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"0.4.0" +bytemuck = { version = "1.18", features = ["derive"] } +rand = "0.9.1" diff --git a/src/lib.rs b/src/lib.rs new file mode 100644 index 0000000..ab35615 --- /dev/null +++ b/src/lib.rs @@ -0,0 +1 @@ +// Empty library file to satisfy Cargo.toml configuration diff --git a/src/main.rs b/src/main.rs new file mode 100644 index 0000000..fb795d4 --- /dev/null +++ b/src/main.rs @@ -0,0 +1,529 @@ +use anyhow::Result; +use bytemuck::{Pod, Zeroable}; +use std::sync::Arc; +use std::time::Instant; +use wgpu::util::DeviceExt; +use winit::{ + application::ApplicationHandler, + event::{ElementState, KeyEvent, WindowEvent}, + event_loop::{ActiveEventLoop, ControlFlow, EventLoop}, + keyboard::{KeyCode, PhysicalKey}, + window::{Window, WindowId}, +}; + +#[repr(C)] // Vertex structure for the ball +#[derive(Copy, Clone, Debug, Pod, Zeroable)] // Ensure the structure is compatible with GPU memory layout +// Represents a vertex with position and color +struct Vertex { + position: [f32; 3], // 3D position of the vertex <-- x, y, z + color: [f32; 3], // Color of the vertex in RGB format <-- r, g, b +} + +impl Vertex { + fn desc() -> wgpu::VertexBufferLayout<'static> { // Returns the vertex buffer layout for the Vertex structure - VertexBufferLayout Specifies an interpretation of the bytes of a vertex buffer as vertex attributes. + wgpu::VertexBufferLayout { + array_stride: std::mem::size_of::() as wgpu::BufferAddress, // The size of a single vertex in bytes + step_mode: wgpu::VertexStepMode::Vertex, // Indicates that each vertex has its own attributes if `VertexStepMode::Vertex` is used, or that the attributes are shared across instances if `VertexStepMode::Instance` is used. + // Specifies the attributes of the vertex buffer + attributes: &[ + // first attribute: position + wgpu::VertexAttribute { + offset: 0, + shader_location: 0, + format: wgpu::VertexFormat::Float32x3, // The format of the position attribute is a 3D vector of floats (x, y, z) + }, + // second attribute: color + wgpu::VertexAttribute { + offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress, + shader_location: 1, + format: wgpu::VertexFormat::Float32x3, + }, + ], + } + } +} + +#[repr(C)] +#[derive(Debug, Copy, Clone, Pod, Zeroable)] +struct Uniforms { + transform: [[f32; 4]; 4], +} + +impl Uniforms { + fn new() -> Self { + Self { + transform: [ + [1.0, 0.0, 0.0, 0.0], + [0.0, 1.0, 0.0, 0.0], + [0.0, 0.0, 1.0, 0.0], + [0.0, 0.0, 0.0, 1.0], + ], + } + } + + fn update_position(&mut self, x: f32, y: f32) { + self.transform[3][0] = x; + self.transform[3][1] = y; + } +} + +struct Ball { + position: [f32; 2], + velocity: [f32; 2], + radius: f32, + color: [f32; 3], // RGB color +} + +impl Ball { + fn new() -> Self { + Self { + position: [0.0, 0.0], // Initial position at the center + velocity: [0.5, 0.5], // Initial velocity <-- x, y + radius: 0.1, // Radius of the ball + color: [1.0, 0.5, 0.2], // Orange color + } + } + + fn update(&mut self, dt: f32, window_width: f32, window_height: f32) { + // Update position + self.position[0] += self.velocity[0] * dt; // Update x position + self.position[1] += self.velocity[1] * dt; // Update y position + + // Convert window dimensions to normalized coordinates + let aspect_ratio = window_width / window_height; + let bounds_x = aspect_ratio; + let bounds_y = 1.0; + + // update ball size according to window size + self.radius = 0.1 * (window_width / 800.0); // // Assuming the original window width is 800px + + // Bounce off walls + if self.position[0] + self.radius > bounds_x || self.position[0] - self.radius < -bounds_x { + self.velocity[0] = -self.velocity[0] + 0.1 * rand::random::(); // Add a small random factor to the velocity + self.position[0] = self.position[0].clamp(-bounds_x + self.radius, bounds_x - self.radius); + // assign a new random color when bouncing off the wall + self.color = [ + rand::random::(), + rand::random::(), + rand::random::(), + ]; + } + // if the y position plus the radius is greater than the bounds_y or the y position minus the radius is less than -bounds_y, then bounce off the wall + if self.position[1] + self.radius > bounds_y || self.position[1] - self.radius < -bounds_y { + self.velocity[1] = -self.velocity[1] + 0.1 * rand::random::(); // Add a small random factor to the velocity + self.position[1] = self.position[1].clamp(-bounds_y + self.radius, bounds_y - self.radius); + // assign a new random color when bouncing off the wall + self.color = [ + rand::random::(), + rand::random::(), + rand::random::(), + ]; + } + } +} + +struct State { + surface: wgpu::Surface<'static>, + device: wgpu::Device, + queue: wgpu::Queue, + config: wgpu::SurfaceConfiguration, + size: winit::dpi::PhysicalSize, + render_pipeline: wgpu::RenderPipeline, + vertex_buffer: wgpu::Buffer, + index_buffer: wgpu::Buffer, + num_indices: u32, + uniform_buffer: wgpu::Buffer, + uniform_bind_group: wgpu::BindGroup, + uniforms: Uniforms, + ball: Ball, + last_frame_time: Instant, +} + +impl State { + async fn new(window: Arc) -> Result { + let size = window.inner_size(); + + // Create the wgpu instance + let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor { + backends: wgpu::Backends::all(), + ..Default::default() + }); + + let surface = instance.create_surface(window)?; + + let adapter = instance + .request_adapter(&wgpu::RequestAdapterOptions { + power_preference: wgpu::PowerPreference::default(), + compatible_surface: Some(&surface), + force_fallback_adapter: false, + }) + .await?; + + let (device, queue) = adapter + .request_device( + &wgpu::DeviceDescriptor { + required_features: wgpu::Features::empty(), + required_limits: wgpu::Limits::default(), + label: None, + memory_hints: Default::default(), + trace: wgpu::Trace::default(), + } + ) + .await?; + + let surface_caps = surface.get_capabilities(&adapter); + let surface_format = surface_caps + .formats + .iter() + .copied() + .find(|f| f.is_srgb()) + .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: surface_caps.present_modes[0], + alpha_mode: surface_caps.alpha_modes[0], + view_formats: vec![], + desired_maximum_frame_latency: 2, + }; + + surface.configure(&device, &config); + + // Create circle vertices (for the ball) + let mut vertices = Vec::new(); + let mut indices = Vec::new(); + + let segments = 32; + let radius = 0.1; + + // Center vertex + vertices.push(Vertex { + position: [0.0, 0.0, 0.0], + color: [1.0, 0.2, 0.2], // Orange color + }); + + // Circle vertices + for i in 0..segments { + let angle = 2.0 * std::f32::consts::PI * i as f32 / segments as f32; + let x = radius * angle.cos(); + let y = radius * angle.sin(); + + vertices.push(Vertex { + position: [x, y, 0.0], + color: [0.1, 0.5, 0.2], // Orange color + }); + } + + // Create triangles + for i in 0..segments { + indices.push(0); // Center + indices.push(i + 1); + indices.push(if i + 2 > segments { 1 } else { i + 2 }); + } + + let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { + label: Some("Vertex Buffer"), + contents: bytemuck::cast_slice(&vertices), + usage: wgpu::BufferUsages::VERTEX, + }); + + let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { + label: Some("Index Buffer"), + contents: bytemuck::cast_slice(&indices), + usage: wgpu::BufferUsages::INDEX, + }); + + let num_indices = indices.len() as u32; + + // Create uniform buffer + let uniforms = Uniforms::new(); + let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor { + label: Some("Uniform Buffer"), + contents: bytemuck::cast_slice(&[uniforms]), + usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST, + }); + + let uniform_bind_group_layout = + device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { + entries: &[wgpu::BindGroupLayoutEntry { + binding: 0, + visibility: wgpu::ShaderStages::VERTEX, + ty: wgpu::BindingType::Buffer { + ty: wgpu::BufferBindingType::Uniform, + has_dynamic_offset: false, + min_binding_size: None, + }, + count: None, + }], + label: Some("uniform_bind_group_layout"), + }); + + let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { + layout: &uniform_bind_group_layout, + entries: &[wgpu::BindGroupEntry { + binding: 0, + resource: uniform_buffer.as_entire_binding(), + }], + label: Some("uniform_bind_group"), + }); + + // Load shader + let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor { + label: Some("Shader"), + source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()), + }); + + let render_pipeline_layout = + device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor { + label: Some("Render Pipeline Layout"), + bind_group_layouts: &[&uniform_bind_group_layout], + 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: Some("vs_main"), + buffers: &[Vertex::desc()], + compilation_options: Default::default(), + }, + fragment: Some(wgpu::FragmentState { + module: &shader, + entry_point: Some("fs_main"), + targets: &[Some(wgpu::ColorTargetState { + format: config.format, + blend: Some(wgpu::BlendState::REPLACE), + write_mask: wgpu::ColorWrites::ALL, + })], + compilation_options: Default::default(), + }), + primitive: wgpu::PrimitiveState { + topology: wgpu::PrimitiveTopology::TriangleList, + strip_index_format: None, + front_face: wgpu::FrontFace::Ccw, + cull_mode: Some(wgpu::Face::Back), + 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, + cache: None, + }); + + let ball = Ball::new(); + + Ok(Self { + surface, + device, + queue, + config, + size, + render_pipeline, + vertex_buffer, + index_buffer, + num_indices, + uniform_buffer, + uniform_bind_group, + uniforms, + ball, + last_frame_time: Instant::now(), + }) + } + + fn resize(&mut self, new_size: winit::dpi::PhysicalSize) { + 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); + } + } + + fn update(&mut self) { + let now = Instant::now(); + let dt = (now - self.last_frame_time).as_secs_f32(); + self.last_frame_time = now; + + // Update ball physics + self.ball.update(dt, self.size.width as f32, self.size.height as f32); + + // Update uniforms + self.uniforms.update_position(self.ball.position[0], self.ball.position[1]); + self.queue.write_buffer( + &self.uniform_buffer, + 0, + bytemuck::cast_slice(&[self.uniforms]), + ); + + self.update_vertex_colors(); + } + + fn update_vertex_colors(&mut self) { + let mut vertices = Vec::new(); + let segments = 32; // Number of segments for the circle + let radius = self.ball.radius; + + + + // Center vertex with ball's color + vertices.push(Vertex { + position: [0.0, 0.0, 0.0], + color: self.ball.color, + }); + + // Circle vertices with ball's color + for i in 0..segments { + let angle = 2.0 * std::f32::consts::PI * i as f32 / segments as f32; + let x = radius * angle.cos(); + let y = radius * angle.sin(); + + vertices.push(Vertex { + position: [x, y, 0.0], + color: self.ball.color, + }); + } + + // Update the vertex buffer with new colors + self.vertex_buffer = self.device.create_buffer_init(&wgpu::util::BufferInitDescriptor { + label: Some("Vertex Buffer"), + contents: bytemuck::cast_slice(&vertices), + usage: wgpu::BufferUsages::VERTEX, + }); + } + + 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: 0.2, + b: 0.3, + 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_bind_group(0, &self.uniform_bind_group, &[]); + render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..)); + render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint32); + render_pass.draw_indexed(0..self.num_indices, 0, 0..1); + } + + self.queue.submit(std::iter::once(encoder.finish())); + output.present(); + + Ok(()) + } +} + +struct App { + state: Option, + window: Option>, +} + +impl ApplicationHandler for App { + fn resumed(&mut self, event_loop: &ActiveEventLoop) { + let window_attributes = Window::default_attributes() + .with_title("Bouncing Ball") + .with_inner_size(winit::dpi::LogicalSize::new(800, 800)) + .with_min_inner_size(winit::dpi::LogicalSize::new(200, 200)); + + let window = Arc::new(event_loop.create_window(window_attributes).unwrap()); + let state = pollster::block_on(State::new(Arc::clone(&window))).unwrap(); + self.window = Some(window); + self.state = Some(state); + } + + fn window_event(&mut self, event_loop: &ActiveEventLoop, _id: WindowId, event: WindowEvent) { + let Some(state) = &mut self.state else { + return; + }; + + match event { + WindowEvent::CloseRequested + | WindowEvent::KeyboardInput { + event: + KeyEvent { + state: ElementState::Pressed, + physical_key: PhysicalKey::Code(KeyCode::Escape), + .. + }, + .. + } => event_loop.exit(), + WindowEvent::Resized(physical_size) => { + state.resize(physical_size); + } + WindowEvent::RedrawRequested => { + state.update(); + match state.render() { + Ok(_) => {} + Err(wgpu::SurfaceError::Lost) => state.resize(state.size), + Err(wgpu::SurfaceError::OutOfMemory) => event_loop.exit(), + Err(e) => eprintln!("{:?}", e), + } + + // Request another frame for continuous animation + if let Some(window) = &self.window { + window.request_redraw(); + } + } + _ => {} + } + } + + fn about_to_wait(&mut self, _event_loop: &ActiveEventLoop) { + // Request initial redraw + if let Some(window) = &self.window { + window.request_redraw(); + } + } +} + +fn main() -> Result<()> { + env_logger::init(); + + let event_loop = EventLoop::new()?; + event_loop.set_control_flow(ControlFlow::Poll); + + let mut app = App { + state: None, + window: None, + }; + + event_loop.run_app(&mut app)?; + + Ok(()) +} \ No newline at end of file diff --git a/src/shader.wgsl b/src/shader.wgsl new file mode 100644 index 0000000..840f138 --- /dev/null +++ b/src/shader.wgsl @@ -0,0 +1,32 @@ +// Vertex shader +struct VertexInput { + // position and color attributes + @location(0) position: vec3, // Position in 3D space + @location(1) color: vec3, // Color attribute +} + +struct VertexOutput { + @builtin(position) clip_position: vec4, // Clip space position + @location(0) color: vec3, // Color output +} + +struct Uniforms { + transform: mat4x4, // Transformation matrix +} + +@group(0) @binding(0) +var uniforms: Uniforms; + +@vertex +fn vs_main(model: VertexInput) -> VertexOutput { + var out: VertexOutput; // Initialize output structure + out.color = model.color; // Pass through color attribute + out.clip_position = uniforms.transform * vec4(model.position, 1.0); // Transform position by the uniform matrix + return out; +} + +// Fragment shader +@fragment +fn fs_main(in: VertexOutput) -> @location(0) vec4 { + return vec4(in.color, 1.0); +} \ No newline at end of file