Adds linear gradient support to 2D meshes in the canvas widget.
This commit is contained in:
parent
97f385e093
commit
40f45d7b7e
40 changed files with 2041 additions and 655 deletions
265
wgpu/src/triangle/gradient.rs
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265
wgpu/src/triangle/gradient.rs
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use crate::buffers::dynamic_buffers::DynamicBuffer;
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use crate::settings;
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use crate::triangle::{
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default_fragment_target, default_multisample_state,
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default_triangle_primitive_state, vertex_buffer_layout,
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};
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use encase::ShaderType;
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use glam::{Vec2, Vec4};
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use iced_graphics::gradient::Gradient;
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use iced_graphics::Transformation;
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pub(super) struct GradientPipeline {
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pipeline: wgpu::RenderPipeline,
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pub(super) uniform_buffer: DynamicBuffer<GradientUniforms>,
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pub(super) storage_buffer: DynamicBuffer<GradientStorage>,
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color_stop_offset: i32,
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//Need to store these and then write them all at once
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//or else they will be padded to 256 and cause gaps in the storage buffer
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color_stops_pending_write: GradientStorage,
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bind_group_layout: wgpu::BindGroupLayout,
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bind_group: wgpu::BindGroup,
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}
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//TODO I can tightly pack this by rearranging/consolidating some fields
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#[derive(Debug, ShaderType)]
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pub(super) struct GradientUniforms {
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transform: glam::Mat4,
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start: Vec2,
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#[align(16)]
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end: Vec2,
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#[align(16)]
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start_stop: i32,
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#[align(16)]
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end_stop: i32,
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}
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#[derive(Debug, ShaderType)]
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pub(super) struct ColorStop {
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color: Vec4,
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offset: f32,
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}
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#[derive(ShaderType)]
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pub(super) struct GradientStorage {
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#[size(runtime)]
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pub color_stops: Vec<ColorStop>,
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}
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impl GradientPipeline {
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/// Creates a new [GradientPipeline] using `triangle_gradient.wgsl` shader.
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pub(super) fn new(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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antialiasing: Option<settings::Antialiasing>,
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) -> Self {
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let uniform_buffer = DynamicBuffer::uniform(
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device,
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"iced_wgpu::triangle [GRADIENT] uniforms",
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);
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//TODO: With a WASM target storage buffers are not supported. Will need to use UBOs & static
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// sized array (64 on OpenGL side right now) to make gradients work
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let storage_buffer = DynamicBuffer::storage(
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device,
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"iced_wgpu::triangle [GRADIENT] storage",
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);
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu::triangle [GRADIENT] bind group layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: Some(GradientUniforms::min_size()),
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Storage {
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read_only: true,
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},
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has_dynamic_offset: false,
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min_binding_size: Some(GradientStorage::min_size()),
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},
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count: None,
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},
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],
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});
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let bind_group = GradientPipeline::bind_group(
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device,
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uniform_buffer.raw(),
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storage_buffer.raw(),
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&bind_group_layout,
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);
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let layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("iced_wgpu::triangle [GRADIENT] pipeline layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let shader =
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some(
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"iced_wgpu::triangle [GRADIENT] create shader module",
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),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("../shader/triangle_gradient.wgsl"),
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)),
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});
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu::triangle [GRADIENT] pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[vertex_buffer_layout()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_gradient",
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targets: &[default_fragment_target(format)],
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}),
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primitive: default_triangle_primitive_state(),
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depth_stencil: None,
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multisample: default_multisample_state(antialiasing),
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multiview: None,
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});
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Self {
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pipeline,
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uniform_buffer,
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storage_buffer,
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color_stop_offset: 0,
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color_stops_pending_write: GradientStorage { color_stops: vec![] },
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bind_group_layout,
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bind_group,
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}
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}
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/// Pushes a new gradient uniform to the CPU buffer.
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pub fn push(&mut self, transform: Transformation, gradient: &Gradient) {
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match gradient {
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Gradient::Linear(linear) => {
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let start_offset = self.color_stop_offset;
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let end_offset =
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(linear.color_stops.len() as i32) + start_offset - 1;
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self.uniform_buffer.push(&GradientUniforms {
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transform: transform.into(),
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start: Vec2::new(linear.start.x, linear.start.y),
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end: Vec2::new(linear.end.x, linear.end.y),
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start_stop: start_offset,
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end_stop: end_offset,
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});
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self.color_stop_offset = end_offset + 1;
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let stops: Vec<ColorStop> = linear
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.color_stops
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.iter()
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.map(|stop| ColorStop {
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offset: stop.offset,
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color: Vec4::new(
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stop.color.r,
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stop.color.g,
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stop.color.b,
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stop.color.a,
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),
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})
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.collect();
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self.color_stops_pending_write.color_stops.extend(stops);
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}
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}
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}
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fn bind_group(
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device: &wgpu::Device,
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uniform_buffer: &wgpu::Buffer,
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storage_buffer: &wgpu::Buffer,
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layout: &wgpu::BindGroupLayout,
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) -> wgpu::BindGroup {
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu::triangle [GRADIENT] bind group"),
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layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(
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wgpu::BufferBinding {
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buffer: uniform_buffer,
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offset: 0,
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size: Some(GradientUniforms::min_size())
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}
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)
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: storage_buffer.as_entire_binding()
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},
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],
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})
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}
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/// Writes the contents of the gradient CPU buffer to the GPU buffer, resizing the GPU buffer
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/// beforehand if necessary.
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pub fn write(
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&mut self,
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device: &wgpu::Device,
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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) {
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//first write the pending color stops to the CPU buffer
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self.storage_buffer.push(&self.color_stops_pending_write);
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//resize buffers if needed
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let uniforms_resized = self.uniform_buffer.resize(device);
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let storage_resized = self.storage_buffer.resize(device);
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if uniforms_resized || storage_resized {
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//recreate bind groups if any buffers were resized
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self.bind_group = GradientPipeline::bind_group(
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device,
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self.uniform_buffer.raw(),
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self.storage_buffer.raw(),
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&self.bind_group_layout,
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);
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}
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//write to GPU
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self.uniform_buffer.write(device, staging_belt, encoder);
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self.storage_buffer.write(device, staging_belt, encoder);
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//cleanup
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self.color_stop_offset = 0;
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self.color_stops_pending_write.color_stops.clear();
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}
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/// Configures the current render pass to draw the gradient at its offset stored in the
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/// [DynamicBuffer] at [index].
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pub fn configure_render_pass<'a>(
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&'a self,
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render_pass: &mut wgpu::RenderPass<'a>,
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index: usize,
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) {
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(
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0,
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&self.bind_group,
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&[self.uniform_buffer.offset_at_index(index)],
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);
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}
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}
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169
wgpu/src/triangle/solid.rs
Normal file
169
wgpu/src/triangle/solid.rs
Normal file
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@ -0,0 +1,169 @@
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use crate::buffers::dynamic_buffers::DynamicBuffer;
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use crate::triangle::{
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default_fragment_target, default_multisample_state,
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default_triangle_primitive_state, vertex_buffer_layout,
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};
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use crate::{settings, Color};
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use encase::ShaderType;
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use glam::Vec4;
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use iced_graphics::Transformation;
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pub(super) struct SolidPipeline {
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pipeline: wgpu::RenderPipeline,
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pub(super) buffer: DynamicBuffer<SolidUniforms>,
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bind_group_layout: wgpu::BindGroupLayout,
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bind_group: wgpu::BindGroup,
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}
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#[derive(Debug, Clone, Copy, ShaderType)]
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pub(super) struct SolidUniforms {
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transform: glam::Mat4,
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color: Vec4,
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}
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impl SolidUniforms {
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pub fn new(transform: Transformation, color: Color) -> Self {
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Self {
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transform: transform.into(),
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color: Vec4::new(color.r, color.g, color.b, color.a),
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}
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}
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}
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impl SolidPipeline {
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/// Creates a new [SolidPipeline] using `triangle_solid.wgsl` shader.
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pub fn new(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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antialiasing: Option<settings::Antialiasing>,
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) -> Self {
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let buffer = DynamicBuffer::uniform(
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device,
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"iced_wgpu::triangle [SOLID] uniforms",
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);
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("iced_wgpu::triangle [SOLID] bind group layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: true,
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min_binding_size: Some(SolidUniforms::min_size()),
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},
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count: None,
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}],
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});
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let bind_group = SolidPipeline::bind_group(
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device,
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&buffer.raw(),
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&bind_group_layout,
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);
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let layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("iced_wgpu::triangle [SOLID] pipeline layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let shader =
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu::triangle [SOLID] create shader module"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("../shader/triangle_solid.wgsl"),
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)),
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});
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let pipeline =
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("iced_wgpu::triangle [SOLID] pipeline"),
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layout: Some(&layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[vertex_buffer_layout()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_solid",
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targets: &[default_fragment_target(format)],
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}),
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primitive: default_triangle_primitive_state(),
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depth_stencil: None,
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multisample: default_multisample_state(antialiasing),
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multiview: None,
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});
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Self {
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pipeline,
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buffer,
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bind_group_layout,
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bind_group,
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}
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}
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fn bind_group(
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device: &wgpu::Device,
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buffer: &wgpu::Buffer,
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layout: &wgpu::BindGroupLayout,
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) -> wgpu::BindGroup {
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("iced_wgpu::triangle [SOLID] bind group"),
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layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer,
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offset: 0,
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size: Some(SolidUniforms::min_size()),
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}),
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}],
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})
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}
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/// Pushes a new solid uniform to the CPU buffer.
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pub fn push(&mut self, transform: Transformation, color: &Color) {
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self.buffer.push(&SolidUniforms::new(transform, *color));
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}
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/// Writes the contents of the solid CPU buffer to the GPU buffer, resizing the GPU buffer
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/// beforehand if necessary.
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pub fn write(
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&mut self,
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device: &wgpu::Device,
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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) {
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let uniforms_resized = self.buffer.resize(device);
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if uniforms_resized {
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self.bind_group = SolidPipeline::bind_group(
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device,
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self.buffer.raw(),
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&self.bind_group_layout,
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)
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}
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self.buffer.write(device, staging_belt, encoder);
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}
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/// Configures the current render pass to draw the solid at its offset stored in the
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/// [DynamicBuffer] at [index].
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pub fn configure_render_pass<'a>(
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&'a self,
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render_pass: &mut wgpu::RenderPass<'a>,
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index: usize,
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) {
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(
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0,
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&self.bind_group,
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&[self.buffer.offset_at_index(index)],
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);
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}
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}
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