use mepeyew::*; use nalgebra_glm as glm; use raw_window_handle::{HasDisplayHandle, HasWindowHandle}; use stb_image_rust::*; use winit::{ event::{Event, WindowEvent}, event_loop::{ControlFlow, EventLoop}, window::{Window, WindowBuilder}, }; #[repr(C)] #[derive(Clone, Copy)] pub struct UniformBuffer { model: glm::Mat4, view: glm::Mat4, projection: glm::Mat4, } fn main() { #[cfg(all(feature = "webgpu", target_arch = "wasm32", target_os = "unknown"))] wasm::init(); 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_from_window(WebGpuInitFromWindow { adapter: String::from("mepeyewAdapter"), device: String::from("mepeyewDevice"), canvas_id: Some(String::from("canvas")), }); let mut context = Context::new(extensions, None).unwrap(); let vs = include_bytes!("shaders/outlined_cube/vs.wgsl"); let fs = include_bytes!("shaders/outlined_cube/fs.wgsl"); let outline_vs = include_bytes!("shaders/outlined_cube/outline_vs.wgsl"); let outline_fs = include_bytes!("shaders/outlined_cube/outline_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 outline_vs = context .naga_translate_shader_code( naga_translation::NagaTranslationStage::Vertex, naga_translation::NagaTranslationInput::Wgsl, outline_vs, Default::default(), ) .unwrap(); let outline_fs = context .naga_translate_shader_code( naga_translation::NagaTranslationStage::Fragment, naga_translation::NagaTranslationInput::Wgsl, outline_fs, Default::default(), ) .unwrap(); let (dynamic_uniform_buffer, dynamic_uniform_buffer_guard) = context .new_dynamic_uniform_buffer( &[ UniformBuffer { model: glm::identity(), view: glm::identity(), projection: glm::identity(), }, UniformBuffer { model: glm::identity(), view: glm::identity(), projection: glm::identity(), }, ], None, ) .unwrap(); let data_uniform = ShaderUniform { set: 0, binding: 0, ty: ShaderUniformType::DynamicUniformBuffer(dynamic_uniform_buffer), }; let image_bytes = include_bytes!("resources/marble.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: 1, binding: 0, ty: ShaderUniformType::Texture(texture), }; let sampler = context.get_sampler(None).unwrap(); let sampler_uniform = ShaderUniform { set: 1, binding: 1, ty: ShaderUniformType::Sampler(sampler), }; let program = context .new_program( &ShaderSet::shaders(&[ ( ShaderType::Vertex(VertexBufferInput { args: vec![3, 2] }), &vs, ), (ShaderType::Fragment, &fs), ]), &[data_uniform.clone(), texture_uniform, sampler_uniform], Some(NewProgramExt { enable_depth_test: Some(()), enable_depth_write: Some(()), enable_stencil_test: Some(()), stencil_compare_op: Some(ShaderCompareOp::Always), stencil_pass: Some(ShaderStencilOp::Replace), stencil_fail: Some(ShaderStencilOp::Replace), stencil_depth_fail: Some(ShaderStencilOp::Replace), stencil_compare_mask: Some(0xFF), stencil_write_mask: Some(0xFF), stencil_reference: Some(1), ..Default::default() }), ) .unwrap(); let outline_program = context .new_program( &ShaderSet::shaders(&[ ( ShaderType::Vertex(VertexBufferInput { args: vec![3, 2] }), &outline_vs, ), (ShaderType::Fragment, &outline_fs), ]), &[data_uniform], Some(NewProgramExt { enable_depth_test: None, enable_depth_write: None, enable_stencil_test: Some(()), stencil_compare_op: Some(ShaderCompareOp::NotEqual), stencil_compare_mask: Some(0xFF), stencil_reference: Some(1), ..Default::default() }), ) .unwrap(); #[rustfmt::skip] let vertex_data: Vec = vec![ -0.5, 0.5, 0.5, 0.0, 0.0, -0.5, -0.5, 0.5, 0.0, 1.0, 0.5, -0.5, 0.5, 1.0, 1.0, 0.5, 0.5, 0.5, 1.0, 0.0, -0.5, 0.5, -0.5, 0.0, 0.0, -0.5, -0.5, -0.5, 0.0, 1.0, 0.5, -0.5, -0.5, 1.0, 1.0, 0.5, 0.5, -0.5, 1.0, 0.0, -0.5, 0.5, -0.5, 0.0, 0.0, 0.5, 0.5, -0.5, 1.0, 0.0, 0.5, 0.5, 0.5, 1.0, 1.0, -0.5, 0.5, 0.5, 0.0, 1.0, -0.5, -0.5, -0.5, 0.0, 0.0, 0.5, -0.5, -0.5, 1.0, 0.0, 0.5, -0.5, 0.5, 1.0, 1.0, -0.5, -0.5, 0.5, 0.0, 1.0, -0.5, 0.5, -0.5, 0.0, 0.0, -0.5, 0.5, 0.5, 1.0, 0.0, -0.5, -0.5, 0.5, 1.0, 1.0, -0.5, -0.5, -0.5, 0.0, 1.0, 0.5, 0.5, -0.5, 0.0, 0.0, 0.5, 0.5, 0.5, 1.0, 0.0, 0.5, -0.5, 0.5, 1.0, 1.0, 0.5, -0.5, -0.5, 0.0, 1.0, ]; #[rustfmt::skip] let index_data: Vec = vec![ 0, 1, 2, 0, 2, 3, 4, 5, 6, 4, 6, 7, 8, 9, 10, 8, 10, 11, 12, 13, 14, 12, 14, 15, 16, 17, 18, 16, 18, 19, 20, 21, 22, 20, 22, 23, ]; let vbo = context .new_vertex_buffer(&vertex_data, BufferStorageType::Static, None) .unwrap(); let ibo = context .new_index_buffer(&index_data, BufferStorageType::Static, 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 depth_attachment_image = context .new_attachment_image( window_size.0, window_size.1, AttachmentImageUsage::DepthAttachment, None, ) .unwrap(); let depth_attachment = pass.add_attachment_depth_image( depth_attachment_image, PassInputLoadOpDepthStencilType::Clear, ); 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_program(outline_program) .set_write_depth(depth_attachment) .add_write_color(output_attachment); } let compiled_pass = context.compile_pass(&pass, None).unwrap(); // // --- End Setup Code --- // // `std::time` is not yet supported in wasm land. #[cfg(not(any(target_arch = "wasm32", target_os = "unknown")))] let start = std::time::Instant::now(); #[cfg(all(feature = "webgpu", target_arch = "wasm32", target_os = "unknown"))] let mut start = 0; 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); // For the sake of the Web. 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; #[cfg(not(any(target_arch = "wasm32", target_os = "unknown")))] let elapsed = start.elapsed().as_millis(); #[cfg(all(feature = "webgpu", target_arch = "wasm32", target_os = "unknown"))] let elapsed = { start += 10; start }; // // --- Begin Render Code --- // let mut submit = Submit::new(); let projection = glm::perspective( window_size.0 as f32 / window_size.1 as f32, 90.0 * (glm::pi::() / 180.0), 0.1, 100.0, ); let view = glm::identity(); let view = glm::translate(&view, &glm::vec3(0.0, 0.0, -2.0)); let model = glm::identity(); let model = glm::rotate( &model, elapsed as f32 / 8.0 * (glm::pi::() / 180.0), &glm::vec3(1.0, 0.0, 1.0), ); let uniform_data = UniformBuffer { model, view, projection, }; submit.transfer_into_dynamic_uniform_buffer( dynamic_uniform_buffer_guard, &uniform_data, 0, ); let model = glm::scale(&model, &glm::vec3(1.4, 1.4, 1.4)); let uniform_data = UniformBuffer { model, view, projection, }; submit.transfer_into_dynamic_uniform_buffer( dynamic_uniform_buffer_guard, &uniform_data, 1, ); let mut pass_submit = PassSubmitData::new(compiled_pass); { let mut step_submit = StepSubmitData::new(); step_submit .draw_indexed(program, 0, index_data.len()) .set_dynamic_uniform_buffer_index(dynamic_uniform_buffer, 0) .set_viewport(DrawViewport { x: 0.0, y: 0.0, width: window_size.0 as f32, height: window_size.1 as f32, }); step_submit .draw_indexed(outline_program, 0, index_data.len()) .set_dynamic_uniform_buffer_index(dynamic_uniform_buffer, 1) .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.set_attachment_clear_depth_stencil( depth_attachment, ClearDepthStencil { depth: 1.0, stencil: 0, }, ); pass_submit.step(step_submit); } submit.pass(pass_submit); context.submit(submit, None).unwrap(); // // --- End Render Code --- // window.request_redraw(); } _ => (), } }) .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 fn init() { std::panic::set_hook(Box::new(console_error_panic_hook::hook)); } 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, ) } }