Compute vertex position in shader
This commit is contained in:
parent
bc9bb28b1c
commit
3f467d1212
6 changed files with 60 additions and 128 deletions
|
|
@ -9,7 +9,6 @@ use crate::graphics::color;
|
||||||
use crate::graphics::{self, Transformation};
|
use crate::graphics::{self, Transformation};
|
||||||
|
|
||||||
use bytemuck::{Pod, Zeroable};
|
use bytemuck::{Pod, Zeroable};
|
||||||
use wgpu::util::DeviceExt;
|
|
||||||
|
|
||||||
use std::mem;
|
use std::mem;
|
||||||
|
|
||||||
|
|
@ -23,8 +22,6 @@ pub struct Pipeline {
|
||||||
solid: solid::Pipeline,
|
solid: solid::Pipeline,
|
||||||
gradient: gradient::Pipeline,
|
gradient: gradient::Pipeline,
|
||||||
constant_layout: wgpu::BindGroupLayout,
|
constant_layout: wgpu::BindGroupLayout,
|
||||||
vertices: wgpu::Buffer,
|
|
||||||
indices: wgpu::Buffer,
|
|
||||||
layers: Vec<Layer>,
|
layers: Vec<Layer>,
|
||||||
prepare_layer: usize,
|
prepare_layer: usize,
|
||||||
}
|
}
|
||||||
|
|
@ -48,23 +45,7 @@ impl Pipeline {
|
||||||
}],
|
}],
|
||||||
});
|
});
|
||||||
|
|
||||||
let vertices =
|
|
||||||
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
||||||
label: Some("iced_wgpu::quad vertex buffer"),
|
|
||||||
contents: bytemuck::cast_slice(&VERTICES),
|
|
||||||
usage: wgpu::BufferUsages::VERTEX,
|
|
||||||
});
|
|
||||||
|
|
||||||
let indices =
|
|
||||||
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
||||||
label: Some("iced_wgpu::quad index buffer"),
|
|
||||||
contents: bytemuck::cast_slice(&INDICES),
|
|
||||||
usage: wgpu::BufferUsages::INDEX,
|
|
||||||
});
|
|
||||||
|
|
||||||
Self {
|
Self {
|
||||||
vertices,
|
|
||||||
indices,
|
|
||||||
solid: solid::Pipeline::new(device, format, &constant_layout),
|
solid: solid::Pipeline::new(device, format, &constant_layout),
|
||||||
gradient: gradient::Pipeline::new(device, format, &constant_layout),
|
gradient: gradient::Pipeline::new(device, format, &constant_layout),
|
||||||
layers: Vec::new(),
|
layers: Vec::new(),
|
||||||
|
|
@ -105,11 +86,6 @@ impl Pipeline {
|
||||||
bounds.width,
|
bounds.width,
|
||||||
bounds.height,
|
bounds.height,
|
||||||
);
|
);
|
||||||
render_pass.set_index_buffer(
|
|
||||||
self.indices.slice(..),
|
|
||||||
wgpu::IndexFormat::Uint16,
|
|
||||||
);
|
|
||||||
render_pass.set_vertex_buffer(0, self.vertices.slice(..));
|
|
||||||
|
|
||||||
let mut solid_offset = 0;
|
let mut solid_offset = 0;
|
||||||
let mut gradient_offset = 0;
|
let mut gradient_offset = 0;
|
||||||
|
|
@ -311,43 +287,6 @@ fn color_target_state(
|
||||||
})]
|
})]
|
||||||
}
|
}
|
||||||
|
|
||||||
#[repr(C)]
|
|
||||||
#[derive(Clone, Copy, bytemuck::Zeroable, bytemuck::Pod)]
|
|
||||||
pub struct Vertex {
|
|
||||||
_position: [f32; 2],
|
|
||||||
}
|
|
||||||
|
|
||||||
impl Vertex {
|
|
||||||
fn buffer_layout<'a>() -> wgpu::VertexBufferLayout<'a> {
|
|
||||||
wgpu::VertexBufferLayout {
|
|
||||||
array_stride: mem::size_of::<Self>() as u64,
|
|
||||||
step_mode: wgpu::VertexStepMode::Vertex,
|
|
||||||
attributes: &[wgpu::VertexAttribute {
|
|
||||||
shader_location: 0,
|
|
||||||
format: wgpu::VertexFormat::Float32x2,
|
|
||||||
offset: 0,
|
|
||||||
}],
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
const INDICES: [u16; 6] = [0, 1, 2, 0, 2, 3];
|
|
||||||
|
|
||||||
const VERTICES: [Vertex; 4] = [
|
|
||||||
Vertex {
|
|
||||||
_position: [0.0, 0.0],
|
|
||||||
},
|
|
||||||
Vertex {
|
|
||||||
_position: [1.0, 0.0],
|
|
||||||
},
|
|
||||||
Vertex {
|
|
||||||
_position: [1.0, 1.0],
|
|
||||||
},
|
|
||||||
Vertex {
|
|
||||||
_position: [0.0, 1.0],
|
|
||||||
},
|
|
||||||
];
|
|
||||||
|
|
||||||
#[repr(C)]
|
#[repr(C)]
|
||||||
#[derive(Debug, Clone, Copy, bytemuck::Zeroable, bytemuck::Pod)]
|
#[derive(Debug, Clone, Copy, bytemuck::Zeroable, bytemuck::Pod)]
|
||||||
struct Uniforms {
|
struct Uniforms {
|
||||||
|
|
|
||||||
|
|
@ -106,36 +106,32 @@ impl Pipeline {
|
||||||
vertex: wgpu::VertexState {
|
vertex: wgpu::VertexState {
|
||||||
module: &shader,
|
module: &shader,
|
||||||
entry_point: "gradient_vs_main",
|
entry_point: "gradient_vs_main",
|
||||||
buffers: &[
|
buffers: &[wgpu::VertexBufferLayout {
|
||||||
quad::Vertex::buffer_layout(),
|
array_stride: std::mem::size_of::<Gradient>() as u64,
|
||||||
wgpu::VertexBufferLayout {
|
step_mode: wgpu::VertexStepMode::Instance,
|
||||||
array_stride: std::mem::size_of::<Gradient>()
|
attributes: &wgpu::vertex_attr_array!(
|
||||||
as u64,
|
// Colors 1-2
|
||||||
step_mode: wgpu::VertexStepMode::Instance,
|
1 => Uint32x4,
|
||||||
attributes: &wgpu::vertex_attr_array!(
|
// Colors 3-4
|
||||||
// Colors 1-2
|
2 => Uint32x4,
|
||||||
1 => Uint32x4,
|
// Colors 5-6
|
||||||
// Colors 3-4
|
3 => Uint32x4,
|
||||||
2 => Uint32x4,
|
// Colors 7-8
|
||||||
// Colors 5-6
|
4 => Uint32x4,
|
||||||
3 => Uint32x4,
|
// Offsets 1-8
|
||||||
// Colors 7-8
|
5 => Uint32x4,
|
||||||
4 => Uint32x4,
|
// Direction
|
||||||
// Offsets 1-8
|
6 => Float32x4,
|
||||||
5 => Uint32x4,
|
// Position & Scale
|
||||||
// Direction
|
7 => Float32x4,
|
||||||
6 => Float32x4,
|
// Border color
|
||||||
// Position & Scale
|
8 => Float32x4,
|
||||||
7 => Float32x4,
|
// Border radius
|
||||||
// Border color
|
9 => Float32x4,
|
||||||
8 => Float32x4,
|
// Border width
|
||||||
// Border radius
|
10 => Float32
|
||||||
9 => Float32x4,
|
),
|
||||||
// Border width
|
}],
|
||||||
10 => Float32
|
|
||||||
),
|
|
||||||
},
|
|
||||||
],
|
|
||||||
},
|
},
|
||||||
fragment: Some(wgpu::FragmentState {
|
fragment: Some(wgpu::FragmentState {
|
||||||
module: &shader,
|
module: &shader,
|
||||||
|
|
@ -171,12 +167,8 @@ impl Pipeline {
|
||||||
|
|
||||||
render_pass.set_pipeline(&self.pipeline);
|
render_pass.set_pipeline(&self.pipeline);
|
||||||
render_pass.set_bind_group(0, constants, &[]);
|
render_pass.set_bind_group(0, constants, &[]);
|
||||||
render_pass.set_vertex_buffer(1, layer.instances.slice(..));
|
render_pass.set_vertex_buffer(0, layer.instances.slice(..));
|
||||||
|
|
||||||
render_pass.draw_indexed(
|
render_pass.draw(0..6, range.start as u32..range.end as u32);
|
||||||
0..quad::INDICES.len() as u32,
|
|
||||||
0,
|
|
||||||
range.start as u32..range.end as u32,
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -87,27 +87,24 @@ impl Pipeline {
|
||||||
vertex: wgpu::VertexState {
|
vertex: wgpu::VertexState {
|
||||||
module: &shader,
|
module: &shader,
|
||||||
entry_point: "solid_vs_main",
|
entry_point: "solid_vs_main",
|
||||||
buffers: &[
|
buffers: &[wgpu::VertexBufferLayout {
|
||||||
quad::Vertex::buffer_layout(),
|
array_stride: std::mem::size_of::<Solid>() as u64,
|
||||||
wgpu::VertexBufferLayout {
|
step_mode: wgpu::VertexStepMode::Instance,
|
||||||
array_stride: std::mem::size_of::<Solid>() as u64,
|
attributes: &wgpu::vertex_attr_array!(
|
||||||
step_mode: wgpu::VertexStepMode::Instance,
|
// Color
|
||||||
attributes: &wgpu::vertex_attr_array!(
|
1 => Float32x4,
|
||||||
// Color
|
// Position
|
||||||
1 => Float32x4,
|
2 => Float32x2,
|
||||||
// Position
|
// Size
|
||||||
2 => Float32x2,
|
3 => Float32x2,
|
||||||
// Size
|
// Border color
|
||||||
3 => Float32x2,
|
4 => Float32x4,
|
||||||
// Border color
|
// Border radius
|
||||||
4 => Float32x4,
|
5 => Float32x4,
|
||||||
// Border radius
|
// Border width
|
||||||
5 => Float32x4,
|
6 => Float32,
|
||||||
// Border width
|
),
|
||||||
6 => Float32,
|
}],
|
||||||
),
|
|
||||||
},
|
|
||||||
],
|
|
||||||
},
|
},
|
||||||
fragment: Some(wgpu::FragmentState {
|
fragment: Some(wgpu::FragmentState {
|
||||||
module: &shader,
|
module: &shader,
|
||||||
|
|
@ -143,12 +140,8 @@ impl Pipeline {
|
||||||
|
|
||||||
render_pass.set_pipeline(&self.pipeline);
|
render_pass.set_pipeline(&self.pipeline);
|
||||||
render_pass.set_bind_group(0, constants, &[]);
|
render_pass.set_bind_group(0, constants, &[]);
|
||||||
render_pass.set_vertex_buffer(1, layer.instances.slice(..));
|
render_pass.set_vertex_buffer(0, layer.instances.slice(..));
|
||||||
|
|
||||||
render_pass.draw_indexed(
|
render_pass.draw(0..6, range.start as u32..range.end as u32);
|
||||||
0..quad::INDICES.len() as u32,
|
|
||||||
0,
|
|
||||||
range.start as u32..range.end as u32,
|
|
||||||
);
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -37,3 +37,11 @@ fn select_border_radius(radi: vec4<f32>, position: vec2<f32>, center: vec2<f32>)
|
||||||
rx = select(rx, ry, position.y > center.y);
|
rx = select(rx, ry, position.y > center.y);
|
||||||
return rx;
|
return rx;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Compute the normalized quad coordinates based on the vertex index.
|
||||||
|
fn vertex_position(vertex_index: u32) -> vec2<f32> {
|
||||||
|
// #: 0 1 2 3 4 5
|
||||||
|
// x: 1 1 0 0 0 1
|
||||||
|
// y: 1 0 0 0 1 1
|
||||||
|
return vec2<f32>((vec2(1u, 2u) + vertex_index) % 6u < 3u);
|
||||||
|
}
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,5 @@
|
||||||
struct GradientVertexInput {
|
struct GradientVertexInput {
|
||||||
@location(0) v_pos: vec2<f32>,
|
@builtin(vertex_index) vertex_index: u32,
|
||||||
@location(1) @interpolate(flat) colors_1: vec4<u32>,
|
@location(1) @interpolate(flat) colors_1: vec4<u32>,
|
||||||
@location(2) @interpolate(flat) colors_2: vec4<u32>,
|
@location(2) @interpolate(flat) colors_2: vec4<u32>,
|
||||||
@location(3) @interpolate(flat) colors_3: vec4<u32>,
|
@location(3) @interpolate(flat) colors_3: vec4<u32>,
|
||||||
|
|
@ -48,7 +48,7 @@ fn gradient_vs_main(input: GradientVertexInput) -> GradientVertexOutput {
|
||||||
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
|
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
|
||||||
);
|
);
|
||||||
|
|
||||||
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
|
out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
|
||||||
out.colors_1 = input.colors_1;
|
out.colors_1 = input.colors_1;
|
||||||
out.colors_2 = input.colors_2;
|
out.colors_2 = input.colors_2;
|
||||||
out.colors_3 = input.colors_3;
|
out.colors_3 = input.colors_3;
|
||||||
|
|
|
||||||
|
|
@ -1,5 +1,5 @@
|
||||||
struct SolidVertexInput {
|
struct SolidVertexInput {
|
||||||
@location(0) v_pos: vec2<f32>,
|
@builtin(vertex_index) vertex_index: u32,
|
||||||
@location(1) color: vec4<f32>,
|
@location(1) color: vec4<f32>,
|
||||||
@location(2) pos: vec2<f32>,
|
@location(2) pos: vec2<f32>,
|
||||||
@location(3) scale: vec2<f32>,
|
@location(3) scale: vec2<f32>,
|
||||||
|
|
@ -40,7 +40,7 @@ fn solid_vs_main(input: SolidVertexInput) -> SolidVertexOutput {
|
||||||
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
|
vec4<f32>(pos - vec2<f32>(0.5, 0.5), 0.0, 1.0)
|
||||||
);
|
);
|
||||||
|
|
||||||
out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
|
out.position = globals.transform * transform * vec4<f32>(vertex_position(input.vertex_index), 0.0, 1.0);
|
||||||
out.color = input.color;
|
out.color = input.color;
|
||||||
out.border_color = input.border_color;
|
out.border_color = input.border_color;
|
||||||
out.pos = pos;
|
out.pos = pos;
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue