Lightningbeam/src-tauri/src/renderer.rs

294 lines
9.7 KiB
Rust

use std::sync::Arc;
use wgpu::util::DeviceExt;
/// Vertex data for rendering
#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
struct Vertex {
position: [f32; 2],
color: [f32; 4],
}
impl Vertex {
fn desc() -> wgpu::VertexBufferLayout<'static> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
// Position
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x2,
},
// Color
wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x4,
},
],
}
}
}
/// Main renderer state that manages the wgpu rendering pipeline
pub struct Renderer {
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
num_vertices: u32,
}
impl Renderer {
/// Create a new renderer for the given window
pub async fn new(window: Arc<winit::window::Window>) -> Self {
let size = window.inner_size();
// Create wgpu instance
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
});
// Create surface from window
let surface = instance.create_surface(window.clone()).unwrap();
// Request adapter
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::HighPerformance,
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await
.unwrap();
// Request device and queue
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: Some("Lightningbeam Render Device"),
required_features: wgpu::Features::empty(),
required_limits: wgpu::Limits::default(),
},
None,
)
.await
.unwrap();
// Configure surface
let surface_caps = surface.get_capabilities(&adapter);
let surface_format = surface_caps
.formats
.iter()
.find(|f| f.is_srgb())
.copied()
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo, // VSync
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
surface.configure(&device, &config);
// Create shader module
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Gradient Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shaders/gradient.wgsl").into()),
});
// Create render pipeline
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[Vertex::desc()],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: None,
polygon_mode: wgpu::PolygonMode::Fill,
unclipped_depth: false,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
});
// Create initial gradient vertices (two triangles forming a quad)
let vertices = Self::create_gradient_vertices();
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
});
Self {
surface,
device,
queue,
config,
size,
render_pipeline,
vertex_buffer,
num_vertices: vertices.len() as u32,
}
}
/// Create vertices for a gradient quad covering the entire viewport
fn create_gradient_vertices() -> Vec<Vertex> {
vec![
// First triangle
Vertex {
position: [-1.0, 1.0],
color: [0.2, 0.3, 0.8, 1.0], // Blue at top
},
Vertex {
position: [-1.0, -1.0],
color: [0.6, 0.2, 0.8, 1.0], // Purple at bottom
},
Vertex {
position: [1.0, -1.0],
color: [0.6, 0.2, 0.8, 1.0], // Purple at bottom
},
// Second triangle
Vertex {
position: [-1.0, 1.0],
color: [0.2, 0.3, 0.8, 1.0], // Blue at top
},
Vertex {
position: [1.0, -1.0],
color: [0.6, 0.2, 0.8, 1.0], // Purple at bottom
},
Vertex {
position: [1.0, 1.0],
color: [0.2, 0.3, 0.8, 1.0], // Blue at top
},
]
}
/// Resize the renderer (call when window is resized)
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.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
}
/// Render a frame
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("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.1,
b: 0.1,
a: 1.0,
}),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.draw(0..self.num_vertices, 0..1);
}
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
/// Update gradient colors (for future customization)
pub fn update_gradient(&mut self, color_top: [f32; 4], color_bottom: [f32; 4]) {
let vertices = vec![
Vertex {
position: [-1.0, 1.0],
color: color_top,
},
Vertex {
position: [-1.0, -1.0],
color: color_bottom,
},
Vertex {
position: [1.0, -1.0],
color: color_bottom,
},
Vertex {
position: [-1.0, 1.0],
color: color_top,
},
Vertex {
position: [1.0, -1.0],
color: color_bottom,
},
Vertex {
position: [1.0, 1.0],
color: color_top,
},
];
self.queue
.write_buffer(&self.vertex_buffer, 0, bytemuck::cast_slice(&vertices));
}
}