Refactor complete project by splitting it up and introducing a State

This commit is contained in:
Maximilian Ammann 2021-12-02 16:20:48 +01:00
parent 1841d9933d
commit a7bc21ab70
9 changed files with 653 additions and 541 deletions

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@ -0,0 +1,31 @@
use std::time::{Duration, Instant};
pub struct FPSMeter {
start: Instant,
next_report: Instant,
frame_count: u32,
pub time_secs: f32,
}
impl FPSMeter {
pub fn new() -> Self {
let start = Instant::now();
Self {
start,
next_report: start + Duration::from_secs(1),
frame_count: 0,
time_secs: 0.0,
}
}
pub fn update_and_print(&mut self) {
self.frame_count += 1;
let now = Instant::now();
self.time_secs = (now - self.start).as_secs_f32();
if now >= self.next_report {
println!("{} FPS", self.frame_count);
self.frame_count = 0;
self.next_report = now + Duration::from_secs(1);
}
}
}

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@ -1,57 +1,18 @@
use std::time::{Duration, Instant}; use winit::event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop};
use futures::executor::block_on;
use lyon::tessellation::VertexBuffers;
use vector_tile::parse_tile;
use wgpu::util::DeviceExt;
use winit::event_loop::EventLoop;
use winit::window::Window; use winit::window::Window;
use crate::piplines::create_map_render_pipeline_description; use crate::state::State;
use crate::scene::SceneParams;
use crate::shader::{
create_fragment_module_descriptor, create_map_fragment_state, create_map_vertex_state,
create_vertex_module_descriptor,
};
use crate::shader_ffi::*;
use crate::tesselation::{RustLogo, Tesselated};
mod fps_meter;
mod multisampling;
mod piplines; mod piplines;
mod scene;
mod shader; mod shader;
mod shader_ffi; mod shader_ffi;
mod state;
mod tesselation; mod tesselation;
mod tile_downloader; mod tile_downloader;
mod texture;
const PRIM_BUFFER_LEN: usize = 256;
const DEFAULT_WINDOW_WIDTH: f32 = 800.0;
const DEFAULT_WINDOW_HEIGHT: f32 = 800.0;
/// Creates a texture that uses MSAA and fits a given swap chain
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())
}
fn main() { fn main() {
env_logger::init(); env_logger::init();
@ -61,365 +22,59 @@ fn main() {
println!(" PgUp/PgDown: zoom in/out"); println!(" PgUp/PgDown: zoom in/out");
println!(" a/z: increase/decrease the stroke width"); println!(" a/z: increase/decrease the stroke width");
// Number of samples for anti-aliasing
// Set to 1 to disable
let sample_count = 4;
let num_instances: u32 = 1;
let stroke_prim_id = 0;
let fill_prim_id = 1;
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 = [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
}; PRIM_BUFFER_LEN];
// Stroke primitive
cpu_primitives[stroke_prim_id as usize] = Primitive {
color: [0.0, 0.0, 0.0, 1.0],
z_index: num_instances as i32 + 2,
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: num_instances as i32 + 1,
..Primitive::DEFAULT
};
let mut scene = SceneParams::DEFAULT;
let event_loop = EventLoop::new(); let event_loop = EventLoop::new();
let window = Window::new(&event_loop).unwrap(); let window = Window::new(&event_loop).unwrap();
let mut state = pollster::block_on(State::new(&window));
// 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 = block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::LowPower,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
}))
.unwrap();
// create a device and a queue
let (device, queue) = block_on(adapter.request_device(
&wgpu::DeviceDescriptor {
label: None,
features: wgpu::Features::default(),
limits: wgpu::Limits::default(),
},
None,
))
.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 size = window.inner_size();
let mut surface_desc = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Mailbox,
};
let mut multisampled_render_target = None;
surface.configure(&device, &surface_desc);
let mut depth_texture_view = None;
let start = Instant::now();
let mut next_report = start + Duration::from_secs(1);
let mut frame_count: u32 = 0;
let mut time_secs: f32 = 0.0;
window.request_redraw(); window.request_redraw();
event_loop.run(move |event, _, control_flow| { event_loop.run(move |event, _, control_flow| {
if !scene.update_inputs(event, &window, control_flow) { match event {
// keep polling inputs. Event::WindowEvent {
return; ref event,
} window_id,
} if window_id == window.id() => {
if scene.size_changed { if !state.input(event) {
scene.size_changed = false; match event {
let physical = scene.window_size; WindowEvent::CloseRequested
surface_desc.width = physical.width; | WindowEvent::KeyboardInput {
surface_desc.height = physical.height; input:
surface.configure(&device, &surface_desc); KeyboardInput {
state: ElementState::Pressed,
let depth_texture = device.create_texture(&wgpu::TextureDescriptor { virtual_keycode: Some(VirtualKeyCode::Escape),
label: Some("Depth texture"), ..
size: wgpu::Extent3d { },
width: surface_desc.width, ..
height: surface_desc.height, } => *control_flow = ControlFlow::Exit,
depth_or_array_layers: 1, WindowEvent::Resized(physical_size) => {
}, state.resize(*physical_size);
mip_level_count: 1, }
sample_count, WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
dimension: wgpu::TextureDimension::D2, // new_inner_size is &mut so w have to dereference it twice
format: wgpu::TextureFormat::Depth32Float, state.resize(**new_inner_size);
usage: wgpu::TextureUsages::RENDER_ATTACHMENT, }
}); _ => {}
}
depth_texture_view = }
Some(depth_texture.create_view(&wgpu::TextureViewDescriptor::default()));
multisampled_render_target = if sample_count > 1 {
Some(create_multisampled_framebuffer(
&device,
&surface_desc,
sample_count,
))
} else {
None
};
}
// TODO: Without this we are not able to close the window
if !scene.render {
return;
}
scene.render = false;
let frame = match surface.get_current_texture() {
Ok(texture) => texture,
Err(e) => {
println!("Swap-chain error: {:?}", e);
return;
} }
}; Event::RedrawRequested(_) => {
state.update();
let frame_view = frame match state.render() {
.texture Ok(_) => {}
.create_view(&wgpu::TextureViewDescriptor::default()); // Reconfigure the surface if lost
Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor { // The system is out of memory, we should probably quit
label: Some("Encoder"), Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
}); // All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
/* cpu_primitives[fill_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,
];*/
cpu_primitives[stroke_prim_id as usize].width = scene.stroke_width;
cpu_primitives[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..(num_instances + 1) {
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),
];
}
queue.write_buffer(
&globals_uniform_buffer,
0,
bytemuck::cast_slice(&[Globals {
resolution: [
scene.window_size.width as f32,
scene.window_size.height as f32,
],
zoom: scene.zoom,
scroll_offset: scene.scroll.to_array(),
_pad: 0.0,
}]),
);
queue.write_buffer(
&prims_uniform_buffer,
0,
bytemuck::cast_slice(&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) = &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 { Event::MainEventsCleared => {
view: &frame_view, // RedrawRequested will only trigger once, unless we manually
ops: wgpu::Operations { // request it.
load: wgpu::LoadOp::Clear(wgpu::Color::WHITE), window.request_redraw();
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: depth_texture_view.as_ref().unwrap(),
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(&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);
} }
}); });
} }

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@ -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())
}

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@ -1,4 +1,5 @@
use wgpu::{FragmentState, PipelineLayout, RenderPipelineDescriptor, VertexState}; use wgpu::{FragmentState, PipelineLayout, RenderPipelineDescriptor, VertexState};
use crate::texture::Texture;
pub fn create_map_render_pipeline_description<'a>( pub fn create_map_render_pipeline_description<'a>(
pipeline_layout: &'a PipelineLayout, pipeline_layout: &'a PipelineLayout,
@ -6,19 +7,6 @@ pub fn create_map_render_pipeline_description<'a>(
fragment_state: FragmentState<'a>, fragment_state: FragmentState<'a>,
sample_count: u32, sample_count: u32,
) -> RenderPipelineDescriptor<'a> { ) -> 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 { let descriptor = wgpu::RenderPipelineDescriptor {
label: None, label: None,
layout: Some(&pipeline_layout), layout: Some(&pipeline_layout),
@ -33,7 +21,19 @@ pub fn create_map_render_pipeline_description<'a>(
clamp_depth: false, clamp_depth: false,
conservative: 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 { multisample: wgpu::MultisampleState {
count: sample_count, count: sample_count,
mask: !0, mask: !0,

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@ -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
}
}

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@ -1,6 +1,6 @@
use wgpu::{ColorTargetState, FragmentState, ShaderModule, ShaderModuleDescriptor, VertexAttribute, VertexBufferLayout, VertexState}; use wgpu::{ColorTargetState, FragmentState, ShaderModule, ShaderModuleDescriptor, VertexAttribute, VertexBufferLayout, VertexState};
use crate::GpuVertex; use crate::shader_ffi::GpuVertex;
const MAP_VERTEX_SHADER_ARGUMENTS: [VertexAttribute; 3] = [ const MAP_VERTEX_SHADER_ARGUMENTS: [VertexAttribute; 3] = [
wgpu::VertexAttribute { wgpu::VertexAttribute {

493
src/lyon_test/state.rs Normal file
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@ -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
View 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,
}
}
}

View File

@ -5,7 +5,7 @@ use std::path::Path;
use vector_tile::grid::*; use vector_tile::grid::*;
pub async fn download_tiles() { 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!( let target = format!(
"https://maps.tuerantuer.org/europe_germany/{z}/{x}/{y}.pbf", "https://maps.tuerantuer.org/europe_germany/{z}/{x}/{y}.pbf",
z = z, z = z,