Rename Geometry2D
to Mesh2D
and move it to iced_wgpu
This commit is contained in:
parent
0d620b7701
commit
5ca98b113e
@ -1,20 +0,0 @@
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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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@ -23,7 +23,6 @@ mod length;
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mod point;
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mod point;
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mod rectangle;
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mod rectangle;
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mod vector;
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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 align::{Align, HorizontalAlignment, VerticalAlignment};
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pub use background::Background;
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pub use background::Background;
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@ -33,7 +32,6 @@ pub use length::Length;
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pub use point::Point;
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pub use point::Point;
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pub use rectangle::Rectangle;
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pub use rectangle::Rectangle;
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pub use vector::Vector;
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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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#[cfg(feature = "command")]
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mod command;
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mod command;
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@ -11,24 +11,25 @@ mod rainbow {
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// if you wish to, by creating your own `Renderer` trait, which could be
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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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// implemented by `iced_wgpu` and other renderers.
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use iced_native::{
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use iced_native::{
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layout, Element, Geometry2D, Hasher, Layout, Length,
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layout, Element, Hasher, Layout, Length, MouseCursor, Point, Size,
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MouseCursor, Point, Size, Vertex2D, Widget,
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Widget,
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};
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use iced_wgpu::{
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triangle::{Mesh2D, Vertex2D},
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Primitive, Renderer,
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};
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};
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use iced_wgpu::{Primitive, Renderer};
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pub struct Rainbow {
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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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impl Rainbow {
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pub fn new(dimen: u16) -> Self {
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pub fn new() -> Self {
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Self { dimen }
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Self
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}
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}
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}
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}
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impl<Message> Widget<Message, Renderer> for Rainbow {
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impl<Message> Widget<Message, Renderer> for Rainbow {
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fn width(&self) -> Length {
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fn width(&self) -> Length {
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Length::Shrink
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Length::Fill
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}
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}
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fn height(&self) -> Length {
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fn height(&self) -> Length {
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@ -38,19 +39,14 @@ mod rainbow {
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fn layout(
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fn layout(
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&self,
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&self,
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_renderer: &Renderer,
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_renderer: &Renderer,
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_limits: &layout::Limits,
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limits: &layout::Limits,
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) -> layout::Node {
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) -> layout::Node {
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layout::Node::new(Size::new(
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let size = limits.width(Length::Fill).resolve(Size::ZERO);
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f32::from(self.dimen),
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f32::from(self.dimen),
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layout::Node::new(Size::new(size.width, size.width))
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))
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}
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}
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fn hash_layout(&self, state: &mut Hasher) {
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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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fn draw(
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&self,
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&self,
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@ -88,58 +84,56 @@ mod rainbow {
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let posn_l = [b.x, b.y + (b.height / 2.0)];
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let posn_l = [b.x, b.y + (b.height / 2.0)];
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(
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(
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Primitive::Geometry2D {
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Primitive::Mesh2D(std::sync::Arc::new(Mesh2D {
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geometry: Geometry2D {
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vertices: vec![
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vertices: vec![
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Vertex2D {
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Vertex2D {
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position: posn_center,
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position: posn_center,
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color: [1.0, 1.0, 1.0, 1.0],
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color: [1.0, 1.0, 1.0, 1.0],
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},
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},
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Vertex2D {
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Vertex2D {
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position: posn_tl,
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position: posn_tl,
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color: color_r,
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color: color_r,
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},
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},
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Vertex2D {
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Vertex2D {
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position: posn_t,
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position: posn_t,
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color: color_o,
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color: color_o,
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},
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},
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Vertex2D {
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Vertex2D {
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position: posn_tr,
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position: posn_tr,
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color: color_y,
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color: color_y,
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},
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},
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Vertex2D {
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Vertex2D {
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position: posn_r,
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position: posn_r,
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color: color_g,
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color: color_g,
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},
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},
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Vertex2D {
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Vertex2D {
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position: posn_br,
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position: posn_br,
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color: color_gb,
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color: color_gb,
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},
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},
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Vertex2D {
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Vertex2D {
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position: posn_b,
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position: posn_b,
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color: color_b,
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color: color_b,
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},
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},
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Vertex2D {
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Vertex2D {
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position: posn_bl,
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position: posn_bl,
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color: color_i,
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color: color_i,
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},
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},
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Vertex2D {
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Vertex2D {
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position: posn_l,
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position: posn_l,
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color: color_v,
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color: color_v,
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},
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},
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],
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],
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indices: vec![
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indices: vec![
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0, 1, 2, // TL
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0, 1, 2, // TL
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0, 2, 3, // T
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0, 2, 3, // T
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0, 3, 4, // TR
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0, 3, 4, // TR
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0, 4, 5, // R
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0, 4, 5, // R
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0, 5, 6, // BR
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0, 5, 6, // BR
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0, 6, 7, // B
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0, 6, 7, // B
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0, 7, 8, // BL
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0, 7, 8, // BL
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0, 8, 1, // L
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0, 8, 1, // L
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],
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],
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})),
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},
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},
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MouseCursor::OutOfBounds,
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MouseCursor::OutOfBounds,
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)
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)
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}
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}
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@ -153,35 +147,24 @@ mod rainbow {
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}
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}
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use iced::{
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use iced::{
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scrollable, settings::Window, Align, Column, Container, Element,
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scrollable, Align, Column, Container, Element, Length, Sandbox, Scrollable,
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Length, Sandbox, Scrollable, Settings, Text,
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Settings, Text,
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};
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};
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use rainbow::Rainbow;
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use rainbow::Rainbow;
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pub fn main() {
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pub fn main() {
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Example::run(Settings {
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Example::run(Settings::default())
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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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}
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struct Example {
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struct Example {
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dimen: u16,
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scroll: scrollable::State,
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scroll: scrollable::State,
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}
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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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impl Sandbox for Example {
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type Message = Message;
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type Message = ();
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fn new() -> Self {
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fn new() -> Self {
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Example {
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Example {
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dimen: 500,
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scroll: scrollable::State::new(),
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scroll: scrollable::State::new(),
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}
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}
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}
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}
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@ -190,37 +173,36 @@ impl Sandbox for Example {
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String::from("Custom 2D geometry - Iced")
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String::from("Custom 2D geometry - Iced")
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}
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}
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fn update(&mut self, _: Message) {}
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fn update(&mut self, _: ()) {}
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fn view(&mut self) -> Element<Message> {
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fn view(&mut self) -> Element<()> {
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let content = Column::new()
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let content = Column::new()
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.padding(20)
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.padding(20)
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.spacing(20)
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.spacing(20)
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.max_width(500)
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.max_width(500)
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.align_items(Align::Start)
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.align_items(Align::Start)
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.push(Rainbow::new(self.dimen))
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.push(Rainbow::new())
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.push(
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.push(Text::new(
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Text::new(String::from("In this example we draw a custom widget Rainbow, using the \
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"In this example we draw a custom widget Rainbow, using \
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Geometry2D primitive. This primitive supplies a list of triangles, expressed as vertices and indices."))
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the Mesh2D primitive. This primitive supplies a list of \
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.width(Length::Shrink),
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triangles, expressed as vertices and indices.",
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)
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))
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.push(
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.push(Text::new(
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Text::new(String::from("Move your cursor over it, and see the center vertex follow you!"))
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"Move your cursor over it, and see the center vertex \
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.width(Length::Shrink),
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follow you!",
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)
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))
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.push(
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.push(Text::new(
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Text::new(String::from("Every Vertex2D defines its own color. You could use the \
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"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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Mesh2D primitive to render virtually any two-dimensional \
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.width(Length::Shrink),
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geometry for your widget.",
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);
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));
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let scrollable =
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let scrollable = Scrollable::new(&mut self.scroll)
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Scrollable::new(&mut self.scroll).push(Container::new(content));
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.push(Container::new(content).width(Length::Fill).center_x());
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Container::new(scrollable)
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Container::new(scrollable)
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.width(Length::Fill)
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.width(Length::Fill)
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.height(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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.center_y()
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.into()
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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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pub use iced_core::{
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Align, Background, Color, Command, Font, HorizontalAlignment, Length,
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Align, Background, Color, Command, Font, HorizontalAlignment, Length,
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Point, Rectangle, Vector, VerticalAlignment, Geometry2D, Vertex2D,
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Point, Rectangle, Vector, VerticalAlignment,
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};
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};
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pub use clipboard::Clipboard;
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pub use clipboard::Clipboard;
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@ -24,13 +24,14 @@
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#![deny(unused_results)]
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#![deny(unused_results)]
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#![deny(unsafe_code)]
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#![deny(unsafe_code)]
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#![deny(rust_2018_idioms)]
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#![deny(rust_2018_idioms)]
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pub mod triangle;
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mod image;
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mod image;
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mod primitive;
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mod primitive;
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mod quad;
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mod quad;
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mod renderer;
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mod renderer;
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mod text;
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mod text;
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mod transformation;
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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 crate::image::Image;
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pub(crate) use quad::Quad;
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pub(crate) use quad::Quad;
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@ -1,8 +1,11 @@
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use iced_native::{
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use iced_native::{
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image, svg, Background, Color, Font, HorizontalAlignment, Rectangle,
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image, svg, Background, Color, Font, HorizontalAlignment, Rectangle,
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Vector, VerticalAlignment, Geometry2D,
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Vector, VerticalAlignment,
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};
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};
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use crate::triangle;
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use std::sync::Arc;
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/// A rendering primitive.
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/// A rendering primitive.
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#[derive(Debug, Clone)]
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#[derive(Debug, Clone)]
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pub enum Primitive {
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pub enum Primitive {
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@ -63,11 +66,10 @@ pub enum Primitive {
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/// The content of the clip
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/// The content of the clip
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content: Box<Primitive>,
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content: Box<Primitive>,
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},
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},
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/// A low-level geometry primitive
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/// A low-level primitive to render a mesh of triangles.
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Geometry2D {
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///
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/// The vertices and indices of the geometry
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/// It can be used to render many kinds of geometry freely.
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geometry: Geometry2D,
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Mesh2D(Arc<triangle::Mesh2D>),
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},
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}
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}
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impl Default for Primitive {
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impl Default for Primitive {
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@ -1,12 +1,11 @@
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use crate::{
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use crate::{
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geometry, image, quad, text, Image, Primitive, Quad, Transformation,
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image, quad, text, triangle, Image, Primitive, Quad, Transformation,
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};
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};
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use iced_native::{
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use iced_native::{
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renderer::{Debugger, Windowed},
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renderer::{Debugger, Windowed},
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Background, Color, Geometry2D, Layout, MouseCursor, Point, Rectangle,
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Background, Color, Layout, MouseCursor, Point, Rectangle, Vector, Widget,
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Vector, Widget,
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};
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};
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use std::sync::Arc;
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use wgpu::{
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use wgpu::{
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Adapter, BackendBit, CommandEncoderDescriptor, Device, DeviceDescriptor,
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Adapter, BackendBit, CommandEncoderDescriptor, Device, DeviceDescriptor,
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Extensions, Limits, PowerPreference, Queue, RequestAdapterOptions,
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Extensions, Limits, PowerPreference, Queue, RequestAdapterOptions,
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@ -27,7 +26,7 @@ pub struct Renderer {
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quad_pipeline: quad::Pipeline,
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quad_pipeline: quad::Pipeline,
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image_pipeline: crate::image::Pipeline,
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image_pipeline: crate::image::Pipeline,
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text_pipeline: text::Pipeline,
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text_pipeline: text::Pipeline,
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geometry_pipeline: crate::geometry::Pipeline,
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triangle_pipeline: crate::triangle::Pipeline,
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}
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}
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struct Layer<'a> {
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struct Layer<'a> {
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@ -35,7 +34,7 @@ struct Layer<'a> {
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offset: Vector<u32>,
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offset: Vector<u32>,
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quads: Vec<Quad>,
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quads: Vec<Quad>,
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images: Vec<Image>,
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images: Vec<Image>,
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geometries: Vec<Geometry2D>,
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meshes: Vec<Arc<triangle::Mesh2D>>,
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text: Vec<wgpu_glyph::Section<'a>>,
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text: Vec<wgpu_glyph::Section<'a>>,
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}
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}
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@ -47,7 +46,7 @@ impl<'a> Layer<'a> {
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quads: Vec::new(),
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quads: Vec::new(),
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images: Vec::new(),
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images: Vec::new(),
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text: Vec::new(),
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text: Vec::new(),
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geometries: Vec::new(),
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meshes: Vec::new(),
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}
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}
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}
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}
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}
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}
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@ -70,7 +69,7 @@ impl Renderer {
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let text_pipeline = text::Pipeline::new(&mut device);
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let text_pipeline = text::Pipeline::new(&mut device);
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let quad_pipeline = quad::Pipeline::new(&mut device);
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let quad_pipeline = quad::Pipeline::new(&mut device);
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let image_pipeline = crate::image::Pipeline::new(&mut device);
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let image_pipeline = crate::image::Pipeline::new(&mut device);
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let geometry_pipeline = geometry::Pipeline::new(&mut device);
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let triangle_pipeline = triangle::Pipeline::new(&mut device);
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Self {
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Self {
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device,
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device,
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@ -78,7 +77,7 @@ impl Renderer {
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quad_pipeline,
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quad_pipeline,
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image_pipeline,
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image_pipeline,
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text_pipeline,
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text_pipeline,
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geometry_pipeline,
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triangle_pipeline,
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}
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}
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}
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}
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@ -252,8 +251,8 @@ impl Renderer {
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scale: [bounds.width, bounds.height],
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scale: [bounds.width, bounds.height],
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});
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});
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}
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}
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Primitive::Geometry2D { geometry } => {
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Primitive::Mesh2D(mesh) => {
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layer.geometries.push(geometry.clone());
|
layer.meshes.push(mesh.clone());
|
||||||
}
|
}
|
||||||
Primitive::Clip {
|
Primitive::Clip {
|
||||||
bounds,
|
bounds,
|
||||||
@ -333,6 +332,24 @@ impl Renderer {
|
|||||||
) {
|
) {
|
||||||
let bounds = layer.bounds * dpi;
|
let bounds = layer.bounds * dpi;
|
||||||
|
|
||||||
|
if layer.meshes.len() > 0 {
|
||||||
|
let translated = transformation
|
||||||
|
* Transformation::translate(
|
||||||
|
-(layer.offset.x as f32) * dpi,
|
||||||
|
-(layer.offset.y as f32) * dpi,
|
||||||
|
);
|
||||||
|
|
||||||
|
self.triangle_pipeline.draw(
|
||||||
|
&mut self.device,
|
||||||
|
encoder,
|
||||||
|
target,
|
||||||
|
translated,
|
||||||
|
dpi,
|
||||||
|
&layer.meshes,
|
||||||
|
bounds,
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
if layer.quads.len() > 0 {
|
if layer.quads.len() > 0 {
|
||||||
self.quad_pipeline.draw(
|
self.quad_pipeline.draw(
|
||||||
&mut self.device,
|
&mut self.device,
|
||||||
@ -412,24 +429,6 @@ 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,
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Binary file not shown.
Binary file not shown.
@ -1,9 +1,10 @@
|
|||||||
|
//! Draw meshes of triangles.
|
||||||
use crate::Transformation;
|
use crate::Transformation;
|
||||||
use iced_native::{Geometry2D, Rectangle, Vertex2D};
|
use iced_native::Rectangle;
|
||||||
use std::mem;
|
use std::{mem, sync::Arc};
|
||||||
|
|
||||||
#[derive(Debug)]
|
#[derive(Debug)]
|
||||||
pub struct Pipeline {
|
pub(crate) struct Pipeline {
|
||||||
pipeline: wgpu::RenderPipeline,
|
pipeline: wgpu::RenderPipeline,
|
||||||
constants: wgpu::BindGroup,
|
constants: wgpu::BindGroup,
|
||||||
constants_buffer: wgpu::Buffer,
|
constants_buffer: wgpu::Buffer,
|
||||||
@ -44,16 +45,16 @@ impl Pipeline {
|
|||||||
bind_group_layouts: &[&constant_layout],
|
bind_group_layouts: &[&constant_layout],
|
||||||
});
|
});
|
||||||
|
|
||||||
let vs = include_bytes!("shader/geom2d.vert.spv");
|
let vs = include_bytes!("shader/triangle.vert.spv");
|
||||||
let vs_module = device.create_shader_module(
|
let vs_module = device.create_shader_module(
|
||||||
&wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
|
&wgpu::read_spirv(std::io::Cursor::new(&vs[..]))
|
||||||
.expect("Read quad vertex shader as SPIR-V"),
|
.expect("Read triangle vertex shader as SPIR-V"),
|
||||||
);
|
);
|
||||||
|
|
||||||
let fs = include_bytes!("shader/geom2d.frag.spv");
|
let fs = include_bytes!("shader/triangle.frag.spv");
|
||||||
let fs_module = device.create_shader_module(
|
let fs_module = device.create_shader_module(
|
||||||
&wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
|
&wgpu::read_spirv(std::io::Cursor::new(&fs[..]))
|
||||||
.expect("Read quad fragment shader as SPIR-V"),
|
.expect("Read triangle fragment shader as SPIR-V"),
|
||||||
);
|
);
|
||||||
|
|
||||||
let pipeline =
|
let pipeline =
|
||||||
@ -128,7 +129,7 @@ impl Pipeline {
|
|||||||
target: &wgpu::TextureView,
|
target: &wgpu::TextureView,
|
||||||
transformation: Transformation,
|
transformation: Transformation,
|
||||||
scale: f32,
|
scale: f32,
|
||||||
geometries: &Vec<Geometry2D>,
|
meshes: &Vec<Arc<Mesh2D>>,
|
||||||
bounds: Rectangle<u32>,
|
bounds: Rectangle<u32>,
|
||||||
) {
|
) {
|
||||||
let uniforms = Uniforms {
|
let uniforms = Uniforms {
|
||||||
@ -148,39 +149,39 @@ impl Pipeline {
|
|||||||
std::mem::size_of::<Uniforms>() as u64,
|
std::mem::size_of::<Uniforms>() as u64,
|
||||||
);
|
);
|
||||||
|
|
||||||
for geom in geometries {
|
let mut render_pass =
|
||||||
|
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||||
|
color_attachments: &[
|
||||||
|
wgpu::RenderPassColorAttachmentDescriptor {
|
||||||
|
attachment: target,
|
||||||
|
resolve_target: None,
|
||||||
|
load_op: wgpu::LoadOp::Load,
|
||||||
|
store_op: wgpu::StoreOp::Store,
|
||||||
|
clear_color: wgpu::Color {
|
||||||
|
r: 0.0,
|
||||||
|
g: 0.0,
|
||||||
|
b: 0.0,
|
||||||
|
a: 0.0,
|
||||||
|
},
|
||||||
|
},
|
||||||
|
],
|
||||||
|
depth_stencil_attachment: None,
|
||||||
|
});
|
||||||
|
|
||||||
|
for mesh in meshes {
|
||||||
let vertices_buffer = device
|
let vertices_buffer = device
|
||||||
.create_buffer_mapped(
|
.create_buffer_mapped(
|
||||||
geom.vertices.len(),
|
mesh.vertices.len(),
|
||||||
wgpu::BufferUsage::VERTEX,
|
wgpu::BufferUsage::VERTEX,
|
||||||
)
|
)
|
||||||
.fill_from_slice(&geom.vertices);
|
.fill_from_slice(&mesh.vertices);
|
||||||
|
|
||||||
let indices_buffer = device
|
let indices_buffer = device
|
||||||
.create_buffer_mapped(
|
.create_buffer_mapped(
|
||||||
geom.indices.len(),
|
mesh.indices.len(),
|
||||||
wgpu::BufferUsage::INDEX,
|
wgpu::BufferUsage::INDEX,
|
||||||
)
|
)
|
||||||
.fill_from_slice(&geom.indices);
|
.fill_from_slice(&mesh.indices);
|
||||||
|
|
||||||
let mut render_pass =
|
|
||||||
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
||||||
color_attachments: &[
|
|
||||||
wgpu::RenderPassColorAttachmentDescriptor {
|
|
||||||
attachment: target,
|
|
||||||
resolve_target: None,
|
|
||||||
load_op: wgpu::LoadOp::Load,
|
|
||||||
store_op: wgpu::StoreOp::Store,
|
|
||||||
clear_color: wgpu::Color {
|
|
||||||
r: 0.0,
|
|
||||||
g: 0.0,
|
|
||||||
b: 0.0,
|
|
||||||
a: 0.0,
|
|
||||||
},
|
|
||||||
},
|
|
||||||
],
|
|
||||||
depth_stencil_attachment: None,
|
|
||||||
});
|
|
||||||
|
|
||||||
render_pass.set_pipeline(&self.pipeline);
|
render_pass.set_pipeline(&self.pipeline);
|
||||||
render_pass.set_bind_group(0, &self.constants, &[]);
|
render_pass.set_bind_group(0, &self.constants, &[]);
|
||||||
@ -193,7 +194,7 @@ impl Pipeline {
|
|||||||
bounds.height,
|
bounds.height,
|
||||||
);
|
);
|
||||||
|
|
||||||
render_pass.draw_indexed(0..geom.indices.len() as u32, 0, 0..1);
|
render_pass.draw_indexed(0..mesh.indices.len() as u32, 0, 0..1);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@ -213,3 +214,26 @@ impl Default for Uniforms {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// A two-dimensional vertex with some color in __linear__ RGBA.
|
||||||
|
#[repr(C)]
|
||||||
|
#[derive(Copy, Clone, Debug)]
|
||||||
|
pub struct Vertex2D {
|
||||||
|
/// The vertex position
|
||||||
|
pub position: [f32; 2],
|
||||||
|
/// The vertex color in __linear__ RGBA.
|
||||||
|
pub color: [f32; 4],
|
||||||
|
}
|
||||||
|
|
||||||
|
/// A set of [`Vertex2D`] and indices representing a list of triangles.
|
||||||
|
///
|
||||||
|
/// [`Vertex2D`]: struct.Vertex2D.html
|
||||||
|
#[derive(Clone, Debug)]
|
||||||
|
pub struct Mesh2D {
|
||||||
|
/// The vertices of the mesh
|
||||||
|
pub vertices: Vec<Vertex2D>,
|
||||||
|
/// The list of vertex indices that defines the triangles of the mesh.
|
||||||
|
///
|
||||||
|
/// Therefore, this list should always have a length that is a multiple of 3.
|
||||||
|
pub indices: Vec<u16>,
|
||||||
|
}
|
Loading…
Reference in New Issue
Block a user