Implement Geometry2D primitive
This commit is contained in:
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26de688e68
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0d620b7701
20
core/src/geometry.rs
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20
core/src/geometry.rs
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@ -0,0 +1,20 @@
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/// A two-dimensional vertex which has a color
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#[repr(C)]
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#[derive(Copy, Clone, Debug)]
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pub struct Vertex2D {
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/// The vertex position
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pub position: [f32; 2],
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/// The vertex color in rgba
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pub color: [f32; 4],
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}
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/// A set of [`Vertex2D`] and indices for drawing some 2D geometry on the GPU.
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///
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/// [`Vertex2D`]: struct.Vertex2D.html
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#[derive(Clone, Debug)]
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pub struct Geometry2D {
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/// The vertices for this geometry
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pub vertices: Vec<Vertex2D>,
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/// The indices for this geometry
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pub indices: Vec<u16>,
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}
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@ -23,6 +23,7 @@ mod length;
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mod point;
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mod rectangle;
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mod vector;
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mod geometry;
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pub use align::{Align, HorizontalAlignment, VerticalAlignment};
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pub use background::Background;
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@ -32,6 +33,7 @@ pub use length::Length;
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pub use point::Point;
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pub use rectangle::Rectangle;
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pub use vector::Vector;
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pub use geometry::{Vertex2D, Geometry2D};
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#[cfg(feature = "command")]
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mod command;
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227
examples/geometry.rs
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227
examples/geometry.rs
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//! This example showcases a simple native custom widget that renders using
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//! arbitrary low-level geometry.
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mod rainbow {
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// For now, to implement a custom native widget you will need to add
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// `iced_native` and `iced_wgpu` to your dependencies.
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//
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// Then, you simply need to define your widget type and implement the
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// `iced_native::Widget` trait with the `iced_wgpu::Renderer`.
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//
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// Of course, you can choose to make the implementation renderer-agnostic,
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// if you wish to, by creating your own `Renderer` trait, which could be
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// implemented by `iced_wgpu` and other renderers.
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use iced_native::{
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layout, Element, Geometry2D, Hasher, Layout, Length,
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MouseCursor, Point, Size, Vertex2D, Widget,
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};
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use iced_wgpu::{Primitive, Renderer};
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pub struct Rainbow {
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dimen: u16,
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}
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impl Rainbow {
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pub fn new(dimen: u16) -> Self {
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Self { dimen }
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}
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}
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impl<Message> Widget<Message, Renderer> for Rainbow {
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fn width(&self) -> Length {
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Length::Shrink
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}
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fn height(&self) -> Length {
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Length::Shrink
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}
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fn layout(
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&self,
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_renderer: &Renderer,
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_limits: &layout::Limits,
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) -> layout::Node {
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layout::Node::new(Size::new(
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f32::from(self.dimen),
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f32::from(self.dimen),
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))
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}
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fn hash_layout(&self, state: &mut Hasher) {
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use std::hash::Hash;
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self.dimen.hash(state);
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}
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fn draw(
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&self,
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_renderer: &mut Renderer,
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layout: Layout<'_>,
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cursor_position: Point,
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) -> (Primitive, MouseCursor) {
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let b = layout.bounds();
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// R O Y G B I V
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let color_r = [1.0, 0.0, 0.0, 1.0];
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let color_o = [1.0, 0.5, 0.0, 1.0];
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let color_y = [1.0, 1.0, 0.0, 1.0];
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let color_g = [0.0, 1.0, 0.0, 1.0];
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let color_gb = [0.0, 1.0, 0.5, 1.0];
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let color_b = [0.0, 0.2, 1.0, 1.0];
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let color_i = [0.5, 0.0, 1.0, 1.0];
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let color_v = [0.75, 0.0, 0.5, 1.0];
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let posn_center = {
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if b.contains(cursor_position) {
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[cursor_position.x, cursor_position.y]
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} else {
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[b.x + (b.width / 2.0), b.y + (b.height / 2.0)]
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}
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};
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let posn_tl = [b.x, b.y];
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let posn_t = [b.x + (b.width / 2.0), b.y];
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let posn_tr = [b.x + b.width, b.y];
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let posn_r = [b.x + b.width, b.y + (b.height / 2.0)];
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let posn_br = [b.x + b.width, b.y + b.height];
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let posn_b = [b.x + (b.width / 2.0), b.y + b.height];
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let posn_bl = [b.x, b.y + b.height];
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let posn_l = [b.x, b.y + (b.height / 2.0)];
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(
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Primitive::Geometry2D {
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geometry: Geometry2D {
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vertices: vec![
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Vertex2D {
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position: posn_center,
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color: [1.0, 1.0, 1.0, 1.0],
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},
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Vertex2D {
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position: posn_tl,
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color: color_r,
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},
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Vertex2D {
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position: posn_t,
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color: color_o,
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},
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Vertex2D {
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position: posn_tr,
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color: color_y,
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},
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Vertex2D {
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position: posn_r,
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color: color_g,
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},
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Vertex2D {
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position: posn_br,
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color: color_gb,
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},
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Vertex2D {
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position: posn_b,
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color: color_b,
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},
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Vertex2D {
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position: posn_bl,
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color: color_i,
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},
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Vertex2D {
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position: posn_l,
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color: color_v,
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},
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],
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indices: vec![
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0, 1, 2, // TL
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0, 2, 3, // T
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0, 3, 4, // TR
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0, 4, 5, // R
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0, 5, 6, // BR
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0, 6, 7, // B
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0, 7, 8, // BL
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0, 8, 1, // L
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],
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},
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},
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MouseCursor::OutOfBounds,
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)
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}
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}
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impl<'a, Message> Into<Element<'a, Message, Renderer>> for Rainbow {
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fn into(self) -> Element<'a, Message, Renderer> {
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Element::new(self)
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}
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}
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}
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use iced::{
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scrollable, settings::Window, Align, Column, Container, Element,
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Length, Sandbox, Scrollable, Settings, Text,
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};
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use rainbow::Rainbow;
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pub fn main() {
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Example::run(Settings {
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window: Window {
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size: (660, 660),
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resizable: true,
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decorations: true,
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},
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})
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}
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struct Example {
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dimen: u16,
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scroll: scrollable::State,
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}
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#[derive(Debug, Clone, Copy)]
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enum Message {}
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impl Sandbox for Example {
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type Message = Message;
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fn new() -> Self {
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Example {
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dimen: 500,
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scroll: scrollable::State::new(),
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}
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}
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fn title(&self) -> String {
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String::from("Custom 2D geometry - Iced")
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}
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fn update(&mut self, _: Message) {}
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fn view(&mut self) -> Element<Message> {
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let content = Column::new()
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.padding(20)
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.spacing(20)
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.max_width(500)
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.align_items(Align::Start)
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.push(Rainbow::new(self.dimen))
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.push(
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Text::new(String::from("In this example we draw a custom widget Rainbow, using the \
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Geometry2D primitive. This primitive supplies a list of triangles, expressed as vertices and indices."))
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.width(Length::Shrink),
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)
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.push(
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Text::new(String::from("Move your cursor over it, and see the center vertex follow you!"))
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.width(Length::Shrink),
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)
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.push(
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Text::new(String::from("Every Vertex2D defines its own color. You could use the \
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Geometry2D primitive to render virtually any two-dimensional geometry for your widget."))
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.width(Length::Shrink),
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);
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let scrollable =
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Scrollable::new(&mut self.scroll).push(Container::new(content));
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Container::new(scrollable)
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.width(Length::Fill)
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.height(Length::Fill)
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.center_x()
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.center_y()
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.into()
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}
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}
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@ -55,7 +55,7 @@ mod user_interface;
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pub use iced_core::{
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Align, Background, Color, Command, Font, HorizontalAlignment, Length,
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Point, Rectangle, Vector, VerticalAlignment,
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Point, Rectangle, Vector, VerticalAlignment, Geometry2D, Vertex2D,
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};
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pub use clipboard::Clipboard;
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0
native/src/widget/geometry.rs
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0
native/src/widget/geometry.rs
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215
wgpu/src/geometry.rs
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215
wgpu/src/geometry.rs
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use crate::Transformation;
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use iced_native::{Geometry2D, Rectangle, Vertex2D};
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use std::mem;
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#[derive(Debug)]
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pub struct Pipeline {
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pipeline: wgpu::RenderPipeline,
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constants: wgpu::BindGroup,
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constants_buffer: wgpu::Buffer,
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}
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impl Pipeline {
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pub fn new(device: &mut wgpu::Device) -> Pipeline {
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let constant_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[wgpu::BindGroupLayoutBinding {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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}],
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});
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let constants_buffer = device
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.create_buffer_mapped(
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1,
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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)
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.fill_from_slice(&[Uniforms::default()]);
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let constant_bind_group =
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &constant_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &constants_buffer,
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range: 0..std::mem::size_of::<Uniforms>() as u64,
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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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bind_group_layouts: &[&constant_layout],
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});
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let vs = include_bytes!("shader/geom2d.vert.spv");
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let vs_module = device.create_shader_module(
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&wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
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.expect("Read quad vertex shader as SPIR-V"),
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);
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let fs = include_bytes!("shader/geom2d.frag.spv");
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let fs_module = device.create_shader_module(
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&wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
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.expect("Read quad fragment shader as SPIR-V"),
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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: &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::Cw,
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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 {
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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_blend: wgpu::BlendDescriptor {
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src_factor: wgpu::BlendFactor::One,
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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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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: &[wgpu::VertexBufferDescriptor {
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stride: mem::size_of::<Vertex2D>() as u64,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[
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// Position
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wgpu::VertexAttributeDescriptor {
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shader_location: 0,
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format: wgpu::VertexFormat::Float2,
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offset: 0,
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},
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// Color
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wgpu::VertexAttributeDescriptor {
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shader_location: 1,
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format: wgpu::VertexFormat::Float4,
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offset: 4 * 2,
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},
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],
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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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pipeline,
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constants: constant_bind_group,
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constants_buffer,
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}
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}
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pub fn draw(
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&mut self,
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device: &mut wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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target: &wgpu::TextureView,
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transformation: Transformation,
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scale: f32,
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geometries: &Vec<Geometry2D>,
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bounds: Rectangle<u32>,
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) {
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let uniforms = Uniforms {
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transform: transformation.into(),
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scale,
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};
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let constants_buffer = device
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.create_buffer_mapped(1, wgpu::BufferUsage::COPY_SRC)
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.fill_from_slice(&[uniforms]);
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encoder.copy_buffer_to_buffer(
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&constants_buffer,
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0,
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&self.constants_buffer,
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0,
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std::mem::size_of::<Uniforms>() as u64,
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);
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for geom in geometries {
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let vertices_buffer = device
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.create_buffer_mapped(
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geom.vertices.len(),
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wgpu::BufferUsage::VERTEX,
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)
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.fill_from_slice(&geom.vertices);
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let indices_buffer = device
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.create_buffer_mapped(
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geom.indices.len(),
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wgpu::BufferUsage::INDEX,
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)
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.fill_from_slice(&geom.indices);
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let mut render_pass =
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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::Load,
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store_op: wgpu::StoreOp::Store,
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clear_color: wgpu::Color {
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r: 0.0,
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g: 0.0,
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b: 0.0,
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a: 0.0,
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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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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.constants, &[]);
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render_pass.set_index_buffer(&indices_buffer, 0);
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render_pass.set_vertex_buffers(0, &[(&vertices_buffer, 0)]);
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render_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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render_pass.draw_indexed(0..geom.indices.len() as u32, 0, 0..1);
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}
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}
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}
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#[repr(C)]
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#[derive(Debug, Clone, Copy)]
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struct Uniforms {
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transform: [f32; 16],
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scale: f32,
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}
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impl Default for Uniforms {
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fn default() -> Self {
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Self {
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transform: *Transformation::identity().as_ref(),
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scale: 1.0,
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}
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}
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}
|
@ -30,6 +30,7 @@ mod quad;
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mod renderer;
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mod text;
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mod transformation;
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mod geometry;
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pub(crate) use crate::image::Image;
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pub(crate) use quad::Quad;
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|
@ -1,6 +1,6 @@
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use iced_native::{
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image, svg, Background, Color, Font, HorizontalAlignment, Rectangle,
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Vector, VerticalAlignment,
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Vector, VerticalAlignment, Geometry2D,
|
||||
};
|
||||
|
||||
/// A rendering primitive.
|
||||
@ -63,6 +63,11 @@ pub enum Primitive {
|
||||
/// The content of the clip
|
||||
content: Box<Primitive>,
|
||||
},
|
||||
/// A low-level geometry primitive
|
||||
Geometry2D {
|
||||
/// The vertices and indices of the geometry
|
||||
geometry: Geometry2D,
|
||||
},
|
||||
}
|
||||
|
||||
impl Default for Primitive {
|
||||
|
@ -1,7 +1,10 @@
|
||||
use crate::{image, quad, text, Image, Primitive, Quad, Transformation};
|
||||
use crate::{
|
||||
geometry, image, quad, text, Image, Primitive, Quad, Transformation,
|
||||
};
|
||||
use iced_native::{
|
||||
renderer::{Debugger, Windowed},
|
||||
Background, Color, Layout, MouseCursor, Point, Rectangle, Vector, Widget,
|
||||
Background, Color, Geometry2D, Layout, MouseCursor, Point, Rectangle,
|
||||
Vector, Widget,
|
||||
};
|
||||
|
||||
use wgpu::{
|
||||
@ -24,6 +27,7 @@ pub struct Renderer {
|
||||
quad_pipeline: quad::Pipeline,
|
||||
image_pipeline: crate::image::Pipeline,
|
||||
text_pipeline: text::Pipeline,
|
||||
geometry_pipeline: crate::geometry::Pipeline,
|
||||
}
|
||||
|
||||
struct Layer<'a> {
|
||||
@ -31,6 +35,7 @@ struct Layer<'a> {
|
||||
offset: Vector<u32>,
|
||||
quads: Vec<Quad>,
|
||||
images: Vec<Image>,
|
||||
geometries: Vec<Geometry2D>,
|
||||
text: Vec<wgpu_glyph::Section<'a>>,
|
||||
}
|
||||
|
||||
@ -42,6 +47,7 @@ impl<'a> Layer<'a> {
|
||||
quads: Vec::new(),
|
||||
images: Vec::new(),
|
||||
text: Vec::new(),
|
||||
geometries: Vec::new(),
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -64,6 +70,7 @@ impl Renderer {
|
||||
let text_pipeline = text::Pipeline::new(&mut device);
|
||||
let quad_pipeline = quad::Pipeline::new(&mut device);
|
||||
let image_pipeline = crate::image::Pipeline::new(&mut device);
|
||||
let geometry_pipeline = geometry::Pipeline::new(&mut device);
|
||||
|
||||
Self {
|
||||
device,
|
||||
@ -71,6 +78,7 @@ impl Renderer {
|
||||
quad_pipeline,
|
||||
image_pipeline,
|
||||
text_pipeline,
|
||||
geometry_pipeline,
|
||||
}
|
||||
}
|
||||
|
||||
@ -244,6 +252,9 @@ impl Renderer {
|
||||
scale: [bounds.width, bounds.height],
|
||||
});
|
||||
}
|
||||
Primitive::Geometry2D { geometry } => {
|
||||
layer.geometries.push(geometry.clone());
|
||||
}
|
||||
Primitive::Clip {
|
||||
bounds,
|
||||
offset,
|
||||
@ -401,6 +412,24 @@ impl Renderer {
|
||||
},
|
||||
);
|
||||
}
|
||||
|
||||
if layer.geometries.len() > 0 {
|
||||
let translated = transformation
|
||||
* Transformation::translate(
|
||||
-(layer.offset.x as f32) * dpi,
|
||||
-(layer.offset.y as f32) * dpi,
|
||||
);
|
||||
|
||||
self.geometry_pipeline.draw(
|
||||
&mut self.device,
|
||||
encoder,
|
||||
target,
|
||||
translated,
|
||||
dpi,
|
||||
&layer.geometries,
|
||||
bounds,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
8
wgpu/src/shader/geom2d.frag
Normal file
8
wgpu/src/shader/geom2d.frag
Normal file
@ -0,0 +1,8 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec4 i_Color;
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
void main() {
|
||||
o_Color = i_Color;
|
||||
}
|
BIN
wgpu/src/shader/geom2d.frag.spv
Normal file
BIN
wgpu/src/shader/geom2d.frag.spv
Normal file
Binary file not shown.
17
wgpu/src/shader/geom2d.vert
Normal file
17
wgpu/src/shader/geom2d.vert
Normal file
@ -0,0 +1,17 @@
|
||||
#version 450
|
||||
|
||||
layout(location = 0) in vec2 i_Position;
|
||||
layout(location = 1) in vec4 i_Color;
|
||||
|
||||
layout(location = 0) out vec4 o_Color;
|
||||
|
||||
layout (set = 0, binding = 0) uniform Globals {
|
||||
mat4 u_Transform;
|
||||
float u_Scale;
|
||||
};
|
||||
|
||||
void main() {
|
||||
vec2 p_Position = i_Position * u_Scale;
|
||||
gl_Position = u_Transform * vec4(p_Position, 0.0, 1.0);
|
||||
o_Color = i_Color;
|
||||
}
|
BIN
wgpu/src/shader/geom2d.vert.spv
Normal file
BIN
wgpu/src/shader/geom2d.vert.spv
Normal file
Binary file not shown.
Loading…
x
Reference in New Issue
Block a user