Compute vertex position for image shader
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parent
e197abe0aa
commit
5fb877ab59
2 changed files with 23 additions and 80 deletions
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@ -35,8 +35,6 @@ pub struct Pipeline {
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vector_cache: RefCell<vector::Cache>,
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pipeline: wgpu::RenderPipeline,
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vertices: wgpu::Buffer,
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indices: wgpu::Buffer,
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sampler: wgpu::Sampler,
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texture: wgpu::BindGroup,
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texture_version: usize,
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@ -128,20 +126,14 @@ impl Layer {
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fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
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render_pass.set_bind_group(0, &self.constants, &[]);
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render_pass.set_vertex_buffer(1, self.instances.slice(..));
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render_pass.set_vertex_buffer(0, self.instances.slice(..));
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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..self.instance_count as u32,
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);
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render_pass.draw(0..6, 0..self.instance_count as u32);
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}
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}
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impl Pipeline {
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pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
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use wgpu::util::DeviceExt;
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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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@ -207,7 +199,11 @@ impl Pipeline {
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device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("iced_wgpu image shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("shader/image.wgsl"),
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concat!(
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include_str!("shader/vertex.wgsl"),
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"\n",
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include_str!("shader/image.wgsl"),
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),
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)),
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});
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@ -218,28 +214,17 @@ impl Pipeline {
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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: &[
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x2,
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offset: 0,
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}],
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},
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Instance>() as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &wgpu::vertex_attr_array!(
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1 => Float32x2,
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2 => Float32x2,
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3 => Float32x2,
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4 => Float32x2,
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5 => Sint32,
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),
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},
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],
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Instance>() as u64,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &wgpu::vertex_attr_array!(
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1 => Float32x2,
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2 => Float32x2,
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3 => Float32x2,
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4 => Float32x2,
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5 => Sint32,
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),
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}],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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@ -275,20 +260,6 @@ impl Pipeline {
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multiview: None,
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});
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let vertices =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("iced_wgpu::image vertex buffer"),
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contents: bytemuck::cast_slice(&QUAD_VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let indices =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("iced_wgpu::image index buffer"),
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contents: bytemuck::cast_slice(&QUAD_INDICES),
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usage: wgpu::BufferUsages::INDEX,
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});
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let texture_atlas = Atlas::new(device);
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let texture = device.create_bind_group(&wgpu::BindGroupDescriptor {
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@ -310,8 +281,6 @@ impl Pipeline {
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vector_cache: RefCell::new(vector::Cache::default()),
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pipeline,
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vertices,
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indices,
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sampler,
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texture,
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texture_version: texture_atlas.layer_count(),
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@ -469,11 +438,6 @@ impl Pipeline {
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);
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render_pass.set_bind_group(1, &self.texture, &[]);
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render_pass.set_index_buffer(
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self.indices.slice(..),
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wgpu::IndexFormat::Uint16,
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);
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render_pass.set_vertex_buffer(0, self.vertices.slice(..));
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layer.render(render_pass);
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}
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@ -490,29 +454,6 @@ impl Pipeline {
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}
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}
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#[repr(C)]
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#[derive(Clone, Copy, Zeroable, Pod)]
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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_VERTICES: [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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#[repr(C)]
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#[derive(Debug, Clone, Copy, Zeroable, Pod)]
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struct Instance {
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@ -7,7 +7,7 @@ struct Globals {
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@group(1) @binding(0) var u_texture: texture_2d_array<f32>;
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struct VertexInput {
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@location(0) v_pos: vec2<f32>,
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@builtin(vertex_index) vertex_index: u32,
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@location(1) pos: vec2<f32>,
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@location(2) scale: vec2<f32>,
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@location(3) atlas_pos: vec2<f32>,
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@ -25,7 +25,9 @@ struct VertexOutput {
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fn vs_main(input: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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out.uv = vec2<f32>(input.v_pos * input.atlas_scale + input.atlas_pos);
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let v_pos = vertex_position(input.vertex_index);
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out.uv = vec2<f32>(v_pos * input.atlas_scale + input.atlas_pos);
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out.layer = f32(input.layer);
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var transform: mat4x4<f32> = mat4x4<f32>(
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@ -35,7 +37,7 @@ fn vs_main(input: VertexInput) -> VertexOutput {
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vec4<f32>(input.pos, 0.0, 1.0)
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);
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out.position = globals.transform * transform * vec4<f32>(input.v_pos, 0.0, 1.0);
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out.position = globals.transform * transform * vec4<f32>(v_pos, 0.0, 1.0);
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return out;
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}
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