Add integration example
It showcases how to integrate iced in an existing graphical application.
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119
examples/integration/src/scene.rs
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119
examples/integration/src/scene.rs
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use iced_wgpu::wgpu;
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use iced_winit::Color;
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pub struct Scene {
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pub background_color: Color,
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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}
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impl Scene {
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pub fn new(device: &wgpu::Device) -> Scene {
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let (pipeline, bind_group) = build_pipeline(device);
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Scene {
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background_color: Color::BLACK,
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pipeline,
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bind_group,
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}
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}
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pub fn draw(
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&self,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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) {
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let mut rpass =
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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::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: {
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let [r, g, b, a] =
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self.background_color.into_linear();
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wgpu::Color {
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r: r as f64,
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g: g as f64,
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b: b as f64,
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a: a as f64,
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}
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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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rpass.set_pipeline(&self.pipeline);
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rpass.set_bind_group(0, &self.bind_group, &[]);
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rpass.draw(0..3, 0..1);
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}
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}
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fn build_pipeline(
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device: &wgpu::Device,
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) -> (wgpu::RenderPipeline, wgpu::BindGroup) {
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let vs = include_bytes!("shader/vert.spv");
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let fs = include_bytes!("shader/frag.spv");
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let vs_module = device.create_shader_module(
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&wgpu::read_spirv(std::io::Cursor::new(&vs[..])).unwrap(),
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);
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let fs_module = device.create_shader_module(
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&wgpu::read_spirv(std::io::Cursor::new(&fs[..])).unwrap(),
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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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bindings: &[],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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bindings: &[],
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});
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let pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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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: &pipeline_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::Ccw,
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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::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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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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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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(pipeline, bind_group)
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}
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