passes: Vec<Box<dyn RenderPassBoxTrait>>,
device: Arc<wgpu::Device>,
queue: wgpu::Queue,
frames_in_flight: usize,
render_passes: Vec<Box<dyn RenderPassBoxTrait>>,
}
impl Default for Renderer {
fn default() -> Self {
impl Renderer {
pub fn new(device: wgpu::Device, queue: wgpu::Queue) -> Self {
Self {
device: Arc::new(device),
queue,
frames_in_flight: 2,
render_passes: Vec::new(),
}
}
}
impl Renderer {
pub fn get_device(&self) -> &Arc<wgpu::Device> {
&self.device
}
pub fn add_pass<T: 'static + RenderPass>(&mut self, pass: T) {
let pass = Arc::new(RwLock::new(pass));
self.add_pass_arc(pass);

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@ -1,9 +1,59 @@
use cyborg::{pass, Renderer};
use winit::{event::*, event_loop::{ControlFlow, EventLoop}, window::WindowBuilder};
async fn make_window_renderer(window: &winit::window::Window) -> Renderer {
let size = window.inner_size();
let instance = wgpu::Instance::new(wgpu::Backends::all());
let surface = unsafe { instance.create_surface(window) };
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::LowPower,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
label: None,
},
None,
)
.await
.unwrap();
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface.get_preferred_format(&adapter).unwrap(),
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
};
surface.configure(&device, &config);
Renderer::new(device, queue)
}
fn main() {
let mut renderer = Renderer::default();
let event_loop = EventLoop::new();
let window = WindowBuilder::new().build(&event_loop).unwrap();
let mut renderer = pollster::block_on(make_window_renderer(&window));
let mesh_pass = pass::mesh::MeshPass::new();
renderer.add_pass(mesh_pass);
renderer.render();
event_loop.run(move |event, _, control_flow| match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == window.id() => match event {
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
_ => {}
}
_ => {}
});
}