start of rust re-write, triangle on screen

rust-rewrite
Patrick Cleavelin 2024-02-24 15:02:06 -06:00
parent e4af6d3403
commit 4999acf92e
5 changed files with 2274 additions and 0 deletions

2128
editor/Cargo.lock generated Normal file

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editor/Cargo.toml Normal file
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[package]
name = "editor"
version = "0.1.0"
edition = "2021"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
futures = "0.3.30"
wgpu = "0.19.1"
winit = "0.29.10"

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editor/src/main.rs Normal file
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use futures::executor::block_on;
use winit::{
dpi::LogicalSize,
event::{Event, WindowEvent},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
fn main() -> Result<(), Box<dyn std::error::Error>> {
let event_loop = EventLoop::new()?;
let logical_size = LogicalSize::new(800.0, 600.0);
let window = WindowBuilder::new()
.with_title("editor - [now with oxide]")
.with_inner_size(logical_size)
.build(&event_loop)?;
let window_size = window.inner_size();
let instance = wgpu::Instance::default();
let surface = instance.create_surface(&window)?;
let adapter = block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::LowPower,
force_fallback_adapter: false,
compatible_surface: Some(&surface),
}))
.ok_or("failed to find an adapter".to_string())?;
let (device, queue) = block_on(adapter.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::downlevel_webgl2_defaults(),
},
None,
))
.map_err(|err| format!("failed to create device {err}"))?;
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!("shader.wgsl"))),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let swapchain_capabilities = surface.get_capabilities(&adapter);
let swapchain_format = swapchain_capabilities.formats[0];
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(swapchain_format.into())],
}),
multiview: None,
});
let config = surface
.get_default_config(&adapter, window_size.width, window_size.height)
.unwrap();
surface.configure(&device, &config);
let window = &window;
event_loop.set_control_flow(ControlFlow::Wait);
event_loop.run(move |event, elwt| match event {
Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => {
elwt.exit();
}
Event::AboutToWait => {
window.request_redraw();
}
Event::WindowEvent {
event: WindowEvent::RedrawRequested,
..
} => {
let frame = surface
.get_current_texture()
.expect("failed to acquire next swap chain texture");
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::GREEN),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
rpass.set_pipeline(&render_pipeline);
rpass.draw(0..3, 0..1);
}
queue.submit(Some(encoder.finish()));
frame.present();
}
_ => (),
})?;
Ok(())
}

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editor/src/shader.wgsl Normal file
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@vertex
fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
let x = f32(i32(in_vertex_index) - 1);
let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
return vec4<f32>(x, y, 0.0, 1.0);
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}

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