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Skye 2024-10-24 19:46:07 +02:00
commit ffb009b737
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.gitignore vendored Normal file
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/target

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Cargo.toml Normal file
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[package]
name = "library-maths"
version = "0.1.0"
edition = "2021"
[dependencies]
winit = { version = "0.29", features = ["rwh_05"] }
env_logger = "0.10"
log = "0.4"
wgpu = "22.1.0"
tokio = { version = "1.40.0", features = ["macros", "rt-multi-thread"] }
bytemuck = "*"
rand = "*"
[profile.release]
opt-level = 3
[profile.dev]
opt-level = 2

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use std::vec;
use winit::{event::{self, ElementState, Event, KeyEvent, WindowEvent}, event_loop::{EventLoop, EventLoopWindowTarget}, keyboard::{KeyCode, PhysicalKey}, window::{self, WindowBuilder}};
use crate::{state::state::State, structure::{enums::{micellaneous::Shape, Resolution}, structs::Vertex, traits::Drawable}};
pub struct Canvas {
pub(crate) added: Vec<Box<dyn Drawable>>,
pub(crate) resolution: Resolution
}
impl Canvas {
pub fn new(resolution: Resolution) -> Self {
Canvas {
added: vec![],
resolution
}
}
pub fn add(&mut self, added: Shape) {
match added {
Shape::Regular(polygon) => self.added.push(Box::new(polygon)),
}
}
pub async fn run(&self) {
let event_loop = EventLoop::new().unwrap();
let window = WindowBuilder::new().with_title("ciao").build(&event_loop).unwrap();
let mut verts = vec![];
self.uniform(&mut verts);
let mut state = State::new(&window, Some(bytemuck::cast_slice(&verts)), self.resolution).await;
event_loop
.run(move |event, control_flow| match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == state.window().id() => {
if !state.input(event) {
match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
event:
KeyEvent {
state: ElementState::Pressed,
physical_key: PhysicalKey::Code(KeyCode::Escape),
..
},
..
} => control_flow.exit(),
WindowEvent::Resized(size) => {
state.resize(*size);
}
WindowEvent::RedrawRequested => {
state.window().request_redraw();
/*
if !surface_configured {
return;
} ??????
*/
state.update();
match state.render() {
Ok(_) => (),
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
state.resize(state.size);
}
Err(wgpu::SurfaceError::OutOfMemory) => {
log::error!("OutOfMemory");
control_flow.exit();
}
Err(wgpu::SurfaceError::Timeout) => {
log::warn!("Surface Timeout")
}
}
}
_ => (),
}
}
}
_ => {}
})
.unwrap();
}
fn uniform(&self, vector: &mut Vec<Vertex>) {
vector.extend(self.added.iter().flat_map(|d| d.uniform()));
}
}

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src/lib.rs Normal file
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use state::state::State;
use winit::{event::{ElementState, Event, KeyEvent, WindowEvent}, event_loop::EventLoop, keyboard::{KeyCode, PhysicalKey}, window::WindowBuilder};
mod state;
mod structure;
mod canvas;
// * re-exports
pub use canvas::Canvas;
pub use structure::enums::Resolution;
pub use structure::enums::micellaneous::Shape;
pub use structure::structs::baseline::polygon::Polygon;
pub use structure::structs::Vertex;
pub use structure::structs::{Col, Pos};
// * re-exports
impl State<'_> {
pub fn run(&mut self) {
env_logger::init();
let event_loop = EventLoop::new().unwrap();
let window = WindowBuilder::new()
.with_title("uhhhhh")
.build(&event_loop)
.unwrap();
event_loop
.run(move |event, control_flow| match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == self.window().id() => {
if !self.input(event) {
match event {
WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
event:
KeyEvent {
state: ElementState::Pressed,
physical_key: PhysicalKey::Code(KeyCode::Escape),
..
},
..
} => control_flow.exit(),
WindowEvent::Resized(size) => {
self.resize(*size);
}
WindowEvent::RedrawRequested => {
self.window().request_redraw();
/*
if !surface_configured {
return;
} ??????
*/
self.update();
match self.render() {
Ok(_) => (),
Err(
wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated,
) => {
self.resize(self.size);
}
Err(wgpu::SurfaceError::OutOfMemory) => {
log::error!("OutOfMemory");
control_flow.exit();
}
Err(wgpu::SurfaceError::Timeout) => {
log::warn!("Surface Timeout")
}
}
}
_ => (),
}
}
}
_ => {}
})
.unwrap();
}
}

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// Vertex shader
struct VertexInput {
@location(0) position: vec3<f32>,
@location(1) color: vec3<f32>,
}
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec3<f32>,
};
@vertex
fn vs_main(
model: VertexInput
) -> VertexOutput {
var out: VertexOutput;
out.clip_position = vec4<f32>(model.position, 1.0);
out.color = model.color;
return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(in.color, 1.0);
}

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pub mod state;

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use super::super::structure::{enums::Resolution, structs::Vertex};
use wgpu::{
util::{BufferInitDescriptor, DeviceExt},
BufferUsages, Color, PipelineLayout, PipelineLayoutDescriptor, RenderPassColorAttachment,
RenderPipelineDescriptor, ShaderModuleDescriptor, VertexBufferLayout, VertexState,
};
use winit::{
event::WindowEvent,
event_loop::{self, EventLoop},
window::{Window, WindowBuilder},
};
pub struct State<'a> {
pub clear_color: wgpu::Color,
pub(crate) config: wgpu::SurfaceConfiguration,
pub(crate) device: wgpu::Device,
//pub index_buffer: wgpu::Buffer,
pub num_index: u32,
pub(crate) queue: wgpu::Queue,
pub(crate) render_pipeline: wgpu::RenderPipeline,
pub resolution: Resolution,
pub(crate) size: winit::dpi::PhysicalSize<u32>,
pub(crate) surface: wgpu::Surface<'a>,
pub(crate) vertex_buffer: wgpu::Buffer,
// The window must be declared after the surface so
// it gets dropped after it as the surface contains
// unsafe references to the window's resources.
pub(crate) window: &'a Window
}
impl<'a> State<'a> {
// Creating some of the wgpu types requires async code
pub async fn new(
window: &'a Window,
verts: Option<&[u8]>,
resolution: Resolution,
) -> State<'a> {
// * ---------- SIZE ----------
let size = window.inner_size();
// * ---------- SIZE ----------
// * ---------- INSTANCE ----------
let instance: wgpu::Instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
#[cfg(not(target_arch = "wasm32"))]
backends: wgpu::Backends::PRIMARY,
#[cfg(target_arch = "wasm32")]
backends: wgpu::Backends::GL,
..Default::default()
});
// * ---------- INSTANCE ----------
// * ---------- SURFACE ----------
let surface = instance.create_surface(window).unwrap();
// * ---------- SURFACE ----------
// * ---------- ADAPTER ----------
let adapter: wgpu::Adapter = instance
.request_adapter(&wgpu::RequestAdapterOptionsBase {
power_preference: wgpu::PowerPreference::default(),
force_fallback_adapter: false,
compatible_surface: Some(&surface),
})
.await
.unwrap();
// * ---------- ADAPTER ----------
// * ---------- DEVICE & QUEUE ----------
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
required_features: wgpu::Features::POLYGON_MODE_LINE,
required_limits: {
if cfg!(target_arch = "wasm32") {
wgpu::Limits::downlevel_webgl2_defaults()
} else {
wgpu::Limits::default()
}
},
label: None,
memory_hints: Default::default(),
},
None,
)
.await
.unwrap();
// * ---------- DEVICE & QUEUE ----------
// * ---------- SURFACE CAPABILITIES ----------
let surface_caps = surface.get_capabilities(&adapter);
// * ---------- SURFACE CAPABILITIES ----------
// * ---------- SURFACE FORMAT ----------
// Shader code in this tutorial assumes an sRGB surface texture. Using a different
// one will result in all the colors coming out darker. If you want to support non
// sRGB surfaces, you'll need to account for that when drawing to the frame.
let surface_format = surface_caps
.formats
.iter()
.find(|f| f.is_srgb())
.copied()
.unwrap_or(surface_caps.formats[0]);
// * ---------- SURFACE FORMAT ----------
// * ---------- SURFACE CONFIG ----------
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
// * ---------- SURFACE CONFIG ----------
// * ---------- PIPELINE ----------
let shader: wgpu::ShaderModule = device.create_shader_module(ShaderModuleDescriptor {
label: Some("shader"),
// source: wgpu::ShaderSource::Wgsl(include_str!("learn_shading.wgsl").into()),
source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/shader.wgsl").into()),
});
let render_pipeline_layout: PipelineLayout =
device.create_pipeline_layout(&PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let render_pipeline: wgpu::RenderPipeline =
device.create_render_pipeline(&RenderPipelineDescriptor {
label: Some("Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: VertexState {
module: &shader,
entry_point: "vs_main",
compilation_options: Default::default(),
buffers: &[Vertex::desc()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
compilation_options: Default::default(),
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleStrip,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
cache: None,
});
// * ---------- PIPELINE ----------
let verts_final = match verts {
Some(v) => v,
None => &[],
};
// ! ---------- VERT BUFFER ----------
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: verts_final,
usage: BufferUsages::VERTEX,
});
let num_index = (verts_final.len() / std::mem::size_of::<Vertex>()) as u32;
// ! ---------- VERT BUFFER ----------
// // ! ---------- INDEX BUFFER ----------
// let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
// label: Some("Index Buffer"),
// contents: bytemuck::cast_slice(INDICES),
// usage: BufferUsages::INDEX,
// });
// // ! ---------- INDEX BUFFER ----------
let clear_color = Color::WHITE;
Self {
resolution,
window,
surface,
device,
queue,
config,
size,
clear_color,
render_pipeline,
vertex_buffer,
num_index,
//index_buffer,
}
}
pub fn window(&self) -> &Window {
&self.window
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
if new_size.height > 0 && new_size.width > 0 {
self.size = new_size;
self.config.height = new_size.height;
self.config.width = new_size.width;
self.surface.configure(&self.device, &self.config);
}
}
pub fn input(&mut self, event: &WindowEvent) -> bool {
match event {
WindowEvent::CursorMoved {
device_id,
position,
} => {
self.clear_color = Color {
r: position.x / self.size.width as f64,
g: position.y / self.size.height as f64,
b: self.clear_color.b,
a: 1.0,
};
true
}
WindowEvent::MouseWheel {
device_id,
delta,
phase,
} => {
match *delta {
winit::event::MouseScrollDelta::LineDelta(x, y) => {
self.clear_color.b += (x as f64 + y as f64) / 50.0
}
winit::event::MouseScrollDelta::PixelDelta(physical_position) => {
self.clear_color.b += physical_position.x
}
}
true
}
_ => false,
}
}
pub fn update(&mut self) {}
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
let output = self.surface.get_current_texture()?;
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("encoder"),
});
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.clear_color),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
//render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw(0..self.num_index, 0..1);
//render_pass.draw_indexed(0..self.num_index, 0, 0..1);
// begin_render_pass borrows wncoder mutably, need to drop the borrow since .finish() takes ownership of it.
drop(render_pass);
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
pub(crate) fn modify_vert_buffer(&mut self, verts: Vec<Vertex>) {
self.vertex_buffer = self.device.create_buffer_init(&BufferInitDescriptor {
label: Some("Vertex Buffer"),
// contents: bytemuck::cast_slice(&VERTS),
contents: bytemuck::cast_slice(&verts),
usage: BufferUsages::VERTEX,
});
self.num_index = verts.len() as u32;
}
}

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pub use micellaneous::Resolution;
pub mod micellaneous {
use crate::structure::structs::baseline::polygon::Polygon;
#[derive(Debug, Clone, Copy)]
pub enum Resolution {
Res_16_10,
Res_16_9,
Res_4_3,
Res_21_9,
Res_32_9,
Res_5_4,
Custom((u16, u16)),
}
#[derive(Debug, Clone, Copy)]
pub enum Rotation {
HorizontalAlign,
VerticalAlign,
Custom(f32),
}
#[derive(Debug, Clone)]
pub enum Shape {
Regular(Polygon),
}
}
pub mod errors {
#[derive(Debug, Clone, Copy)]
pub enum PolyError {
NotEnoughSides,
SidesAndTriangleNumberArentConsistant,
}
}

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pub mod structs;
pub mod enums;
pub mod traits;

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pub use baseline::color::Col;
pub use baseline::position::Pos;
pub use baseline::vertex::Vertex;
pub mod baseline {
pub mod position {
use bytemuck::{bytes_of, Pod, Zeroable};
use crate::structure::traits::Drawable;
#[repr(C)]
#[derive(Debug, Clone, Copy)]
pub struct Pos(pub(crate) [f32; 3]);
impl Pos {
pub fn new(x: f32, y: f32, z: f32) -> Self {
Self([x, y, z])
}
}
unsafe impl Zeroable for Pos {}
unsafe impl Pod for Pos {}
}
pub mod color {
use bytemuck::{Pod, Zeroable};
use rand::Rng;
use crate::structure::traits::Drawable;
#[repr(C)]
#[derive(Debug, Clone, Copy)]
pub struct Col(pub(crate) [f32; 3]);
impl Col {
pub fn new(r: f32, g: f32, b: f32) -> Self {
Self([r, g, b])
}
pub fn random() -> Self {
Self::new(
rand::thread_rng().gen_range(0.0..=1.0),
rand::thread_rng().gen_range(0.0..=1.0),
rand::thread_rng().gen_range(0.0..=1.0),
)
}
}
unsafe impl Zeroable for Col {}
unsafe impl Pod for Col {}
}
pub mod vertex {
use crate::structure::traits::Drawable;
use bytemuck::{NoUninit, Pod, Zeroable};
use wgpu::VertexAttribute;
use super::super::*;
#[repr(C)]
#[derive(Debug, Clone, Copy)]
pub struct Vertex {
pub(crate) position: Pos,
pub(crate) color: Col,
}
unsafe impl Zeroable for Vertex {}
unsafe impl Pod for Vertex {}
impl Vertex {
pub fn new(position: Pos, color: Col) -> Self {
Vertex {
position: position,
color: color,
}
}
pub fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
VertexAttribute {
format: wgpu::VertexFormat::Float32x3,
offset: 0,
shader_location: 0,
},
VertexAttribute {
format: wgpu::VertexFormat::Float32x3,
offset: std::mem::size_of::<[f32; 3]>() as u64,
shader_location: 1,
},
],
}
}
}
}
pub mod triangle {
use super::vertex::Vertex;
#[derive(Debug, Clone, Copy)]
pub struct Triangle([Vertex; 3]);
impl Triangle {
pub fn new(vertices: [Vertex; 3]) -> Self {
Triangle(vertices)
}
pub fn verts(&self) -> [Vertex; 3] {
self.0
}
}
}
pub mod polygon {
use crate::structure::{enums::{errors::PolyError, micellaneous::Rotation}, traits::Drawable};
use super::{color::Col, position::Pos, triangle::Triangle, vertex::Vertex};
#[derive(Debug, Clone)]
pub struct Polygon {
triangles: Vec<Triangle>,
center: Vertex,
radius: f32,
n_sides: usize,
rotation: Rotation,
}
impl Polygon {
/// # USAGE
/// quality of life method, alias [Polygon::new_from_radius_with_rotation()] with `rotation == 0.0`
pub fn new_from_radius(center: Vertex, radius: f32, n_sides: usize) -> Result<Self, PolyError> {
Self::new_from_radius_with_rotation(center, radius, n_sides, Rotation::HorizontalAlign)
}
/// # USAGE
/// creates a [Polygon] from a center and radius with a rotation.
///
/// # WARNING
/// - the rotation must be given in radiants.
pub fn new_from_radius_with_rotation(
center: Vertex,
radius: f32,
n_sides: usize,
rotation: Rotation,
) -> Result<Self, PolyError> {
if n_sides < 3 {
return Err(PolyError::NotEnoughSides);
}
let rotation_rad = match rotation {
Rotation::HorizontalAlign => {
if n_sides % 6 == 0 {
0.0
} else if n_sides % 4 == 0 {
(std::f32::consts::PI * 2.0 / n_sides as f32) / 2.0
} else if n_sides % 3 == 0 {
match ((n_sides-3)/6)%2 {
1 => (std::f32::consts::PI * 2.0 / n_sides as f32) / 4.0,
0 => (std::f32::consts::PI * 2.0)- ((std::f32::consts::PI * 2.0 / n_sides as f32) / 4.0),
_ => panic!(), // should never happen, it's a module. ( % 2)
}
} else {
0.0
} //TODO: add other n_sides
},
Rotation::VerticalAlign => (std::f32::consts::PI * 2.0 / n_sides as f32) / 2.0, // TODO
Rotation::Custom(rad) => rad,
};
let mut vec_tris: Vec<Triangle> = Vec::with_capacity(n_sides); // TODO: add space 4 morph
let center_x = center.position.0[0];
let center_y = center.position.0[1];
for v in 0..n_sides {
let theta_current =
((v as f32 / n_sides as f32) * 2.0 * std::f32::consts::PI) + rotation_rad;
let theta_next =
(((v + 1) as f32 / n_sides as f32) * 2.0 * std::f32::consts::PI) + rotation_rad;
let triangle = Triangle::new([
Vertex::new(
Pos::new(
(theta_current.cos() * radius) + center_x,
(theta_current.sin() * radius) + center_y,
0.0,
),
Col::random(),
),
Vertex::new(
Pos::new(
(theta_next.cos() * radius) + center_x,
(theta_next.sin() * radius) + center_y,
0.0,
),
Col::random(),
),
center,
]);
vec_tris.push(triangle);
}
Self::new_from_everything_with_rotation(vec_tris, center, radius, n_sides, rotation)
}
/// # USAGE
/// quality of life method, alias [Polygon::new_from_everything_with_rotation()] with `rotation == Rotation::HorizontalAlign`
fn new_from_everything(
triangles: Vec<Triangle>,
center: Vertex,
radius: f32,
n_sides: usize,
) -> Result<Self, PolyError> {
Self::new_from_everything_with_rotation(
triangles,
center,
radius,
n_sides,
Rotation::HorizontalAlign,
)
}
/// # USAGE
/// creates a [Polygon] from a center and radius with a rotation.
///
/// # WARNING
/// - the rotation must be given in radiants.
fn new_from_everything_with_rotation(
triangles: Vec<Triangle>,
center: Vertex,
radius: f32,
n_sides: usize,
rotation: Rotation,
) -> Result<Self, PolyError> {
if n_sides < 3 {
return Err(PolyError::NotEnoughSides);
}
if triangles.len() != n_sides {
return Err(PolyError::SidesAndTriangleNumberArentConsistant);
}
Ok(Polygon {
triangles,
center,
radius,
n_sides,
rotation,
})
}
fn get_triangles(&self) -> Vec<Triangle> {
self.triangles.clone()
}
pub fn uniform(&self) -> Vec<Vertex> {
self.get_triangles()
.iter()
.flat_map(|t| t.verts().to_vec())
.collect::<Vec<Vertex>>()
}
}
impl Drawable for Polygon {
fn uniform(&self) -> Vec<Vertex> {
self.uniform()
}
}
}
}

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use bytemuck::NoUninit;
use super::structs::Vertex;
pub trait Drawable {
fn uniform(&self) -> Vec<Vertex>;
}