mod controls;
mod scene;
use controls::Controls;
use scene::Scene;
use iced_wgpu::{wgpu, Backend, Renderer, Settings, Viewport};
use iced_winit::{conversion, futures, program, winit, Debug, Size};
use futures::task::SpawnExt;
use winit::{
dpi::PhysicalPosition,
event::{Event, ModifiersState, WindowEvent},
event_loop::{ControlFlow, EventLoop},
};
pub fn main() {
env_logger::init();
// Initialize winit
let event_loop = EventLoop::new();
let window = winit::window::Window::new(&event_loop).unwrap();
let physical_size = window.inner_size();
let mut viewport = Viewport::with_physical_size(
Size::new(physical_size.width, physical_size.height),
window.scale_factor(),
);
let mut cursor_position = PhysicalPosition::new(-1.0, -1.0);
let mut modifiers = ModifiersState::default();
// Initialize wgpu
let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
let surface = unsafe { instance.create_surface(&window) };
let (mut device, queue) = futures::executor::block_on(async {
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::Default,
compatible_surface: Some(&surface),
})
.await
.expect("Request adapter");
adapter
.request_device(
&wgpu::DeviceDescriptor {
features: wgpu::Features::empty(),
limits: wgpu::Limits::default(),
shader_validation: false,
},
None,
)
.await
.expect("Request device")
});
let format = wgpu::TextureFormat::Bgra8UnormSrgb;
let mut swap_chain = {
let size = window.inner_size();
device.create_swap_chain(
&surface,
&wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: format,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Mailbox,
},
)
};
let mut resized = false;
// Initialize staging belt and local pool
let mut staging_belt = wgpu::util::StagingBelt::new(5 * 1024);
let mut local_pool = futures::executor::LocalPool::new();
// Initialize scene and GUI controls
let scene = Scene::new(&mut device);
let controls = Controls::new();
// Initialize iced
let mut debug = Debug::new();
let mut renderer =
Renderer::new(Backend::new(&mut device, Settings::default()));
let mut state = program::State::new(
controls,
viewport.logical_size(),
conversion::cursor_position(cursor_position, viewport.scale_factor()),
&mut renderer,
&mut debug,
);
// Run event loop
event_loop.run(move |event, _, control_flow| {
// You should change this if you want to render continuosly
*control_flow = ControlFlow::Wait;
match event {
Event::WindowEvent { event, .. } => {
match event {
WindowEvent::CursorMoved { position, .. } => {
cursor_position = position;
}
WindowEvent::ModifiersChanged(new_modifiers) => {
modifiers = new_modifiers;
}
WindowEvent::Resized(new_size) => {
viewport = Viewport::with_physical_size(
Size::new(new_size.width, new_size.height),
window.scale_factor(),
);
resized = true;
}
WindowEvent::CloseRequested => {
*control_flow = ControlFlow::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);
}
}
Event::MainEventsCleared => {
// If there are events pending
if !state.is_queue_empty() {
// We update iced
let _ = state.update(
viewport.logical_size(),
conversion::cursor_position(
cursor_position,
viewport.scale_factor(),
),
None,
&mut renderer,
&mut debug,
);
// and request a redraw
window.request_redraw();
}
}
Event::RedrawRequested(_) => {
if resized {
let size = window.inner_size();
swap_chain = device.create_swap_chain(
&surface,
&wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: format,
width: size.width,
height: size.height,
present_mode: wgpu::PresentMode::Mailbox,
},
);
resized = false;
}
let frame = swap_chain.get_current_frame().expect("Next frame");
let mut encoder = device.create_command_encoder(
&wgpu::CommandEncoderDescriptor { label: None },
);
let program = state.program();
{
// We clear the frame
let mut render_pass = scene.clear(
&frame.output.view,
&mut encoder,
program.background_color(),
);
// Draw the scene
scene.draw(&mut render_pass);
}
// And then iced on top
let mouse_interaction = renderer.backend_mut().draw(
&mut device,
&mut staging_belt,
&mut encoder,
&frame.output.view,
&viewport,
state.primitive(),
&debug.overlay(),
);
// Then we submit the work
staging_belt.finish();
queue.submit(Some(encoder.finish()));
// Update the mouse cursor
window.set_cursor_icon(
iced_winit::conversion::mouse_interaction(
mouse_interaction,
),
);
// And recall staging buffers
local_pool
.spawner()
.spawn(staging_belt.recall())
.expect("Recall staging buffers");
local_pool.run_until_stalled();
}
_ => {}
}
})
}