438 lines
14 KiB
Rust
438 lines
14 KiB
Rust
use rand::Rng;
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use raw_window_handle::{
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RawDisplayHandle, RawWindowHandle, WaylandDisplayHandle, WaylandWindowHandle,
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};
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use smithay_client_toolkit::{
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compositor::CompositorState,
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output::OutputState,
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registry::RegistryState,
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seat::SeatState,
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shell::{
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WaylandSurface,
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wlr_layer::{Anchor, LayerShell, LayerSurface},
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},
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};
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use std::{borrow::Cow, env::args, ptr::NonNull, str::FromStr, time::Instant};
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use wayland_client::{Connection, Proxy, QueueHandle, globals::registry_queue_init};
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use wgpu::{BindGroup, Buffer, util::DeviceExt};
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use crate::color_palette::ColorPalette;
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mod color_palette;
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mod implementations;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 2],
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}
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impl Vertex {
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#[allow(dead_code)]
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fn triangle(x: f32, y: f32, w: f32, h: f32) -> [Self; 3] {
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let x0 = x;
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let x1 = x + w;
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let y0 = y;
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let y1 = y + h;
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[
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Vertex { position: [x0, y0] },
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Vertex { position: [x1, y0] },
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Vertex { position: [x1, y1] },
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]
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}
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#[allow(dead_code)]
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fn rectangle(x: f32, y: f32, w: f32, h: f32) -> [Self; 6] {
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let x0 = x;
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let x1 = x + w;
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let y0 = y;
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let y1 = y + h;
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[
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Vertex { position: [x0, y0] }, // Triangle 1
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Vertex { position: [x1, y0] },
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Vertex { position: [x1, y1] },
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Vertex { position: [x0, y0] }, // Triangle 2
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Vertex { position: [x1, y1] },
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Vertex { position: [x0, y1] },
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]
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct InstanceData {
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direction: [f32; 2],
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color: [f32; 3],
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct Uniforms {
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time: f32,
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}
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impl Uniforms {
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fn new() -> Self {
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Self { time: 0.0 }
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}
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}
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fn main() {
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env_logger::init();
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let conn = Connection::connect_to_env().unwrap();
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let (globals, mut event_queue) = registry_queue_init(&conn).unwrap();
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let qh = event_queue.handle();
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// Initialize xdg_shell handlers so we can select the correct adapter
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let compositor_state =
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CompositorState::bind(&globals, &qh).expect("wl_compositor not available");
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let layer_state = LayerShell::bind(&globals, &qh).expect("layer_shell not available");
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let surface = compositor_state.create_surface(&qh);
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// Create the window for adapter selection
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let layer = layer_state.create_layer_surface(
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&qh,
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surface,
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smithay_client_toolkit::shell::wlr_layer::Layer::Top,
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Some(""),
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None,
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);
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layer.set_anchor(Anchor::TOP | Anchor::BOTTOM | Anchor::LEFT | Anchor::RIGHT);
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let (width, height) = (400, 400);
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layer.set_size(0, 0); // 0 width = stretch to full width
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layer.set_opaque_region(None);
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layer.commit();
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// Initialize wgpu
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let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
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backends: wgpu::Backends::all(),
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..Default::default()
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});
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// Create the raw window handle for the surface.
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let raw_display_handle = RawDisplayHandle::Wayland(WaylandDisplayHandle::new(
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NonNull::new(conn.backend().display_ptr() as *mut _).unwrap(),
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));
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let raw_window_handle = RawWindowHandle::Wayland(WaylandWindowHandle::new(
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NonNull::new(layer.wl_surface().id().as_ptr() as *mut _).unwrap(),
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));
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let surface = unsafe {
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instance
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.create_surface_unsafe(wgpu::SurfaceTargetUnsafe::RawHandle {
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raw_display_handle,
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raw_window_handle,
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})
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.unwrap()
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};
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// Pick a supported adapter
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let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
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compatible_surface: Some(&surface),
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..Default::default()
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}))
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.expect("Failed to find suitable adapter");
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let (device, queue) = pollster::block_on(adapter.request_device(&Default::default()))
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.expect("Failed to request device");
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let mut surface_config = surface.get_default_config(&adapter, 200, 200).unwrap();
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surface_config.alpha_mode = wgpu::CompositeAlphaMode::PreMultiplied;
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surface_config.format = wgpu::TextureFormat::Bgra8Unorm;
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let (layout, group, uniform_buffer, uniforms) = create_uniforms(&device);
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let (vertex_buffer, instance_buffer, vertex_count, instance_count) =
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create_vertex_buffer(&device, width as f32, height as f32);
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let render_pipeline = create_pipeline(&device, surface_config.format, &layout);
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let mut wgpu = Wgpu {
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registry_state: RegistryState::new(&globals),
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seat_state: SeatState::new(&globals, &qh),
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output_state: OutputState::new(&globals, &qh),
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start_time: Instant::now(),
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first_configure: true,
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exit: false,
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width: 256,
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height: 256,
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window: layer,
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device,
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surface,
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queue,
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render_pipeline,
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group,
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uniforms,
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uniform_buffer,
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vertex_buffer,
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instance_buffer,
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vertex_count,
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instance_count,
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};
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// We don't draw immediately, the configure will notify us when to first draw.
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loop {
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event_queue.blocking_dispatch(&mut wgpu).unwrap();
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if wgpu.exit {
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break;
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}
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}
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// On exit we must destroy the surface before the window is destroyed.
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drop(wgpu.surface);
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drop(wgpu.window);
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}
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struct Wgpu {
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registry_state: RegistryState,
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seat_state: SeatState,
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output_state: OutputState,
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start_time: Instant,
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exit: bool,
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first_configure: bool,
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width: u32,
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height: u32,
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window: LayerSurface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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surface: wgpu::Surface<'static>,
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render_pipeline: wgpu::RenderPipeline,
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group: wgpu::BindGroup,
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uniforms: Uniforms,
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uniform_buffer: Buffer,
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vertex_buffer: Buffer,
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instance_buffer: Buffer,
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vertex_count: u32,
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instance_count: u32,
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}
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impl Wgpu {
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fn draw(&mut self, _qh: &QueueHandle<Self>) {
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let elapsed = self.start_time.elapsed().as_secs_f32();
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self.update_time(elapsed);
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if elapsed > 3.0 {
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self.exit = true
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}
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let surface_texture = self
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.surface
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.get_current_texture()
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.expect("Failed to acquire next swap chain texture");
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let texture_view = surface_texture
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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{
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &texture_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
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store: wgpu::StoreOp::Store,
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},
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depth_slice: None,
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})],
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depth_stencil_attachment: None,
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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rpass.set_bind_group(0, &self.group, &[]);
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rpass.set_pipeline(&self.render_pipeline);
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rpass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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rpass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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rpass.draw(0..self.vertex_count, 0..self.instance_count);
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}
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self.queue.submit(Some(encoder.finish()));
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surface_texture.present();
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}
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pub fn update_time(&mut self, time: f32) {
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self.uniforms.time = time;
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self.queue
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.write_buffer(&self.uniform_buffer, 0, bytemuck::bytes_of(&self.uniforms));
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}
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}
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fn create_pipeline(
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device: &wgpu::Device,
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swap_chain_format: wgpu::TextureFormat,
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bind_group_layout: &wgpu::BindGroupLayout,
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) -> wgpu::RenderPipeline {
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// Load theushaders from disk
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[bind_group_layout],
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push_constant_ranges: &[],
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});
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let vertex_buffer_layout = wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x2,
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offset: 0,
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shader_location: 0,
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}],
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};
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let instance_buffer_layout = wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<InstanceData>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x2, // v_start
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offset: 0,
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shader_location: 1,
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},
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x3, // color
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offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
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shader_location: 2,
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},
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],
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};
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[vertex_buffer_layout, instance_buffer_layout],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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compilation_options: Default::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: swap_chain_format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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// strip_index_format: None,
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// front_face: wgpu::FrontFace::Ccw,
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// cull_mode: Some(wgpu::Face::Back),
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// // Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
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// // or Features::POLYGON_MODE_POINT
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// polygon_mode: wgpu::PolygonMode::Fill,
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// // Requires Features::DEPTH_CLIP_CONTROL
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// unclipped_depth: false,
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// // Requires Features::CONSERVATIVE_RASTERIZATION
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// conservative: false,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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cache: None,
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})
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}
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fn create_uniforms(device: &wgpu::Device) -> (wgpu::BindGroupLayout, BindGroup, Buffer, Uniforms) {
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let uniforms = Uniforms::new();
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let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Uniform Buffer"),
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contents: bytemuck::bytes_of(&uniforms),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let uniform_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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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: None,
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},
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count: None,
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}],
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label: Some("uniform_bind_group_layout"),
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});
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let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &uniform_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: uniform_buffer.as_entire_binding(),
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}],
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label: Some("uniform_bind_group"),
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});
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(
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uniform_bind_group_layout,
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uniform_bind_group,
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uniform_buffer,
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uniforms,
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)
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}
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fn create_vertex_buffer(
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device: &wgpu::Device,
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width: f32,
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height: f32,
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) -> (Buffer, Buffer, u32, u32) {
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// Only 1 rectangle vertices here, since instances define position:
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let rectangle = Vertex::rectangle(0.0, 0.0, 0.00002 * height, 0.00002 * width);
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let args = args().collect::<Vec<String>>();
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let pallette = extreact_flag_value::<ColorPalette>(&args, "--pallette").unwrap_or_default();
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let colors = pallette.get_colors();
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let color_count = colors.len();
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let mut rng = rand::rng();
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let instances = (0..200)
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.map(|_| {
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let x = rng.random_range(-1.0..1.0) as f32;
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let y_max = (1.0 - x * x).sqrt() * 2.5;
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let y = rng.random_range(-0.5..y_max);
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InstanceData {
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direction: [x * 1.2, y],
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color: colors
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.get(rng.random_range(0..color_count))
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.unwrap()
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.clone(),
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}
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})
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.collect::<Vec<InstanceData>>();
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Rectangle Vertex Buffer"),
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contents: bytemuck::cast_slice(&rectangle),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Instance Buffer"),
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contents: bytemuck::cast_slice(&instances),
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usage: wgpu::BufferUsages::VERTEX,
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});
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(
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vertex_buffer,
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instance_buffer,
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rectangle.len() as u32,
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instances.len() as u32,
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)
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}
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fn extreact_flag_value<T: FromStr>(args: &Vec<String>, name: &str) -> Option<T> {
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let pos = args.iter().position(|arg| arg == name)?;
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let val = args.get(pos + 1)?;
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if val.starts_with("-") {
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return None;
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}
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val.parse::<T>().ok()
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}
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