mirror of
https://github.com/maplibre/maplibre-rs.git
synced 2025-12-08 19:05:57 +00:00
Refactor complete project by splitting it up and introducing a State
This commit is contained in:
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31
src/lyon_test/fps_meter.rs
Normal file
31
src/lyon_test/fps_meter.rs
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@ -0,0 +1,31 @@
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use std::time::{Duration, Instant};
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pub struct FPSMeter {
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start: Instant,
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next_report: Instant,
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frame_count: u32,
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pub time_secs: f32,
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}
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impl FPSMeter {
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pub fn new() -> Self {
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let start = Instant::now();
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Self {
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start,
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next_report: start + Duration::from_secs(1),
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frame_count: 0,
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time_secs: 0.0,
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}
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}
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pub fn update_and_print(&mut self) {
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self.frame_count += 1;
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let now = Instant::now();
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self.time_secs = (now - self.start).as_secs_f32();
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if now >= self.next_report {
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println!("{} FPS", self.frame_count);
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self.frame_count = 0;
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self.next_report = now + Duration::from_secs(1);
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}
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}
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}
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@ -1,57 +1,18 @@
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use std::time::{Duration, Instant};
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use futures::executor::block_on;
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use lyon::tessellation::VertexBuffers;
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use vector_tile::parse_tile;
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use wgpu::util::DeviceExt;
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use winit::event_loop::EventLoop;
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use winit::event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::Window;
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use crate::piplines::create_map_render_pipeline_description;
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use crate::scene::SceneParams;
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use crate::shader::{
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create_fragment_module_descriptor, create_map_fragment_state, create_map_vertex_state,
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create_vertex_module_descriptor,
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};
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use crate::shader_ffi::*;
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use crate::tesselation::{RustLogo, Tesselated};
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use crate::state::State;
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mod fps_meter;
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mod multisampling;
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mod piplines;
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mod scene;
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mod shader;
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mod shader_ffi;
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mod state;
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mod tesselation;
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mod tile_downloader;
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const PRIM_BUFFER_LEN: usize = 256;
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const DEFAULT_WINDOW_WIDTH: f32 = 800.0;
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const DEFAULT_WINDOW_HEIGHT: f32 = 800.0;
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/// Creates a texture that uses MSAA and fits a given swap chain
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fn create_multisampled_framebuffer(
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device: &wgpu::Device,
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desc: &wgpu::SurfaceConfiguration,
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sample_count: u32,
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) -> wgpu::TextureView {
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let multisampled_frame_descriptor = &wgpu::TextureDescriptor {
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label: Some("Multisampled frame descriptor"),
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size: wgpu::Extent3d {
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width: desc.width,
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height: desc.height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count,
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dimension: wgpu::TextureDimension::D2,
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format: desc.format,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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};
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device
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.create_texture(multisampled_frame_descriptor)
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.create_view(&wgpu::TextureViewDescriptor::default())
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}
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mod texture;
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fn main() {
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env_logger::init();
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@ -61,365 +22,59 @@ fn main() {
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println!(" PgUp/PgDown: zoom in/out");
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println!(" a/z: increase/decrease the stroke width");
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// Number of samples for anti-aliasing
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// Set to 1 to disable
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let sample_count = 4;
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let num_instances: u32 = 1;
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let stroke_prim_id = 0;
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let fill_prim_id = 1;
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let mut geometry: VertexBuffers<GpuVertex, u16> = VertexBuffers::new();
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let (stroke_range, fill_range) = if true {
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let tile =
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parse_tile("test-data/12-2176-1425.pbf").expect("failed loading tile");
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(
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0..tile.tesselate_stroke(&mut geometry, stroke_prim_id),
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0..0,
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)
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} else {
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let logo = RustLogo();
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let max_index = logo.tesselate_stroke(&mut geometry, stroke_prim_id);
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(
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0..max_index,
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max_index..max_index + logo.tesselate_fill(&mut geometry, fill_prim_id),
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)
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};
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let mut cpu_primitives = [Primitive {
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color: [1.0, 0.0, 0.0, 1.0],
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z_index: 0,
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width: 0.0,
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translate: [0.0, 0.0],
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angle: 0.0,
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..Primitive::DEFAULT
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}; PRIM_BUFFER_LEN];
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// Stroke primitive
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cpu_primitives[stroke_prim_id as usize] = Primitive {
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color: [0.0, 0.0, 0.0, 1.0],
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z_index: num_instances as i32 + 2,
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width: 1.0,
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..Primitive::DEFAULT
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};
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// Main fill primitive
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cpu_primitives[fill_prim_id as usize] = Primitive {
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color: [1.0, 1.0, 1.0, 1.0],
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z_index: num_instances as i32 + 1,
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..Primitive::DEFAULT
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};
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let mut scene = SceneParams::DEFAULT;
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let event_loop = EventLoop::new();
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let window = Window::new(&event_loop).unwrap();
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// create an instance
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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// create an surface
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let surface = unsafe { instance.create_surface(&window) };
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// create an adapter
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let adapter = block_on(instance.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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.unwrap();
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// create a device and a queue
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let (device, queue) = block_on(adapter.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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features: wgpu::Features::default(),
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limits: wgpu::Limits::default(),
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},
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None,
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))
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.unwrap();
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let vertex_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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contents: bytemuck::cast_slice(&geometry.vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let indices_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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contents: bytemuck::cast_slice(&geometry.indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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let prim_buffer_byte_size = (PRIM_BUFFER_LEN * std::mem::size_of::<Primitive>()) as u64;
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let globals_buffer_byte_size = std::mem::size_of::<Globals>() as u64;
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let prims_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Prims ubo"),
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size: prim_buffer_byte_size,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let globals_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Globals ubo"),
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size: globals_buffer_byte_size,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Bind group layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: wgpu::BufferSize::new(globals_buffer_byte_size),
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: wgpu::BufferSize::new(prim_buffer_byte_size),
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},
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count: None,
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},
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],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Bind group"),
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layout: &bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(
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globals_uniform_buffer.as_entire_buffer_binding(),
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),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Buffer(
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prims_uniform_buffer.as_entire_buffer_binding(),
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),
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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label: None,
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});
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let vertex_module = device.create_shader_module(&create_vertex_module_descriptor());
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let fragment_module = device.create_shader_module(&create_fragment_module_descriptor());
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let mut render_pipeline_descriptor = create_map_render_pipeline_description(
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&pipeline_layout,
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create_map_vertex_state(&vertex_module),
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create_map_fragment_state(&fragment_module),
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sample_count,
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);
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let render_pipeline = device.create_render_pipeline(&render_pipeline_descriptor);
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// TODO: this isn't what we want: we'd need the equivalent of VK_POLYGON_MODE_LINE,
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// but it doesn't seem to be exposed by wgpu?
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render_pipeline_descriptor.primitive.topology = wgpu::PrimitiveTopology::LineList;
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let size = window.inner_size();
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let mut surface_desc = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Mailbox,
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};
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let mut multisampled_render_target = None;
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surface.configure(&device, &surface_desc);
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let mut depth_texture_view = None;
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let start = Instant::now();
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let mut next_report = start + Duration::from_secs(1);
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let mut frame_count: u32 = 0;
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let mut time_secs: f32 = 0.0;
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let mut state = pollster::block_on(State::new(&window));
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window.request_redraw();
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event_loop.run(move |event, _, control_flow| {
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if !scene.update_inputs(event, &window, control_flow) {
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// keep polling inputs.
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return;
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}
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if scene.size_changed {
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scene.size_changed = false;
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let physical = scene.window_size;
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surface_desc.width = physical.width;
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surface_desc.height = physical.height;
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surface.configure(&device, &surface_desc);
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let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Depth texture"),
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size: wgpu::Extent3d {
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width: surface_desc.width,
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height: surface_desc.height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Depth32Float,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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});
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depth_texture_view =
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Some(depth_texture.create_view(&wgpu::TextureViewDescriptor::default()));
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multisampled_render_target = if sample_count > 1 {
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Some(create_multisampled_framebuffer(
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&device,
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&surface_desc,
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sample_count,
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))
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} else {
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None
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};
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}
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// TODO: Without this we are not able to close the window
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if !scene.render {
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return;
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}
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scene.render = false;
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let frame = match surface.get_current_texture() {
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Ok(texture) => texture,
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Err(e) => {
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println!("Swap-chain error: {:?}", e);
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return;
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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() => {
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if !state.input(event) {
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match event {
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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},
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..
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} => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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// new_inner_size is &mut so w have to dereference it twice
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state.resize(**new_inner_size);
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}
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_ => {}
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}
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}
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}
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};
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let frame_view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Encoder"),
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});
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/* cpu_primitives[fill_prim_id as usize].color = [
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(time_secs * 0.8 - 1.6).sin() * -0.1 + 0.1,
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(time_secs * 0.5 - 1.6).sin() * -0.1 + 0.1,
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(time_secs - 1.6).sin() * -0.1 + 0.1,
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1.0,
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];*/
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cpu_primitives[stroke_prim_id as usize].width = scene.stroke_width;
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cpu_primitives[stroke_prim_id as usize].color = [
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(time_secs * 0.8 - 1.6).sin() * 0.1 + 0.1,
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(time_secs * 0.5 - 1.6).sin() * 0.1 + 0.1,
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(time_secs - 1.6).sin() * 0.1 + 0.1,
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1.0,
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];
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for idx in 2..(num_instances + 1) {
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cpu_primitives[idx as usize].translate = [
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(time_secs * 0.05 * idx as f32).sin() * (100.0 + idx as f32 * 10.0),
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(time_secs * 0.1 * idx as f32).sin() * (100.0 + idx as f32 * 10.0),
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];
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}
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queue.write_buffer(
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&globals_uniform_buffer,
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0,
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bytemuck::cast_slice(&[Globals {
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resolution: [
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scene.window_size.width as f32,
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scene.window_size.height as f32,
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],
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zoom: scene.zoom,
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scroll_offset: scene.scroll.to_array(),
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_pad: 0.0,
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}]),
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);
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queue.write_buffer(
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&prims_uniform_buffer,
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0,
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bytemuck::cast_slice(&cpu_primitives),
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);
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{
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// A resolve target is only supported if the attachment actually uses anti-aliasing
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// So if sample_count == 1 then we must render directly to the surface's buffer
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let color_attachment = if let Some(msaa_target) = &multisampled_render_target {
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wgpu::RenderPassColorAttachment {
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view: msaa_target,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
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store: true,
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},
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resolve_target: Some(&frame_view),
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Event::RedrawRequested(_) => {
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state.update();
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match state.render() {
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Ok(_) => {}
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// Reconfigure the surface if lost
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Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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}
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} else {
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wgpu::RenderPassColorAttachment {
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view: &frame_view,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
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store: true,
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},
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resolve_target: None,
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}
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};
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[color_attachment],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: depth_texture_view.as_ref().unwrap(),
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(0.0),
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store: true,
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}),
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stencil_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(0),
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store: true,
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}),
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}),
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});
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|
||||
pass.set_pipeline(&render_pipeline);
|
||||
pass.set_bind_group(0, &bind_group, &[]);
|
||||
pass.set_index_buffer(indices_uniform_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
pass.set_vertex_buffer(0, vertex_uniform_buffer.slice(..));
|
||||
|
||||
pass.draw_indexed(fill_range.clone(), 0, 0..(num_instances as u32));
|
||||
pass.draw_indexed(stroke_range.clone(), 0, 0..1);
|
||||
}
|
||||
|
||||
queue.submit(Some(encoder.finish()));
|
||||
frame.present();
|
||||
|
||||
frame_count += 1;
|
||||
let now = Instant::now();
|
||||
time_secs = (now - start).as_secs_f32();
|
||||
if now >= next_report {
|
||||
println!("{} FPS", frame_count);
|
||||
frame_count = 0;
|
||||
next_report = now + Duration::from_secs(1);
|
||||
}
|
||||
Event::MainEventsCleared => {
|
||||
// RedrawRequested will only trigger once, unless we manually
|
||||
// request it.
|
||||
window.request_redraw();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
25
src/lyon_test/multisampling.rs
Normal file
25
src/lyon_test/multisampling.rs
Normal file
@ -0,0 +1,25 @@
|
||||
|
||||
/// Creates a texture that uses MSAA and fits a given swap chain
|
||||
pub fn create_multisampled_framebuffer(
|
||||
device: &wgpu::Device,
|
||||
desc: &wgpu::SurfaceConfiguration,
|
||||
sample_count: u32,
|
||||
) -> wgpu::TextureView {
|
||||
let multisampled_frame_descriptor = &wgpu::TextureDescriptor {
|
||||
label: Some("Multisampled frame descriptor"),
|
||||
size: wgpu::Extent3d {
|
||||
width: desc.width,
|
||||
height: desc.height,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: desc.format,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
};
|
||||
|
||||
device
|
||||
.create_texture(multisampled_frame_descriptor)
|
||||
.create_view(&wgpu::TextureViewDescriptor::default())
|
||||
}
|
||||
@ -1,4 +1,5 @@
|
||||
use wgpu::{FragmentState, PipelineLayout, RenderPipelineDescriptor, VertexState};
|
||||
use crate::texture::Texture;
|
||||
|
||||
pub fn create_map_render_pipeline_description<'a>(
|
||||
pipeline_layout: &'a PipelineLayout,
|
||||
@ -6,19 +7,6 @@ pub fn create_map_render_pipeline_description<'a>(
|
||||
fragment_state: FragmentState<'a>,
|
||||
sample_count: u32,
|
||||
) -> RenderPipelineDescriptor<'a> {
|
||||
let depth_stencil_state = wgpu::DepthStencilState {
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Greater,
|
||||
stencil: wgpu::StencilState {
|
||||
front: wgpu::StencilFaceState::IGNORE,
|
||||
back: wgpu::StencilFaceState::IGNORE,
|
||||
read_mask: 0,
|
||||
write_mask: 0,
|
||||
},
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
};
|
||||
|
||||
let descriptor = wgpu::RenderPipelineDescriptor {
|
||||
label: None,
|
||||
layout: Some(&pipeline_layout),
|
||||
@ -33,7 +21,19 @@ pub fn create_map_render_pipeline_description<'a>(
|
||||
clamp_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: Some(depth_stencil_state),
|
||||
/*depth_stencil: None,*/
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Greater,
|
||||
stencil: wgpu::StencilState {
|
||||
front: wgpu::StencilFaceState::IGNORE,
|
||||
back: wgpu::StencilFaceState::IGNORE,
|
||||
read_mask: 0,
|
||||
write_mask: 0,
|
||||
},
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
}),
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: sample_count,
|
||||
mask: !0,
|
||||
|
||||
@ -1,128 +0,0 @@
|
||||
use lyon::math::Vector;
|
||||
use winit::dpi::PhysicalSize;
|
||||
use winit::event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent};
|
||||
use winit::event_loop::ControlFlow;
|
||||
use winit::window::Window;
|
||||
|
||||
use crate::{DEFAULT_WINDOW_HEIGHT, DEFAULT_WINDOW_WIDTH};
|
||||
|
||||
pub struct SceneParams {
|
||||
pub target_zoom: f32,
|
||||
pub zoom: f32,
|
||||
pub target_scroll: Vector,
|
||||
pub scroll: Vector,
|
||||
pub show_points: bool,
|
||||
pub stroke_width: f32,
|
||||
pub target_stroke_width: f32,
|
||||
pub window_size: PhysicalSize<u32>,
|
||||
pub size_changed: bool,
|
||||
pub render: bool,
|
||||
}
|
||||
|
||||
impl SceneParams {
|
||||
pub const DEFAULT: SceneParams = SceneParams {
|
||||
target_zoom: 5.0,
|
||||
zoom: 5.0,
|
||||
target_scroll: Vector::new(70.0, 70.0),
|
||||
scroll: Vector::new(70.0, 70.0),
|
||||
show_points: false,
|
||||
stroke_width: 1.0,
|
||||
target_stroke_width: 1.0,
|
||||
window_size: PhysicalSize::new(DEFAULT_WINDOW_WIDTH as u32, DEFAULT_WINDOW_HEIGHT as u32),
|
||||
size_changed: true,
|
||||
render: false,
|
||||
};
|
||||
|
||||
pub fn update_inputs(
|
||||
self: &mut SceneParams,
|
||||
event: Event<()>,
|
||||
window: &Window,
|
||||
control_flow: &mut ControlFlow,
|
||||
) -> bool {
|
||||
match event {
|
||||
Event::RedrawRequested(_) => {
|
||||
self.render = true;
|
||||
}
|
||||
Event::RedrawEventsCleared => {
|
||||
window.request_redraw();
|
||||
}
|
||||
Event::WindowEvent {
|
||||
event: WindowEvent::Destroyed,
|
||||
..
|
||||
}
|
||||
| Event::WindowEvent {
|
||||
event: WindowEvent::CloseRequested,
|
||||
..
|
||||
} => {
|
||||
*control_flow = ControlFlow::Exit;
|
||||
return false;
|
||||
}
|
||||
Event::WindowEvent {
|
||||
event: WindowEvent::Resized(size),
|
||||
..
|
||||
} => {
|
||||
self.window_size = size;
|
||||
self.size_changed = true
|
||||
}
|
||||
Event::WindowEvent {
|
||||
event:
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state: ElementState::Pressed,
|
||||
virtual_keycode: Some(key),
|
||||
..
|
||||
},
|
||||
..
|
||||
},
|
||||
..
|
||||
} => match key {
|
||||
VirtualKeyCode::Escape => {
|
||||
*control_flow = ControlFlow::Exit;
|
||||
return false;
|
||||
}
|
||||
VirtualKeyCode::PageDown => {
|
||||
self.target_zoom *= 0.8;
|
||||
}
|
||||
VirtualKeyCode::PageUp => {
|
||||
self.target_zoom *= 1.25;
|
||||
}
|
||||
VirtualKeyCode::Left => {
|
||||
self.target_scroll.x -= 50.0 / self.target_zoom;
|
||||
}
|
||||
VirtualKeyCode::Right => {
|
||||
self.target_scroll.x += 50.0 / self.target_zoom;
|
||||
}
|
||||
VirtualKeyCode::Up => {
|
||||
self.target_scroll.y -= 50.0 / self.target_zoom;
|
||||
}
|
||||
VirtualKeyCode::Down => {
|
||||
self.target_scroll.y += 50.0 / self.target_zoom;
|
||||
}
|
||||
VirtualKeyCode::P => {
|
||||
self.show_points = !self.show_points;
|
||||
}
|
||||
VirtualKeyCode::A => {
|
||||
self.target_stroke_width /= 0.8;
|
||||
}
|
||||
VirtualKeyCode::Z => {
|
||||
self.target_stroke_width *= 0.8;
|
||||
}
|
||||
_key => {}
|
||||
},
|
||||
_evt => {
|
||||
//println!("{:?}", _evt);
|
||||
}
|
||||
}
|
||||
//println!(" -- zoom: {}, scroll: {:?}", self.target_zoom, self.target_scroll);
|
||||
|
||||
self.zoom += (self.target_zoom - self.zoom) / 3.0;
|
||||
self.scroll = self.scroll + (self.target_scroll - self.scroll) / 3.0;
|
||||
self.stroke_width =
|
||||
self.stroke_width + (self.target_stroke_width - self.stroke_width) / 5.0;
|
||||
|
||||
*control_flow = ControlFlow::Poll;
|
||||
|
||||
true
|
||||
}
|
||||
}
|
||||
@ -1,6 +1,6 @@
|
||||
use wgpu::{ColorTargetState, FragmentState, ShaderModule, ShaderModuleDescriptor, VertexAttribute, VertexBufferLayout, VertexState};
|
||||
|
||||
use crate::GpuVertex;
|
||||
use crate::shader_ffi::GpuVertex;
|
||||
|
||||
const MAP_VERTEX_SHADER_ARGUMENTS: [VertexAttribute; 3] = [
|
||||
wgpu::VertexAttribute {
|
||||
|
||||
493
src/lyon_test/state.rs
Normal file
493
src/lyon_test/state.rs
Normal file
@ -0,0 +1,493 @@
|
||||
use std::ops::Range;
|
||||
|
||||
use lyon::math::Vector;
|
||||
use lyon::tessellation::VertexBuffers;
|
||||
use vector_tile::parse_tile;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::dpi::PhysicalSize;
|
||||
use winit::event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent};
|
||||
use winit::event_loop::ControlFlow;
|
||||
use winit::window::Window;
|
||||
|
||||
use crate::fps_meter::FPSMeter;
|
||||
use crate::multisampling::create_multisampled_framebuffer;
|
||||
use crate::piplines::*;
|
||||
use crate::shader::*;
|
||||
use crate::shader_ffi::*;
|
||||
use crate::tesselation::{RustLogo, Tesselated};
|
||||
use crate::texture::Texture;
|
||||
|
||||
pub struct SceneParams {
|
||||
pub target_zoom: f32,
|
||||
pub zoom: f32,
|
||||
pub target_scroll: Vector,
|
||||
pub scroll: Vector,
|
||||
pub show_points: bool,
|
||||
pub stroke_width: f32,
|
||||
pub target_stroke_width: f32,
|
||||
}
|
||||
|
||||
const PRIM_BUFFER_LEN: usize = 256;
|
||||
|
||||
pub const DEFAULT_SCENE: SceneParams = SceneParams {
|
||||
target_zoom: 5.0,
|
||||
zoom: 5.0,
|
||||
target_scroll: Vector::new(70.0, 70.0),
|
||||
scroll: Vector::new(70.0, 70.0),
|
||||
show_points: false,
|
||||
stroke_width: 1.0,
|
||||
target_stroke_width: 1.0,
|
||||
};
|
||||
|
||||
pub struct State {
|
||||
device: wgpu::Device,
|
||||
queue: wgpu::Queue,
|
||||
|
||||
fps_meter: FPSMeter,
|
||||
|
||||
surface: wgpu::Surface,
|
||||
surface_config: wgpu::SurfaceConfiguration,
|
||||
|
||||
pub size: winit::dpi::PhysicalSize<u32>,
|
||||
|
||||
render_pipeline: wgpu::RenderPipeline,
|
||||
bind_group: wgpu::BindGroup,
|
||||
|
||||
sample_count: u32,
|
||||
multisampled_render_target: Option<wgpu::TextureView>,
|
||||
depth_texture: Texture,
|
||||
|
||||
prims_uniform_buffer: wgpu::Buffer,
|
||||
globals_uniform_buffer: wgpu::Buffer,
|
||||
vertex_uniform_buffer: wgpu::Buffer,
|
||||
indices_uniform_buffer: wgpu::Buffer,
|
||||
|
||||
num_instances: u32,
|
||||
stroke_prim_id: u32,
|
||||
fill_prim_id: u32,
|
||||
cpu_primitives: Vec<Primitive>,
|
||||
fill_range: Range<u32>,
|
||||
stroke_range: Range<u32>,
|
||||
|
||||
scene: SceneParams,
|
||||
}
|
||||
|
||||
impl State {
|
||||
pub async fn new(window: &Window) -> Self {
|
||||
let sample_count = 4;
|
||||
let stroke_prim_id = 0;
|
||||
let fill_prim_id = 1;
|
||||
|
||||
let size = window.inner_size();
|
||||
|
||||
let mut geometry: VertexBuffers<GpuVertex, u16> = VertexBuffers::new();
|
||||
|
||||
let (stroke_range, fill_range) = if true {
|
||||
let tile = parse_tile("test-data/12-2176-1425.pbf").expect("failed loading tile");
|
||||
(
|
||||
0..tile.tesselate_stroke(&mut geometry, stroke_prim_id),
|
||||
0..0,
|
||||
)
|
||||
} else {
|
||||
let logo = RustLogo();
|
||||
let max_index = logo.tesselate_stroke(&mut geometry, stroke_prim_id);
|
||||
(
|
||||
0..max_index,
|
||||
max_index..max_index + logo.tesselate_fill(&mut geometry, fill_prim_id),
|
||||
)
|
||||
};
|
||||
|
||||
let mut cpu_primitives = Vec::with_capacity(PRIM_BUFFER_LEN);
|
||||
for _ in 0..PRIM_BUFFER_LEN {
|
||||
cpu_primitives.push(Primitive {
|
||||
color: [1.0, 0.0, 0.0, 1.0],
|
||||
z_index: 0,
|
||||
width: 0.0,
|
||||
translate: [0.0, 0.0],
|
||||
angle: 0.0,
|
||||
..Primitive::DEFAULT
|
||||
});
|
||||
}
|
||||
|
||||
// Stroke primitive
|
||||
cpu_primitives[stroke_prim_id as usize] = Primitive {
|
||||
color: [0.0, 0.0, 0.0, 1.0],
|
||||
z_index: 3,
|
||||
width: 1.0,
|
||||
..Primitive::DEFAULT
|
||||
};
|
||||
// Main fill primitive
|
||||
cpu_primitives[fill_prim_id as usize] = Primitive {
|
||||
color: [1.0, 1.0, 1.0, 1.0],
|
||||
z_index: 1,
|
||||
..Primitive::DEFAULT
|
||||
};
|
||||
|
||||
// create an instance
|
||||
let instance = wgpu::Instance::new(wgpu::Backends::all());
|
||||
|
||||
// create an surface
|
||||
let surface = unsafe { instance.create_surface(window) };
|
||||
|
||||
// create an adapter
|
||||
let adapter = instance
|
||||
.request_adapter(&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::LowPower,
|
||||
compatible_surface: Some(&surface),
|
||||
force_fallback_adapter: false,
|
||||
})
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
// create a device and a queue
|
||||
let (device, queue) = adapter
|
||||
.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
label: None,
|
||||
features: wgpu::Features::default(),
|
||||
limits: wgpu::Limits::default(),
|
||||
},
|
||||
None,
|
||||
)
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
let vertex_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: None,
|
||||
contents: bytemuck::cast_slice(&geometry.vertices),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
|
||||
let indices_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: None,
|
||||
contents: bytemuck::cast_slice(&geometry.indices),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
|
||||
let prim_buffer_byte_size = (PRIM_BUFFER_LEN * std::mem::size_of::<Primitive>()) as u64;
|
||||
let globals_buffer_byte_size = std::mem::size_of::<Globals>() as u64;
|
||||
|
||||
let prims_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("Prims ubo"),
|
||||
size: prim_buffer_byte_size,
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
let globals_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
label: Some("Globals ubo"),
|
||||
size: globals_buffer_byte_size,
|
||||
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
|
||||
mapped_at_creation: false,
|
||||
});
|
||||
|
||||
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: Some("Bind group layout"),
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: wgpu::BufferSize::new(globals_buffer_byte_size),
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: wgpu::ShaderStages::VERTEX,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: wgpu::BufferSize::new(prim_buffer_byte_size),
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("Bind group"),
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer(
|
||||
globals_uniform_buffer.as_entire_buffer_binding(),
|
||||
),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Buffer(
|
||||
prims_uniform_buffer.as_entire_buffer_binding(),
|
||||
),
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
bind_group_layouts: &[&bind_group_layout],
|
||||
push_constant_ranges: &[],
|
||||
label: None,
|
||||
});
|
||||
|
||||
let vertex_module = device.create_shader_module(&create_vertex_module_descriptor());
|
||||
let fragment_module = device.create_shader_module(&create_fragment_module_descriptor());
|
||||
let mut render_pipeline_descriptor = create_map_render_pipeline_description(
|
||||
&pipeline_layout,
|
||||
create_map_vertex_state(&vertex_module),
|
||||
create_map_fragment_state(&fragment_module),
|
||||
sample_count,
|
||||
);
|
||||
let render_pipeline = device.create_render_pipeline(&render_pipeline_descriptor);
|
||||
|
||||
// TODO: this isn't what we want: we'd need the equivalent of VK_POLYGON_MODE_LINE,
|
||||
// but it doesn't seem to be exposed by wgpu?
|
||||
render_pipeline_descriptor.primitive.topology = wgpu::PrimitiveTopology::LineList;
|
||||
|
||||
let surface_config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: wgpu::PresentMode::Mailbox,
|
||||
};
|
||||
|
||||
surface.configure(&device, &surface_config);
|
||||
|
||||
let depth_texture = Texture::create_depth_texture(&device, &surface_config, "depth_texture", sample_count);
|
||||
|
||||
let multisampled_render_target = if sample_count > 1 {
|
||||
Some(create_multisampled_framebuffer(
|
||||
&device,
|
||||
&surface_config,
|
||||
sample_count,
|
||||
))
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
size,
|
||||
surface_config,
|
||||
render_pipeline,
|
||||
bind_group,
|
||||
multisampled_render_target,
|
||||
depth_texture,
|
||||
sample_count,
|
||||
fill_range,
|
||||
num_instances: 1,
|
||||
stroke_prim_id: 0,
|
||||
fill_prim_id: 1,
|
||||
scene: DEFAULT_SCENE,
|
||||
vertex_uniform_buffer,
|
||||
globals_uniform_buffer,
|
||||
prims_uniform_buffer,
|
||||
indices_uniform_buffer,
|
||||
fps_meter: FPSMeter::new(),
|
||||
stroke_range,
|
||||
cpu_primitives
|
||||
}
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.surface_config.width = new_size.width;
|
||||
self.surface_config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.surface_config);
|
||||
|
||||
// Re-configure depth buffer
|
||||
self.depth_texture = Texture::create_depth_texture(&self.device, &self.surface_config, "depth_texture", self.sample_count);
|
||||
|
||||
// Re-configure multi-sampling buffer
|
||||
self.multisampled_render_target = if self.sample_count > 1 {
|
||||
Some(create_multisampled_framebuffer(
|
||||
&self.device,
|
||||
&self.surface_config,
|
||||
self.sample_count,
|
||||
))
|
||||
} else {
|
||||
None
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
pub fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
let scene = &mut self.scene;
|
||||
let found = match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
KeyboardInput {
|
||||
state: ElementState::Pressed,
|
||||
virtual_keycode: Some(key),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => match key {
|
||||
VirtualKeyCode::PageDown => {
|
||||
scene.target_zoom *= 0.8;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::PageUp => {
|
||||
scene.target_zoom *= 1.25;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::Left => {
|
||||
scene.target_scroll.x -= 50.0 / scene.target_zoom;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::Right => {
|
||||
scene.target_scroll.x += 50.0 / scene.target_zoom;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::Up => {
|
||||
scene.target_scroll.y -= 50.0 / scene.target_zoom;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::Down => {
|
||||
scene.target_scroll.y += 50.0 / scene.target_zoom;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::P => {
|
||||
scene.show_points = !scene.show_points;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::A => {
|
||||
scene.target_stroke_width /= 0.8;
|
||||
true
|
||||
}
|
||||
VirtualKeyCode::Z => {
|
||||
scene.target_stroke_width *= 0.8;
|
||||
true
|
||||
}
|
||||
_key => false
|
||||
},
|
||||
_evt => false
|
||||
};
|
||||
|
||||
found
|
||||
}
|
||||
|
||||
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
||||
let frame = self.surface.get_current_texture()?;
|
||||
let scene = &mut self.scene;
|
||||
|
||||
let frame_view = frame
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
let mut encoder = self
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Encoder"),
|
||||
});
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.globals_uniform_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[Globals {
|
||||
resolution: [
|
||||
self.size.width as f32,
|
||||
self.size.height as f32,
|
||||
],
|
||||
zoom: scene.zoom,
|
||||
scroll_offset: scene.scroll.to_array(),
|
||||
_pad: 0.0,
|
||||
}]),
|
||||
);
|
||||
|
||||
self.queue.write_buffer(
|
||||
&self.prims_uniform_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&self.cpu_primitives),
|
||||
);
|
||||
|
||||
{
|
||||
// A resolve target is only supported if the attachment actually uses anti-aliasing
|
||||
// So if sample_count == 1 then we must render directly to the surface's buffer
|
||||
let color_attachment = if let Some(msaa_target) = &self.multisampled_render_target {
|
||||
wgpu::RenderPassColorAttachment {
|
||||
view: msaa_target,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
|
||||
store: true,
|
||||
},
|
||||
resolve_target: Some(&frame_view),
|
||||
}
|
||||
} else {
|
||||
wgpu::RenderPassColorAttachment {
|
||||
view: &frame_view,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
|
||||
store: true,
|
||||
},
|
||||
resolve_target: None,
|
||||
}
|
||||
};
|
||||
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: None,
|
||||
color_attachments: &[color_attachment],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.depth_texture.view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(0.0),
|
||||
store: true,
|
||||
}),
|
||||
stencil_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(0),
|
||||
store: true,
|
||||
}),
|
||||
}),
|
||||
});
|
||||
|
||||
pass.set_pipeline(&self.render_pipeline);
|
||||
pass.set_bind_group(0, &self.bind_group, &[]);
|
||||
pass.set_index_buffer(
|
||||
self.indices_uniform_buffer.slice(..),
|
||||
wgpu::IndexFormat::Uint16,
|
||||
);
|
||||
pass.set_vertex_buffer(0, self.vertex_uniform_buffer.slice(..));
|
||||
|
||||
pass.draw_indexed(self.fill_range.clone(), 0, 0..(self.num_instances as u32));
|
||||
pass.draw_indexed(self.stroke_range.clone(), 0, 0..1);
|
||||
}
|
||||
|
||||
self.queue.submit(Some(encoder.finish()));
|
||||
frame.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
|
||||
pub fn update(&mut self) {
|
||||
let scene = &mut self.scene;
|
||||
let time_secs = self.fps_meter.time_secs;
|
||||
|
||||
|
||||
scene.zoom += (scene.target_zoom - scene.zoom) / 3.0;
|
||||
scene.scroll = scene.scroll + (scene.target_scroll - scene.scroll) / 3.0;
|
||||
scene.stroke_width =
|
||||
scene.stroke_width + (scene.target_stroke_width - scene.stroke_width) / 5.0;
|
||||
|
||||
self.cpu_primitives[self.stroke_prim_id as usize].width = scene.stroke_width;
|
||||
self.cpu_primitives[self.stroke_prim_id as usize].color = [
|
||||
(time_secs * 0.8 - 1.6).sin() * 0.1 + 0.1,
|
||||
(time_secs * 0.5 - 1.6).sin() * 0.1 + 0.1,
|
||||
(time_secs - 1.6).sin() * 0.1 + 0.1,
|
||||
1.0,
|
||||
];
|
||||
|
||||
for idx in 2..(self.num_instances + 1) {
|
||||
self.cpu_primitives[idx as usize].translate = [
|
||||
(time_secs * 0.05 * idx as f32).sin() * (100.0 + idx as f32 * 10.0),
|
||||
(time_secs * 0.1 * idx as f32).sin() * (100.0 + idx as f32 * 10.0),
|
||||
];
|
||||
}
|
||||
|
||||
self.fps_meter.update_and_print()
|
||||
}
|
||||
}
|
||||
36
src/lyon_test/texture.rs
Normal file
36
src/lyon_test/texture.rs
Normal file
@ -0,0 +1,36 @@
|
||||
pub struct Texture {
|
||||
pub texture: wgpu::Texture,
|
||||
pub view: wgpu::TextureView,
|
||||
}
|
||||
|
||||
impl Texture {
|
||||
pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
|
||||
|
||||
pub fn create_depth_texture(
|
||||
device: &wgpu::Device,
|
||||
config: &wgpu::SurfaceConfiguration,
|
||||
label: &str,
|
||||
sample_count: u32,
|
||||
) -> Self {
|
||||
|
||||
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: Some("Depth texture"),
|
||||
size: wgpu::Extent3d {
|
||||
width: config.width,
|
||||
height: config.height,
|
||||
depth_or_array_layers: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
sample_count,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: wgpu::TextureFormat::Depth32Float,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
});
|
||||
let view = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
Self {
|
||||
texture: depth_texture,
|
||||
view,
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -5,7 +5,7 @@ use std::path::Path;
|
||||
use vector_tile::grid::*;
|
||||
|
||||
pub async fn download_tiles() {
|
||||
for (z, x, y) in get_tile_coordinates_tutzing() {
|
||||
for (z, x, y) in tile_coordinates_bavaria(&google_mercator(), 6) {
|
||||
let target = format!(
|
||||
"https://maps.tuerantuer.org/europe_germany/{z}/{x}/{y}.pbf",
|
||||
z = z,
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user