mod controls;
mod scene;
use controls::Controls;
use scene::Scene;
use iced_wgpu::graphics::Viewport;
use iced_wgpu::{Engine, Renderer, wgpu};
use iced_winit::Clipboard;
use iced_winit::conversion;
use iced_winit::core::mouse;
use iced_winit::core::renderer;
use iced_winit::core::{Color, Font, Pixels, Size, Theme};
use iced_winit::futures;
use iced_winit::runtime::Debug;
use iced_winit::runtime::program;
use iced_winit::winit;
use winit::{
event::WindowEvent,
event_loop::{ControlFlow, EventLoop},
keyboard::ModifiersState,
};
use std::sync::Arc;
pub fn main() -> Result<(), winit::error::EventLoopError> {
tracing_subscriber::fmt::init();
// Initialize winit
let event_loop = EventLoop::new()?;
#[allow(clippy::large_enum_variant)]
enum Runner {
Loading,
Ready {
window: Arc<winit::window::Window>,
device: wgpu::Device,
queue: wgpu::Queue,
surface: wgpu::Surface<'static>,
format: wgpu::TextureFormat,
engine: Engine,
renderer: Renderer,
scene: Scene,
state: program::State<Controls>,
cursor_position: Option<winit::dpi::PhysicalPosition<f64>>,
clipboard: Clipboard,
viewport: Viewport,
modifiers: ModifiersState,
resized: bool,
debug: Debug,
},
}
impl winit::application::ApplicationHandler for Runner {
fn resumed(&mut self, event_loop: &winit::event_loop::ActiveEventLoop) {
if let Self::Loading = self {
let window = Arc::new(
event_loop
.create_window(
winit::window::WindowAttributes::default(),
)
.expect("Create window"),
);
let physical_size = window.inner_size();
let viewport = Viewport::with_physical_size(
Size::new(physical_size.width, physical_size.height),
window.scale_factor(),
);
let clipboard = Clipboard::connect(window.clone());
let backend =
wgpu::util::backend_bits_from_env().unwrap_or_default();
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: backend,
..Default::default()
});
let surface = instance
.create_surface(window.clone())
.expect("Create window surface");
let (format, adapter, device, queue) =
futures::futures::executor::block_on(async {
let adapter =
wgpu::util::initialize_adapter_from_env_or_default(
&instance,
Some(&surface),
)
.await
.expect("Create adapter");
let adapter_features = adapter.features();
let capabilities = surface.get_capabilities(&adapter);
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
label: None,
required_features: adapter_features
& wgpu::Features::default(),
required_limits: wgpu::Limits::default(),
memory_hints:
wgpu::MemoryHints::MemoryUsage,
},
None,
)
.await
.expect("Request device");
(
capabilities
.formats
.iter()
.copied()
.find(wgpu::TextureFormat::is_srgb)
.or_else(|| {
capabilities.formats.first().copied()
})
.expect("Get preferred format"),
adapter,
device,
queue,
)
});
surface.configure(
&device,
&wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format,
width: physical_size.width,
height: physical_size.height,
present_mode: wgpu::PresentMode::AutoVsync,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![],
desired_maximum_frame_latency: 2,
},
);
// Initialize scene and GUI controls
let scene = Scene::new(&device, format);
let controls = Controls::new();
// Initialize iced
let mut debug = Debug::new();
let engine =
Engine::new(&adapter, &device, &queue, format, None);
let mut renderer = Renderer::new(
&device,
&engine,
Font::default(),
Pixels::from(16),
);
let state = program::State::new(
controls,
viewport.logical_size(),
&mut renderer,
&mut debug,
);
// You should change this if you want to render continuously
event_loop.set_control_flow(ControlFlow::Wait);
*self = Self::Ready {
window,
device,
queue,
surface,
format,
engine,
renderer,
scene,
state,
cursor_position: None,
modifiers: ModifiersState::default(),
clipboard,
viewport,
resized: false,
debug,
};
}
}
fn window_event(
&mut self,
event_loop: &winit::event_loop::ActiveEventLoop,
_window_id: winit::window::WindowId,
event: WindowEvent,
) {
let Self::Ready {
window,
device,
queue,
surface,
format,
engine,
renderer,
scene,
state,
viewport,
cursor_position,
modifiers,
clipboard,
resized,
debug,
} = self
else {
return;
};
match event {
WindowEvent::RedrawRequested => {
if *resized {
let size = window.inner_size();
*viewport = Viewport::with_physical_size(
Size::new(size.width, size.height),
window.scale_factor(),
);
surface.configure(
device,
&wgpu::SurfaceConfiguration {
format: *format,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::AutoVsync,
alpha_mode: wgpu::CompositeAlphaMode::Auto,
view_formats: vec![],
desired_maximum_frame_latency: 2,
},
);
*resized = false;
}
match surface.get_current_texture() {
Ok(frame) => {
let mut encoder = device.create_command_encoder(
&wgpu::CommandEncoderDescriptor { label: None },
);
let program = state.program();
let view = frame.texture.create_view(
&wgpu::TextureViewDescriptor::default(),
);
{
// We clear the frame
let mut render_pass = Scene::clear(
&view,
&mut encoder,
program.background_color(),
);
// Draw the scene
scene.draw(&mut render_pass);
}
// And then iced on top
renderer.present(
engine,
device,
queue,
&mut encoder,
None,
frame.texture.format(),
&view,
viewport,
&debug.overlay(),
);
// Then we submit the work
engine.submit(queue, encoder);
frame.present();
// Update the mouse cursor
window.set_cursor(
iced_winit::conversion::mouse_interaction(
state.mouse_interaction(),
),
);
}
Err(error) => match error {
wgpu::SurfaceError::OutOfMemory => {
panic!(
"Swapchain error: {error}. \
Rendering cannot continue."
)
}
_ => {
// Try rendering again next frame.
window.request_redraw();
}
},
}
}
WindowEvent::CursorMoved { position, .. } => {
*cursor_position = Some(position);
}
WindowEvent::ModifiersChanged(new_modifiers) => {
*modifiers = new_modifiers.state();
}
WindowEvent::Resized(_) => {
*resized = true;
}
WindowEvent::CloseRequested => {
event_loop.exit();
}
_ => {}
}
// Map window event to iced event
if let Some(event) = iced_winit::conversion::window_event(
event,
window.scale_factor(),
*modifiers,
) {
state.queue_event(event);
}
// If there are events pending
if !state.is_queue_empty() {
// We update iced
let _ = state.update(
viewport.logical_size(),
cursor_position
.map(|p| {
conversion::cursor_position(
p,
viewport.scale_factor(),
)
})
.map(mouse::Cursor::Available)
.unwrap_or(mouse::Cursor::Unavailable),
renderer,
&Theme::Dark,
&renderer::Style {
text_color: Color::WHITE,
},
clipboard,
debug,
);
// and request a redraw
window.request_redraw();
}
}
}
let mut runner = Runner::Loading;
event_loop.run_app(&mut runner)
}