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Rust
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use anyhow::Result;
use galactica_content::Content;
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use glyphon::{FontSystem, SwashCache, TextAtlas, TextRenderer};
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use crate::{
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globaluniform::GlobalUniform, pipeline::PipelineBuilder, shaderprocessor::preprocess_shader,
starfield::Starfield, texturearray::TextureArray, ui::UiManager, GPUState, RenderState,
VertexBuffers,
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};
impl GPUState {
/// Make a new GPUState that draws on `window`
pub async fn new(window: winit::window::Window, ct: &Content) -> Result<Self> {
let window_size = window.inner_size();
let window_aspect = window_size.width as f32 / window_size.height as f32;
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
..Default::default()
});
let surface = unsafe { instance.create_surface(&window) }.unwrap();
// Basic setup
let device;
let queue;
let config;
{
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
(device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
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// TODO: remove nonuniform sampled textures
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features: wgpu::Features::TEXTURE_BINDING_ARRAY | wgpu::Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
// We may need limits if we compile for wasm
limits: wgpu::Limits::default(),
label: Some("gpu device"),
},
None,
)
.await
.unwrap();
// Assume sRGB
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps
.formats
.iter()
.copied()
.filter(|f| f.is_srgb())
.filter(|f| f.has_stencil_aspect())
.next()
.unwrap_or(surface_caps.formats[0]);
config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: window_size.width,
height: window_size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
};
surface.configure(&device, &config);
}
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let vertex_buffers = VertexBuffers::new(&device, ct);
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// Load uniforms
let global_uniform = GlobalUniform::new(&device);
let texture_array = TextureArray::new(&device, &queue, ct)?;
// Make sure these match the indices in each shader
let bind_group_layouts = &[
&texture_array.bind_group_layout,
&global_uniform.bind_group_layout,
];
// Text renderer
let mut text_atlas = TextAtlas::new(&device, &queue, wgpu::TextureFormat::Bgra8UnormSrgb);
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let mut text_font_system = FontSystem::new_with_locale_and_db(
"en-US".to_string(),
glyphon::fontdb::Database::new(),
);
let conf = ct.get_config();
for font in &conf.font_files {
text_font_system.db_mut().load_font_file(font)?;
}
// TODO: nice error if no family with this name is found
text_font_system
.db_mut()
.set_sans_serif_family(conf.font_sans.clone());
text_font_system
.db_mut()
.set_serif_family(conf.font_serif.clone());
text_font_system
.db_mut()
.set_monospace_family(conf.font_mono.clone());
//text_font_system
// .db_mut()
// .set_cursive_family(conf.font_cursive.clone());
//text_font_system
// .db_mut()
// .set_fantasy_family(conf.font_fantasy.clone());
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let text_cache = SwashCache::new();
let text_renderer = TextRenderer::new(
&mut text_atlas,
&device,
wgpu::MultisampleState::default(),
None,
);
// Create render pipelines
let object_pipeline = PipelineBuilder::new("object", &device)
.set_shader(&preprocess_shader(
&include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/",
"object.wgsl"
)),
&global_uniform,
1,
))
.set_format(config.format)
.set_triangle(true)
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.set_vertex_buffer(vertex_buffers.get_object())
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.set_bind_group_layouts(bind_group_layouts)
.build();
let starfield_pipeline = PipelineBuilder::new("starfield", &device)
.set_shader(&preprocess_shader(
&include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/",
"starfield.wgsl"
)),
&global_uniform,
1,
))
.set_format(config.format)
.set_triangle(true)
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.set_vertex_buffer(vertex_buffers.get_starfield())
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.set_bind_group_layouts(bind_group_layouts)
.build();
let ui_pipeline = PipelineBuilder::new("ui", &device)
.set_shader(&preprocess_shader(
&include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/", "ui.wgsl")),
&global_uniform,
1,
))
.set_format(config.format)
.set_triangle(true)
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.set_vertex_buffer(vertex_buffers.get_ui())
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.set_bind_group_layouts(bind_group_layouts)
.build();
let radialbar_pipeline = PipelineBuilder::new("radialbar", &device)
.set_shader(&preprocess_shader(
&include_str!(concat!(
env!("CARGO_MANIFEST_DIR"),
"/shaders/",
"radialbar.wgsl"
)),
&global_uniform,
1,
))
.set_format(config.format)
.set_triangle(true)
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.set_vertex_buffer(vertex_buffers.get_radialbar())
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.set_bind_group_layouts(bind_group_layouts)
.build();
let mut starfield = Starfield::new();
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starfield.regenerate(ct);
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let mut state = RenderState {
queue,
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window,
window_size,
window_aspect,
global_uniform,
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vertex_buffers,
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text_atlas,
text_cache,
text_font_system,
text_renderer,
};
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return Ok(Self {
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ui: UiManager::new(ct, &mut state),
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device,
config,
surface,
starfield,
texture_array,
object_pipeline,
starfield_pipeline,
ui_pipeline,
radialbar_pipeline,
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state,
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});
}
}