Remove iced_glow, glyph-brush, and wgpu_glyph dependencies
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573d27eb52
commit
b9a9576207
47 changed files with 30 additions and 3846 deletions
102
examples/integration/src/scene.rs
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102
examples/integration/src/scene.rs
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@ -0,0 +1,102 @@
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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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pipeline: wgpu::RenderPipeline,
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}
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impl Scene {
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pub fn new(
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device: &wgpu::Device,
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texture_format: wgpu::TextureFormat,
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) -> Scene {
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let pipeline = build_pipeline(device, texture_format);
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Scene { pipeline }
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}
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pub fn clear<'a>(
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&self,
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target: &'a wgpu::TextureView,
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encoder: &'a mut wgpu::CommandEncoder,
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background_color: Color,
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) -> wgpu::RenderPass<'a> {
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[Some(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::Clear({
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let [r, g, b, a] = 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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store: true,
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},
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})],
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depth_stencil_attachment: None,
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})
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}
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pub fn draw<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
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render_pass.set_pipeline(&self.pipeline);
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render_pass.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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texture_format: wgpu::TextureFormat,
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) -> wgpu::RenderPipeline {
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let (vs_module, fs_module) = (
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device.create_shader_module(wgpu::include_wgsl!("shader/vert.wgsl")),
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device.create_shader_module(wgpu::include_wgsl!("shader/frag.wgsl")),
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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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label: None,
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push_constant_ranges: &[],
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bind_group_layouts: &[],
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});
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &vs_module,
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entry_point: "main",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &fs_module,
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entry_point: "main",
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targets: &[Some(wgpu::ColorTargetState {
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format: texture_format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent::REPLACE,
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alpha: wgpu::BlendComponent::REPLACE,
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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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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Ccw,
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..Default::default()
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},
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depth_stencil: None,
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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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multiview: None,
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})
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}
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