Added support for custom shader widget for iced_wgpu backend.
This commit is contained in:
parent
817f728687
commit
781ef1f94c
37 changed files with 2139 additions and 6 deletions
600
examples/custom_shader/src/pipeline.rs
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examples/custom_shader/src/pipeline.rs
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@ -0,0 +1,600 @@
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use crate::primitive;
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use crate::primitive::cube;
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use crate::primitive::{Buffer, Uniforms};
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use iced::{Rectangle, Size};
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use wgpu::util::DeviceExt;
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const SKY_TEXTURE_SIZE: u32 = 128;
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pub struct Pipeline {
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pipeline: wgpu::RenderPipeline,
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vertices: wgpu::Buffer,
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cubes: Buffer,
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uniforms: wgpu::Buffer,
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uniform_bind_group: wgpu::BindGroup,
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depth_texture_size: Size<u32>,
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depth_view: wgpu::TextureView,
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depth_pipeline: DepthPipeline,
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}
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impl Pipeline {
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pub fn new(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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format: wgpu::TextureFormat,
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target_size: Size<u32>,
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) -> Self {
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//vertices of one cube
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let vertices =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("cubes vertex buffer"),
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contents: bytemuck::cast_slice(&cube::Raw::vertices()),
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usage: wgpu::BufferUsages::VERTEX,
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});
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//cube instance data
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let cubes_buffer = Buffer::new(
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device,
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"cubes instance buffer",
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std::mem::size_of::<cube::Raw>() as u64,
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wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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);
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//uniforms for all cubes
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let uniforms = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("cubes uniform buffer"),
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size: std::mem::size_of::<Uniforms>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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//depth buffer
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let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("cubes depth texture"),
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size: wgpu::Extent3d {
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width: target_size.width,
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height: target_size.height,
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depth_or_array_layers: 1,
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},
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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::Depth32Float,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT
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| wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let depth_view =
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depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let normal_map_data = load_normal_map_data();
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//normal map
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let normal_texture = device.create_texture_with_data(
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queue,
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&wgpu::TextureDescriptor {
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label: Some("cubes normal map texture"),
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size: wgpu::Extent3d {
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width: 1024,
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height: 1024,
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depth_or_array_layers: 1,
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},
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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::Rgba8Unorm,
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usage: wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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},
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&normal_map_data,
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);
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let normal_view =
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normal_texture.create_view(&wgpu::TextureViewDescriptor::default());
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//skybox texture for reflection/refraction
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let skybox_data = load_skybox_data();
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let skybox_texture = device.create_texture_with_data(
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queue,
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&wgpu::TextureDescriptor {
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label: Some("cubes skybox texture"),
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size: wgpu::Extent3d {
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width: SKY_TEXTURE_SIZE,
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height: SKY_TEXTURE_SIZE,
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depth_or_array_layers: 6, //one for each face of the cube
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},
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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::Rgba8Unorm,
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usage: wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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},
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&skybox_data,
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);
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let sky_view =
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skybox_texture.create_view(&wgpu::TextureViewDescriptor {
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label: Some("cubes skybox texture view"),
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dimension: Some(wgpu::TextureViewDimension::Cube),
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..Default::default()
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});
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let sky_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("cubes skybox sampler"),
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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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..Default::default()
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});
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let uniform_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("cubes uniform 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: false,
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min_binding_size: None,
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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::Texture {
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sample_type: wgpu::TextureSampleType::Float {
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filterable: true,
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},
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view_dimension: wgpu::TextureViewDimension::Cube,
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multisampled: false,
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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: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(
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wgpu::SamplerBindingType::Filtering,
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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: 3,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float {
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filterable: true,
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},
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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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 uniform_bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("cubes uniform bind group"),
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layout: &uniform_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: uniforms.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&sky_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&sky_sampler),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::TextureView(
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&normal_view,
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),
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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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label: Some("cubes pipeline layout"),
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bind_group_layouts: &[&uniform_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("cubes shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("shaders/cubes.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("cubes 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: &[primitive::Vertex::desc(), cube::Raw::desc()],
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},
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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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_main",
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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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: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::One,
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operation: wgpu::BlendOperation::Max,
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},
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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multiview: None,
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});
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let depth_pipeline = DepthPipeline::new(
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device,
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format,
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depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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);
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Self {
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pipeline,
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cubes: cubes_buffer,
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uniforms,
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uniform_bind_group,
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vertices,
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depth_texture_size: target_size,
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depth_view,
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depth_pipeline,
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}
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}
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fn update_depth_texture(&mut self, device: &wgpu::Device, size: Size<u32>) {
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if self.depth_texture_size.height != size.height
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|| self.depth_texture_size.width != size.width
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{
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let text = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("cubes depth texture"),
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size: wgpu::Extent3d {
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width: size.width,
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height: size.height,
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depth_or_array_layers: 1,
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},
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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::Depth32Float,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT
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| wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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self.depth_view =
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text.create_view(&wgpu::TextureViewDescriptor::default());
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self.depth_texture_size = size;
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self.depth_pipeline.update(device, &text);
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}
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}
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pub fn update(
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&mut self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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target_size: Size<u32>,
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uniforms: &Uniforms,
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num_cubes: usize,
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cubes: &[cube::Raw],
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) {
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//recreate depth texture if surface texture size has changed
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self.update_depth_texture(device, target_size);
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// update uniforms
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queue.write_buffer(&self.uniforms, 0, bytemuck::bytes_of(uniforms));
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//resize cubes vertex buffer if cubes amount changed
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let new_size = num_cubes * std::mem::size_of::<cube::Raw>();
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self.cubes.resize(device, new_size as u64);
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//always write new cube data since they are constantly rotating
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queue.write_buffer(&self.cubes.raw, 0, bytemuck::cast_slice(cubes));
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}
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pub fn render(
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&self,
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target: &wgpu::TextureView,
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encoder: &mut wgpu::CommandEncoder,
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bounds: Rectangle<u32>,
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num_cubes: u32,
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show_depth: bool,
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) {
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{
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let mut pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("cubes.pipeline.pass"),
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color_attachments: &[Some(
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wgpu::RenderPassColorAttachment {
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view: target,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: true,
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},
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},
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)],
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depth_stencil_attachment: Some(
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wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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},
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),
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});
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pass.set_scissor_rect(
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bounds.x,
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bounds.y,
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bounds.width,
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bounds.height,
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);
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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pass.set_vertex_buffer(0, self.vertices.slice(..));
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pass.set_vertex_buffer(1, self.cubes.raw.slice(..));
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pass.draw(0..36, 0..num_cubes);
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}
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if show_depth {
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self.depth_pipeline.render(encoder, target, bounds);
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}
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}
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}
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struct DepthPipeline {
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pipeline: wgpu::RenderPipeline,
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bind_group_layout: wgpu::BindGroupLayout,
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bind_group: wgpu::BindGroup,
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sampler: wgpu::Sampler,
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depth_view: wgpu::TextureView,
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}
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impl DepthPipeline {
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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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depth_texture: wgpu::TextureView,
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) -> Self {
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("cubes.depth_pipeline.sampler"),
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..Default::default()
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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("cubes.depth_pipeline.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::FRAGMENT,
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ty: wgpu::BindingType::Sampler(
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wgpu::SamplerBindingType::NonFiltering,
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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::Texture {
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sample_type: wgpu::TextureSampleType::Float {
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filterable: false,
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},
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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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 = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("cubes.depth_pipeline.bind_group"),
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layout: &bind_group_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::Sampler(&sampler),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(
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&depth_texture,
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),
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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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label: Some("cubes.depth_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("cubes.depth_pipeline.shader"),
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(
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include_str!("shaders/depth.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("cubes.depth_pipeline.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: &[],
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},
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primitive: Default::default(),
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: Default::default(),
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bias: Default::default(),
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}),
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multisample: Default::default(),
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::REPLACE),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
}),
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
Self {
|
||||
pipeline,
|
||||
bind_group_layout,
|
||||
bind_group,
|
||||
sampler,
|
||||
depth_view: depth_texture,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(
|
||||
&mut self,
|
||||
device: &wgpu::Device,
|
||||
depth_texture: &wgpu::Texture,
|
||||
) {
|
||||
self.depth_view =
|
||||
depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
self.bind_group =
|
||||
device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("cubes.depth_pipeline.bind_group"),
|
||||
layout: &self.bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Sampler(&self.sampler),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(
|
||||
&self.depth_view,
|
||||
),
|
||||
},
|
||||
],
|
||||
});
|
||||
}
|
||||
|
||||
pub fn render(
|
||||
&self,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
target: &wgpu::TextureView,
|
||||
bounds: Rectangle<u32>,
|
||||
) {
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("cubes.pipeline.depth_pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: target,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Load,
|
||||
store: true,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: Some(
|
||||
wgpu::RenderPassDepthStencilAttachment {
|
||||
view: &self.depth_view,
|
||||
depth_ops: None,
|
||||
stencil_ops: None,
|
||||
},
|
||||
),
|
||||
});
|
||||
|
||||
pass.set_scissor_rect(bounds.x, bounds.y, bounds.width, bounds.height);
|
||||
pass.set_pipeline(&self.pipeline);
|
||||
pass.set_bind_group(0, &self.bind_group, &[]);
|
||||
pass.draw(0..6, 0..1);
|
||||
}
|
||||
}
|
||||
|
||||
fn load_skybox_data() -> Vec<u8> {
|
||||
let pos_x: &[u8] = include_bytes!("textures/skybox/pos_x.jpg");
|
||||
let neg_x: &[u8] = include_bytes!("textures/skybox/neg_x.jpg");
|
||||
let pos_y: &[u8] = include_bytes!("textures/skybox/pos_y.jpg");
|
||||
let neg_y: &[u8] = include_bytes!("textures/skybox/neg_y.jpg");
|
||||
let pos_z: &[u8] = include_bytes!("textures/skybox/pos_z.jpg");
|
||||
let neg_z: &[u8] = include_bytes!("textures/skybox/neg_z.jpg");
|
||||
|
||||
let data: [&[u8]; 6] = [pos_x, neg_x, pos_y, neg_y, pos_z, neg_z];
|
||||
|
||||
data.iter().fold(vec![], |mut acc, bytes| {
|
||||
let i = image::load_from_memory_with_format(
|
||||
bytes,
|
||||
image::ImageFormat::Jpeg,
|
||||
)
|
||||
.unwrap()
|
||||
.to_rgba8()
|
||||
.into_raw();
|
||||
|
||||
acc.extend(i);
|
||||
acc
|
||||
})
|
||||
}
|
||||
|
||||
fn load_normal_map_data() -> Vec<u8> {
|
||||
let bytes: &[u8] = include_bytes!("textures/ice_cube_normal_map.png");
|
||||
|
||||
image::load_from_memory_with_format(bytes, image::ImageFormat::Png)
|
||||
.unwrap()
|
||||
.to_rgba8()
|
||||
.into_raw()
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue