101 lines
3.3 KiB
Rust
101 lines
3.3 KiB
Rust
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(device: &wgpu::Device) -> Scene {
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let pipeline = build_pipeline(device);
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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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color_attachments: &[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] = 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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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(device: &wgpu::Device) -> wgpu::RenderPipeline {
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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 pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[],
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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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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[],
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},
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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
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}
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