use mepeyew::*; use raw_window_handle::{HasDisplayHandle, HasWindowHandle}; use stb_image_rust::*; use winit::{ event::{Event, WindowEvent}, event_loop::{ControlFlow, EventLoop}, window::{Window, WindowBuilder}, }; fn main() { #[cfg(not(all(target_arch = "wasm32", target_os = "unknown")))] { use pollster::FutureExt; async { run().await }.block_on(); } #[cfg(all(feature = "webgpu", target_arch = "wasm32", target_os = "unknown"))] wasm_bindgen_futures::spawn_local(async { wasm::run().await }); } async fn run() { let event_loop = EventLoop::new().unwrap(); let window = WindowBuilder::new().build(&event_loop).unwrap(); let window_size = get_window_size(&window); // // --- Begin Setup Code --- // let mut extensions = Extensions::new(); extensions .native_debug(Default::default()) .naga_translation() .surface_extension(SurfaceConfiguration { width: window_size.0, height: window_size.1, display: window.display_handle().unwrap().as_raw(), window: window.window_handle().unwrap().as_raw(), }) .webgpu_init(WebGpuInit { canvas_id: Some("canvas".to_owned()), }); let mut context = Context::async_new(extensions, None).await.unwrap(); let vs = include_bytes!("shaders/textured_quad/vs.wgsl"); let fs = include_bytes!("shaders/textured_quad/fs.wgsl"); let vs = context .naga_translate_shader_code( naga_translation::NagaTranslationStage::Vertex, naga_translation::NagaTranslationInput::Wgsl, vs, Default::default(), ) .unwrap(); let fs = context .naga_translate_shader_code( naga_translation::NagaTranslationStage::Fragment, naga_translation::NagaTranslationInput::Wgsl, fs, Default::default(), ) .unwrap(); let sampler = context.get_sampler(None).unwrap(); let image_bytes = include_bytes!("resources/photo.jpg"); let mut x: i32 = 0; let mut y: i32 = 0; let mut comp: i32 = 0; let image: *mut u8; unsafe { image = stbi_load_from_memory( image_bytes.as_ptr(), image_bytes.len() as i32, &mut x as *mut i32, &mut y as *mut i32, &mut comp as *mut i32, STBI_rgb_alpha, ); } let texture = context .new_texture(x as usize, y as usize, TextureFormat::Rgba, None) .unwrap(); context .upload_texture( texture, unsafe { std::slice::from_raw_parts(image, (x * y) as usize * std::mem::size_of::()) }, None, ) .unwrap(); let texture_uniform = ShaderUniform { set: 0, binding: 0, ty: ShaderUniformType::Texture(texture), }; let sampler_uniform = ShaderUniform { set: 0, binding: 1, ty: ShaderUniformType::Sampler(sampler), }; let program = context .new_program( &ShaderSet::shaders(&[ ( ShaderType::Vertex(VertexBufferInput { args: vec![3, 2] }), &vs, ), (ShaderType::Fragment, &fs), ]), &[texture_uniform, sampler_uniform], None, ) .unwrap(); #[rustfmt::skip] let vertex_data: Vec = vec![ -0.5, 0.5, 0.0, 0.0, 0.0, -0.5, -0.5, 0.0, 0.0, 1.0, 0.5, 0.5, 0.0, 1.0, 0.0, 0.5, -0.5, 0.0, 1.0, 1.0, ]; #[rustfmt::skip] let index_data: Vec = vec![ 0, 1, 2, 2, 1, 3, ]; let vbo = context .new_vertex_buffer(&vertex_data, BufferStorageType::Static, None) .unwrap(); let ibo = context .new_index_buffer(&index_data, BufferStorageType::Dynamic, None) .unwrap(); let mut pass = Pass::new( window_size.0, window_size.1, Some(NewPassExt { depends_on_surface_size: Some(()), surface_attachment_load_op: Some(PassInputLoadOpColorType::Clear), ..Default::default() }), ); let output_attachment = pass.get_surface_local_attachment(); { let pass_step = pass.add_step(); pass_step .add_vertex_buffer(vbo) .set_index_buffer(ibo) .add_program(program) .add_write_color(output_attachment); } let compiled_pass = context.compile_pass(&pass, None).unwrap(); // // --- End Setup Code --- // let mut last_window_size = window_size; event_loop .run(move |event, elwt| { elwt.set_control_flow(ControlFlow::wait_duration( std::time::Duration::from_millis(16), )); match event { Event::WindowEvent { event: WindowEvent::CloseRequested, window_id, } if window_id == window.id() => elwt.exit(), Event::WindowEvent { event: WindowEvent::Resized(size), window_id, } if window_id == window.id() => { context .set_surface_size(size.width as usize, size.height as usize) .unwrap(); } Event::WindowEvent { event: WindowEvent::RedrawRequested, window_id, } if window_id == window.id() => { let window_size = get_window_size(&window); if last_window_size.0 != window_size.0 || last_window_size.1 != window_size.1 { context .set_surface_size(window_size.0, window_size.1) .unwrap(); } last_window_size = window_size; // // --- Begin Render Code --- // let mut submit = Submit::new(); let mut pass_submit = PassSubmitData::new(compiled_pass); { let mut step_submit = StepSubmitData::new(); step_submit .draw_indexed(program, 0, index_data.len()) .set_viewport(DrawViewport { x: 0.0, y: 0.0, width: window_size.0 as f32, height: window_size.1 as f32, }); pass_submit.set_attachment_clear_color( output_attachment, ClearColor { r: 0.0, g: 0.2, b: 0.2, a: 1.0, }, ); pass_submit.step(step_submit); } submit.pass(pass_submit); context.submit(submit, None).unwrap(); // // --- End Render Code --- // } _ => (), } }) .unwrap(); } #[allow(unused_variables)] fn get_window_size(window: &Window) -> (usize, usize) { #[cfg(all(target_arch = "wasm32", target_os = "unknown"))] return wasm::get_window_size(); #[cfg(not(all(target_arch = "wasm32", target_os = "unknown")))] { let size = window.inner_size(); (size.width as usize, size.height as usize) } } #[cfg(all(feature = "webgpu", target_arch = "wasm32", target_os = "unknown"))] mod wasm { use wasm_bindgen::prelude::*; pub async fn run() { std::panic::set_hook(Box::new(console_error_panic_hook::hook)); crate::run().await } pub fn get_window_size() -> (usize, usize) { let window = web_sys::window().unwrap(); let canvas = window .document() .unwrap() .get_element_by_id("canvas") .unwrap() .dyn_into::() .unwrap(); ( canvas.client_width() as usize, canvas.client_height() as usize, ) } }