Implement basic image rendering in iced_wgpu
This commit is contained in:
parent
f8a232c8af
commit
38b6c84e77
11 changed files with 543 additions and 10 deletions
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@ -74,7 +74,7 @@ impl Application for Tour {
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}
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let element: Element<_> = Column::new()
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.max_width(Length::Units(500))
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.max_width(Length::Units(540))
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.spacing(20)
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.padding(20)
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.push(steps.view(self.debug).map(Message::StepMessage))
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@ -503,9 +503,18 @@ impl<'a> Step {
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Self::container("Image")
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.push(Text::new("An image that tries to keep its aspect ratio."))
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.push(
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Image::new("resources/ferris.png")
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.width(Length::Units(width))
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.align_self(Align::Center),
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// This should go away once we unify resource loading on native
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// platforms
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if cfg!(target_arch = "wasm32") {
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Image::new("resources/ferris.png")
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} else {
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Image::new(format!(
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"{}/examples/resources/ferris.png",
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env!("CARGO_MANIFEST_DIR")
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))
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}
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.width(Length::Units(width))
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.align_self(Align::Center),
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)
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.push(Slider::new(
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slider,
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@ -12,4 +12,5 @@ iced_native = { version = "0.1.0-alpha", path = "../native" }
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wgpu = { version = "0.3", git = "https://github.com/gfx-rs/wgpu-rs", rev = "cb25914b95b58fee0dc139b400867e7a731d98f4" }
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wgpu_glyph = { version = "0.4", git = "https://github.com/hecrj/wgpu_glyph", rev = "48daa98f5f785963838b4345e86ac40eac095ba9" }
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raw-window-handle = "0.1"
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image = "0.22"
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log = "0.4"
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438
wgpu/src/image.rs
Normal file
438
wgpu/src/image.rs
Normal file
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@ -0,0 +1,438 @@
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use crate::Transformation;
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use std::cell::RefCell;
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use std::collections::HashMap;
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use std::mem;
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use std::rc::Rc;
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pub struct Pipeline {
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cache: RefCell<HashMap<String, Memory>>,
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pipeline: wgpu::RenderPipeline,
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transform: wgpu::Buffer,
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vertices: wgpu::Buffer,
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indices: wgpu::Buffer,
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instances: wgpu::Buffer,
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constants: wgpu::BindGroup,
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texture_layout: wgpu::BindGroupLayout,
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}
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impl Pipeline {
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pub fn new(device: &wgpu::Device) -> Self {
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Linear,
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lod_min_clamp: -100.0,
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lod_max_clamp: 100.0,
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compare_function: wgpu::CompareFunction::Always,
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});
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let constant_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutBinding {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutBinding {
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler,
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},
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],
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});
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let matrix: [f32; 16] = Transformation::identity().into();
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let transform_buffer = device
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.create_buffer_mapped(
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16,
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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)
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.fill_from_slice(&matrix[..]);
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let constant_bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &constant_layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &transform_buffer,
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range: 0..64,
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},
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},
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wgpu::Binding {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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],
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});
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let texture_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[wgpu::BindGroupLayoutBinding {
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binding: 0,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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dimension: wgpu::TextureViewDimension::D2,
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},
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}],
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});
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let layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&constant_layout, &texture_layout],
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});
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let vs = include_bytes!("shader/image.vert.spv");
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let vs_module = device.create_shader_module(
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&wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
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.expect("Read image vertex shader as SPIR-V"),
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);
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let fs = include_bytes!("shader/image.frag.spv");
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let fs_module = device.create_shader_module(
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&wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
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.expect("Read image fragment shader as SPIR-V"),
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);
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Cw,
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cull_mode: wgpu::CullMode::None,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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color_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: None,
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[
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wgpu::VertexBufferDescriptor {
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stride: mem::size_of::<Vertex>() as u64,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[wgpu::VertexAttributeDescriptor {
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shader_location: 0,
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format: wgpu::VertexFormat::Float2,
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offset: 0,
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}],
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},
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wgpu::VertexBufferDescriptor {
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stride: mem::size_of::<Instance>() as u64,
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step_mode: wgpu::InputStepMode::Instance,
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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shader_location: 1,
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format: wgpu::VertexFormat::Float2,
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offset: 0,
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},
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wgpu::VertexAttributeDescriptor {
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shader_location: 2,
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format: wgpu::VertexFormat::Float2,
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offset: 4 * 2,
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},
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],
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},
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],
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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let vertices = device
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.create_buffer_mapped(QUAD_VERTS.len(), wgpu::BufferUsage::VERTEX)
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.fill_from_slice(&QUAD_VERTS);
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let indices = device
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.create_buffer_mapped(QUAD_INDICES.len(), wgpu::BufferUsage::INDEX)
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.fill_from_slice(&QUAD_INDICES);
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let instances = device.create_buffer(&wgpu::BufferDescriptor {
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size: mem::size_of::<Instance>() as u64,
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usage: wgpu::BufferUsage::VERTEX | wgpu::BufferUsage::COPY_DST,
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});
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Pipeline {
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cache: RefCell::new(HashMap::new()),
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pipeline,
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transform: transform_buffer,
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vertices,
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indices,
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instances,
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constants: constant_bind_group,
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texture_layout,
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}
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}
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pub fn dimensions(&self, path: &str) -> (u32, u32) {
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self.load(path);
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self.cache.borrow().get(path).unwrap().dimensions()
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}
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fn load(&self, path: &str) {
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if !self.cache.borrow().contains_key(path) {
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let image = image::open(path).expect("Load image").to_bgra();
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self.cache
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.borrow_mut()
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.insert(path.to_string(), Memory::Host { image });
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}
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}
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pub fn draw(
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&mut self,
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device: &mut wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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instances: &[Image],
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transformation: Transformation,
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target: &wgpu::TextureView,
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) {
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let matrix: [f32; 16] = transformation.into();
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let transform_buffer = device
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.create_buffer_mapped(16, wgpu::BufferUsage::COPY_SRC)
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.fill_from_slice(&matrix[..]);
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encoder.copy_buffer_to_buffer(
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&transform_buffer,
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0,
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&self.transform,
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0,
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16 * 4,
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);
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// TODO: Batch draw calls using a texture atlas
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// Guillotière[1] by @nical can help us a lot here.
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//
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// [1]: https://github.com/nical/guillotiere
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for image in instances {
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self.load(&image.path);
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let texture = self
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.cache
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.borrow_mut()
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.get_mut(&image.path)
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.unwrap()
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.upload(device, encoder, &self.texture_layout);
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let instance_buffer = device
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.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
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.fill_from_slice(&[Instance {
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position: image.position,
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scale: image.scale,
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}]);
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encoder.copy_buffer_to_buffer(
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&instance_buffer,
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0,
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&self.instances,
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0,
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mem::size_of::<Image>() as u64,
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);
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{
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let mut render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: target,
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resolve_target: None,
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load_op: wgpu::LoadOp::Load,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color {
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r: 0.0,
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g: 0.0,
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b: 0.0,
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a: 0.0,
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},
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},
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],
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depth_stencil_attachment: None,
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});
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.constants, &[]);
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render_pass.set_bind_group(1, &texture, &[]);
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render_pass.set_index_buffer(&self.indices, 0);
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render_pass.set_vertex_buffers(
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0,
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&[(&self.vertices, 0), (&self.instances, 0)],
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);
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render_pass.draw_indexed(
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0..QUAD_INDICES.len() as u32,
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0,
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0..1 as u32,
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);
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}
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}
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}
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}
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enum Memory {
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Host {
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image: image::ImageBuffer<image::Bgra<u8>, Vec<u8>>,
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},
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Device {
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bind_group: Rc<wgpu::BindGroup>,
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width: u32,
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height: u32,
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},
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}
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impl Memory {
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fn dimensions(&self) -> (u32, u32) {
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match self {
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Memory::Host { image } => image.dimensions(),
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Memory::Device { width, height, .. } => (*width, *height),
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}
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}
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fn upload(
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&mut self,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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texture_layout: &wgpu::BindGroupLayout,
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) -> Rc<wgpu::BindGroup> {
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match self {
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Memory::Host { image } => {
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let (width, height) = image.dimensions();
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let extent = wgpu::Extent3d {
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width,
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height,
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depth: 1,
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};
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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size: extent,
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array_layer_count: 1,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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usage: wgpu::TextureUsage::COPY_DST
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| wgpu::TextureUsage::SAMPLED,
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});
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let slice = image.clone().into_raw();
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let temp_buf = device
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.create_buffer_mapped(
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slice.len(),
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wgpu::BufferUsage::COPY_SRC,
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)
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.fill_from_slice(&slice[..]);
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encoder.copy_buffer_to_texture(
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wgpu::BufferCopyView {
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buffer: &temp_buf,
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offset: 0,
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row_pitch: 4 * width as u32,
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image_height: height as u32,
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},
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wgpu::TextureCopyView {
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texture: &texture,
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array_layer: 0,
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mip_level: 0,
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origin: wgpu::Origin3d {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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},
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},
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extent,
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);
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let bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: texture_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(
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&texture.create_default_view(),
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),
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}],
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});
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let bind_group = Rc::new(bind_group);
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*self = Memory::Device {
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bind_group: bind_group.clone(),
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width,
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height,
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};
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bind_group
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}
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Memory::Device { bind_group, .. } => bind_group.clone(),
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}
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}
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}
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pub struct Image {
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pub path: String,
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pub position: [f32; 2],
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pub scale: [f32; 2],
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}
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#[derive(Clone, Copy)]
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pub struct Vertex {
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_position: [f32; 2],
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}
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const QUAD_INDICES: [u16; 6] = [0, 1, 2, 0, 2, 3];
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const QUAD_VERTS: [Vertex; 4] = [
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Vertex {
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_position: [0.0, 0.0],
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},
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Vertex {
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_position: [1.0, 0.0],
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},
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Vertex {
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_position: [1.0, 1.0],
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},
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Vertex {
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_position: [0.0, 1.0],
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},
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];
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#[derive(Clone, Copy)]
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struct Instance {
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position: [f32; 2],
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scale: [f32; 2],
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}
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@ -1,8 +1,10 @@
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mod image;
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mod primitive;
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mod quad;
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mod renderer;
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mod transformation;
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pub(crate) use crate::image::Image;
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pub(crate) use quad::Quad;
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pub(crate) use transformation::Transformation;
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|
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@ -19,4 +19,8 @@ pub enum Primitive {
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background: Background,
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border_radius: u16,
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},
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Image {
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path: String,
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bounds: Rectangle,
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},
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}
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|
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@ -1,4 +1,4 @@
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use crate::{quad, Primitive, Quad, Transformation};
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use crate::{quad, Image, Primitive, Quad, Transformation};
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use iced_native::{
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renderer::Debugger, renderer::Windowed, Background, Color, Layout,
|
||||
MouseCursor, Point, Widget,
|
||||
|
|
@ -29,8 +29,10 @@ pub struct Renderer {
|
|||
device: Device,
|
||||
queue: Queue,
|
||||
quad_pipeline: quad::Pipeline,
|
||||
image_pipeline: crate::image::Pipeline,
|
||||
|
||||
quads: Vec<Quad>,
|
||||
images: Vec<Image>,
|
||||
glyph_brush: Rc<RefCell<GlyphBrush<'static, ()>>>,
|
||||
}
|
||||
|
||||
|
|
@ -67,6 +69,7 @@ impl Renderer {
|
|||
.build(&mut device, TextureFormat::Bgra8UnormSrgb);
|
||||
|
||||
let quad_pipeline = quad::Pipeline::new(&mut device);
|
||||
let image_pipeline = crate::image::Pipeline::new(&mut device);
|
||||
|
||||
Self {
|
||||
surface,
|
||||
|
|
@ -74,8 +77,10 @@ impl Renderer {
|
|||
device,
|
||||
queue,
|
||||
quad_pipeline,
|
||||
image_pipeline,
|
||||
|
||||
quads: Vec::new(),
|
||||
images: Vec::new(),
|
||||
glyph_brush: Rc::new(RefCell::new(glyph_brush)),
|
||||
}
|
||||
}
|
||||
|
|
@ -139,6 +144,16 @@ impl Renderer {
|
|||
|
||||
self.quads.clear();
|
||||
|
||||
self.image_pipeline.draw(
|
||||
&mut self.device,
|
||||
&mut encoder,
|
||||
&self.images,
|
||||
target.transformation,
|
||||
&frame.view,
|
||||
);
|
||||
|
||||
self.images.clear();
|
||||
|
||||
self.glyph_brush
|
||||
.borrow_mut()
|
||||
.draw_queued(
|
||||
|
|
@ -238,6 +253,13 @@ impl Renderer {
|
|||
border_radius: u32::from(*border_radius),
|
||||
});
|
||||
}
|
||||
Primitive::Image { path, bounds } => {
|
||||
self.images.push(Image {
|
||||
path: path.clone(),
|
||||
position: [bounds.x, bounds.y],
|
||||
scale: [bounds.width, bounds.height],
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,12 +1,33 @@
|
|||
use crate::{Primitive, Renderer};
|
||||
use iced_native::{image, Image, Layout, MouseCursor, Node, Style};
|
||||
use iced_native::{image, Image, Layout, Length, MouseCursor, Node, Style};
|
||||
|
||||
impl image::Renderer for Renderer {
|
||||
fn node(&self, _image: &Image) -> Node {
|
||||
Node::new(Style::default())
|
||||
fn node(&self, image: &Image) -> Node {
|
||||
let (width, height) = self.image_pipeline.dimensions(&image.path);
|
||||
|
||||
let aspect_ratio = width as f32 / height as f32;
|
||||
|
||||
let mut style = Style::default().align_self(image.align_self);
|
||||
|
||||
style = match (image.width, image.height) {
|
||||
(Length::Units(width), _) => style.width(image.width).height(
|
||||
Length::Units((width as f32 / aspect_ratio).round() as u16),
|
||||
),
|
||||
(_, _) => style
|
||||
.width(Length::Units(width as u16))
|
||||
.height(Length::Units(height as u16)),
|
||||
};
|
||||
|
||||
Node::new(style)
|
||||
}
|
||||
|
||||
fn draw(&mut self, _image: &Image, _layout: Layout<'_>) -> Self::Output {
|
||||
(Primitive::None, MouseCursor::OutOfBounds)
|
||||
fn draw(&mut self, image: &Image, layout: Layout<'_>) -> Self::Output {
|
||||
(
|
||||
Primitive::Image {
|
||||
path: image.path.clone(),
|
||||
bounds: layout.bounds(),
|
||||
},
|
||||
MouseCursor::OutOfBounds,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
|
|
|||
12
wgpu/src/shader/image.frag
Normal file
12
wgpu/src/shader/image.frag
Normal file
|
|
@ -0,0 +1,12 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 v_Uv;
|
||||
|
||||
layout(set = 0, binding = 1) uniform sampler u_Sampler;
|
||||
layout(set = 1, binding = 0) uniform texture2D u_Texture;
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
void main() {
|
||||
o_Color = texture(sampler2D(u_Texture, u_Sampler), v_Uv);
|
||||
}
|
||||
BIN
wgpu/src/shader/image.frag.spv
Normal file
BIN
wgpu/src/shader/image.frag.spv
Normal file
Binary file not shown.
24
wgpu/src/shader/image.vert
Normal file
24
wgpu/src/shader/image.vert
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 v_Pos;
|
||||
layout(location = 1) in vec2 i_Pos;
|
||||
layout(location = 2) in vec2 i_Scale;
|
||||
|
||||
layout (set = 0, binding = 0) uniform Globals {
|
||||
mat4 u_Transform;
|
||||
};
|
||||
|
||||
layout(location = 0) out vec2 o_Uv;
|
||||
|
||||
void main() {
|
||||
o_Uv = v_Pos;
|
||||
|
||||
mat4 i_Transform = mat4(
|
||||
vec4(i_Scale.x, 0.0, 0.0, 0.0),
|
||||
vec4(0.0, i_Scale.y, 0.0, 0.0),
|
||||
vec4(0.0, 0.0, 1.0, 0.0),
|
||||
vec4(i_Pos, 0.0, 1.0)
|
||||
);
|
||||
|
||||
gl_Position = u_Transform * i_Transform * vec4(v_Pos, 0.0, 1.0);
|
||||
}
|
||||
BIN
wgpu/src/shader/image.vert.spv
Normal file
BIN
wgpu/src/shader/image.vert.spv
Normal file
Binary file not shown.
Loading…
Add table
Add a link
Reference in a new issue