Files
dioxus/examples/wgpu.rs
T
1e8693a0e8 wgpu windows (fixed) (#3257)
* Working triangle rendering with wgpu in examples. Resize needs work in order to not reinitialize everything but only the bits needed. Naming of variables and resources are wonky and not the greatest.

* The child window wasn't being resized along with the parent. This works. the abstractions in place should be passed the bounds rect down into the desktopservice to resize as opposed to in the app impl instead of how they are rn.

---------

Co-authored-by: Vineeth Yeevani <vineethyeevani@Vineeths-MacBook-Air.local>
Co-authored-by: Vineeth Yeevani <vineeth.yeevani@gmail.com>
2024-11-26 18:44:53 +01:00

243 lines
7.7 KiB
Rust

//! Demonstrate how to use dioxus as a child window for use in alternative renderers like wgpu.
//!
//! The code here is borrowed from wry's example:
//! https://github.com/tauri-apps/wry/blob/dev/examples/wgpu.rs
//!
//! To use this feature set `with_as_child_window()` on your desktop config which will then let you
use dioxus::desktop::{
tao::{event::Event as WryEvent, window::WindowBuilder},
use_wry_event_handler, window, Config, DesktopContext,
};
use dioxus::prelude::*;
fn main() {
let config = Config::new()
.with_window(WindowBuilder::new().with_transparent(true))
.with_as_child_window();
dioxus::LaunchBuilder::desktop()
.with_cfg(config)
.launch(app);
}
fn app() -> Element {
let graphics_resources = use_resource(move || async {
GraphicsContextAsyncBuilder {
desktop: window(),
resources_builder: |ctx| Box::pin(GraphicsResources::new(ctx)),
}
.build()
.await
});
// on first render request a redraw
use_effect(|| {
window().window.request_redraw();
});
use_wry_event_handler(move |event, _| {
use dioxus::desktop::tao::event::WindowEvent;
if let WryEvent::RedrawRequested(_id) = event {
let resources = graphics_resources.read();
if let Some(resources) = resources.as_ref() {
resources.with_resources(|resources| resources.render());
}
}
if let WryEvent::WindowEvent {
event: WindowEvent::Resized(new_size),
..
} = event
{
let ctx = graphics_resources.value();
ctx.as_ref().unwrap().with_resources(|srcs| {
let mut cfg = srcs.config.clone();
cfg.width = new_size.width;
cfg.height = new_size.height;
srcs.surface.configure(&srcs.device, &cfg);
});
window().window.request_redraw();
}
});
rsx! {
div {
color: "blue",
width: "100vw",
height: "100vh",
display: "flex",
justify_content: "center",
align_items: "center",
font_size: "20px",
div { "text overlaied on wgpu surface!" }
}
}
}
/// This borrows from the `window` which is contained within an `Arc` so we need to wrap it in a self-borrowing struct
/// to be able to borrow the window for the wgpu::Surface
#[ouroboros::self_referencing]
struct GraphicsContext {
desktop: DesktopContext,
#[borrows(desktop)]
#[not_covariant]
resources: GraphicsResources<'this>,
}
struct GraphicsResources<'a> {
surface: wgpu::Surface<'a>,
device: wgpu::Device,
pipeline: wgpu::RenderPipeline,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
}
impl<'a> GraphicsResources<'a> {
async fn new(context: &'a DesktopContext) -> Self {
let window = &context.window;
let size = window.inner_size();
let instance = wgpu::Instance::default();
let surface: wgpu::Surface<'a> = instance.create_surface(window).unwrap();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
force_fallback_adapter: false,
// Request an adapter which can render to our surface
compatible_surface: Some(&surface),
})
.await
.expect("Failed to find an appropriate adapter");
// Create the logical device and command queue
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain.
required_limits: wgpu::Limits::downlevel_webgl2_defaults()
.using_resolution(adapter.limits()),
},
None,
)
.await
.expect("Failed to create device");
// Load the shaders from disk
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(
r#"
@vertex
fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
let x = f32(i32(in_vertex_index) - 1);
let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
return vec4<f32>(x, y, 0.0, 1.0);
}
@fragment
fn fs_main() -> @location(0) vec4<f32> {
return vec4<f32>(1.0, 0.0, 0.0, 1.0);
}
"#
.into(),
),
});
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let swapchain_capabilities = surface.get_capabilities(&adapter);
let swapchain_format = swapchain_capabilities.formats[0];
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(swapchain_format.into())],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: swapchain_format,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Fifo,
desired_maximum_frame_latency: 2,
alpha_mode: wgpu::CompositeAlphaMode::PostMultiplied,
view_formats: vec![],
};
surface.configure(&device, &config);
GraphicsResources {
surface,
device,
pipeline,
queue,
config,
}
}
fn render(&self) {
let GraphicsResources {
surface,
device,
pipeline,
queue,
..
} = self;
let frame = surface
.get_current_texture()
.expect("Failed to acquire next swap chain texture");
let view = frame
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color::TRANSPARENT),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
rpass.set_pipeline(pipeline);
rpass.draw(0..3, 0..1);
}
queue.submit(Some(encoder.finish()));
frame.present();
}
}