Add Bind groups
This commit is contained in:
7
Cargo.lock
generated
7
Cargo.lock
generated
@@ -48,6 +48,12 @@ dependencies = [
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"xml-rs",
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"xml-rs",
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]
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]
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[[package]]
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name = "anyhow"
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version = "1.0.43"
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source = "registry+https://github.com/rust-lang/crates.io-index"
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checksum = "28ae2b3dec75a406790005a200b1bd89785afc02517a00ca99ecfe093ee9e6cf"
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[[package]]
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[[package]]
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name = "approx"
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name = "approx"
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version = "0.4.0"
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version = "0.4.0"
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@@ -1916,6 +1922,7 @@ dependencies = [
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name = "wgpu-rs-learning"
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name = "wgpu-rs-learning"
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version = "0.1.0"
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version = "0.1.0"
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dependencies = [
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dependencies = [
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"anyhow",
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"bytemuck",
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"bytemuck",
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"cgmath",
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"cgmath",
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"env_logger",
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"env_logger",
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@@ -14,3 +14,4 @@ log = "0.4"
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wgpu = "0.9"
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wgpu = "0.9"
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pollster = "0.2"
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pollster = "0.2"
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bytemuck = { version = "1.4", features = [ "derive" ] }
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bytemuck = { version = "1.4", features = [ "derive" ] }
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anyhow = "1.0"
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BIN
img/aqua.png
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BIN
img/aqua.png
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After Width: | Height: | Size: 6.9 MiB |
BIN
img/happy-tree.png
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BIN
img/happy-tree.png
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After Width: | Height: | Size: 28 KiB |
@@ -1,23 +0,0 @@
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// Vertex shader
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struct VertexOutput {
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[[builtin(position)]] clip_coordinates: vec4<f32>;
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[[location(0)]] position: vec2<f32>;
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};
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[[stage(vertex)]]
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fn main([[builtin(vertex_index)]] in_vertex_index: u32) -> VertexOutput {
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var out: VertexOutput;
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let x = f32(1 - i32(in_vertex_index)) * 0.5;
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
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out.clip_coordinates = vec4<f32>(x, y, 0.0, 1.0);
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out.position = vec2<f32>(x, y);
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return out;
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}
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// Fragment shader
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[[stage(fragment)]]
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fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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let r = in.position.x;
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let g = in.position.y;
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return vec4<f32>(r, g, 0.1, 1.0);
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}
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@@ -6,6 +6,7 @@ use winit::{
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mod state;
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mod state;
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mod vertex;
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mod vertex;
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mod texture;
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use crate::state::State;
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use crate::state::State;
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@@ -1,24 +1,30 @@
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// Vertex shader
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// Vertex shader
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struct VertexInput {
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] color: vec3<f32>;
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[[location(1)]] texture_coords: vec2<f32>;
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};
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};
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struct VertexOutput {
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struct VertexOutput {
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[[builtin(position)]] clip_coordinate: vec4<f32>;
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[[builtin(position)]] clip_coordinate: vec4<f32>;
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[[location(0)]] color: vec3<f32>;
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[[location(0)]] texture_coords: vec2<f32>;
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};
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};
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[[stage(vertex)]]
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[[stage(vertex)]]
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fn main(model: VertexInput) -> VertexOutput {
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fn main(model: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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var out: VertexOutput;
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out.clip_coordinate = vec4<f32>(model.position, 1.0);
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out.clip_coordinate = vec4<f32>(model.position, 1.0);
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out.color = model.color;
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out.texture_coords = model.texture_coords;
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return out;
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return out;
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}
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}
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// Fragment shader
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// Fragment shader
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[[group(0), binding(0)]]
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var t_aqua: texture_2d<f32>;
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[[group(0), binding(1)]]
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var s_aqua: sampler;
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[[stage(fragment)]]
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[[stage(fragment)]]
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fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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fn main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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return vec4<f32>(in.color, 1.0);
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//return vec4<f32>(in.color, 1.0);
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return textureSample(t_aqua, s_aqua, in.texture_coords);
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}
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}
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201
src/state.rs
201
src/state.rs
@@ -7,22 +7,27 @@ use winit::{
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window::Window,
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window::Window,
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};
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};
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use crate::vertex::Vertex;
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use crate::{texture, vertex::Vertex};
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/// Hold state with important information
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/// Hold state with important information
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pub struct State {
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pub struct State {
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surface: wgpu::Surface,
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surface: wgpu::Surface,
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device: wgpu::Device,
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device: wgpu::Device,
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queue: wgpu::Queue,
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queue: wgpu::Queue,
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sc_desc: wgpu::SwapChainDescriptor,
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sc_desc: wgpu::SwapChainDescriptor,
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swap_chain: wgpu::SwapChain,
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swap_chain: wgpu::SwapChain,
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pub size: winit::dpi::PhysicalSize<u32>,
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pub size: winit::dpi::PhysicalSize<u32>,
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clear_color: wgpu::Color,
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render_pipeline: wgpu::RenderPipeline,
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render_pipeline: wgpu::RenderPipeline,
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//challenge_render_pipeline: wgpu::RenderPipeline,
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use_challenge_render_pipeline: bool,
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vertex_buffer: wgpu::Buffer,
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vertex_buffer: wgpu::Buffer,
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num_vertices: u32,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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aqua_bind_group: wgpu::BindGroup,
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aqua_texture: texture::Texture,
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}
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}
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impl State {
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impl State {
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@@ -73,6 +78,55 @@ impl State {
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// actually create a swap_chain
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// actually create a swap_chain
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let swap_chain = device.create_swap_chain(&surface, &sc_desc);
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let swap_chain = device.create_swap_chain(&surface, &sc_desc);
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let aqua_bytes = include_bytes!("../img/aqua.png");
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let aqua_texture = texture::Texture::from_bytes(&device, &queue, aqua_bytes, "aqua").unwrap();
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let texture_bind_group_layout = device.create_bind_group_layout(
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&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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comparison: false,
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filtering: true,
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},
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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}
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);
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// bind groups can be changed on the fly, as long as they're in the same layout
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// every texture and sampler needs to be added to a bindgroup
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let aqua_bind_group = device.create_bind_group(
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&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&aqua_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&aqua_texture.sampler),
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}
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],
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label: Some("diffuse_bind_group"),
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}
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);
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// load shader file
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// load shader file
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let shader = device.create_shader_module(
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let shader = device.create_shader_module(
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&wgpu::ShaderModuleDescriptor {
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&wgpu::ShaderModuleDescriptor {
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@@ -82,11 +136,10 @@ impl State {
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}
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}
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);
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);
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// TODO
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let render_pipeline_layout = device.create_pipeline_layout(
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let render_pipeline_layout = device.create_pipeline_layout(
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&wgpu::PipelineLayoutDescriptor {
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&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layput"),
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label: Some("Render Pipeline Layput"),
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bind_group_layouts: &[],
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bind_group_layouts: &[&texture_bind_group_layout],
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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}
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}
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);
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);
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@@ -136,72 +189,6 @@ impl State {
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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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/*
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// overwrite challenge shader file to shader
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let shader = device.create_shader_module(
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&wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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flags: wgpu::ShaderFlags::all(),
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source: wgpu::ShaderSource::Wgsl(
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include_str!("challenge_shader.wgsl").into()),
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}
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);
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// TODO
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let render_pipeline_layout = device.create_pipeline_layout(
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&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layput"),
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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}
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);
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// add everything to the challnge_render_pipeline
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let challenge_render_pipeline = device.create_render_pipeline(
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&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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// function name in shader.wgsl for [[stage(vertex)]]
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entry_point: "main",
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// already specified in the shader
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buffers: &[],
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},
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// needed to sotre color data to swap_chain
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "main",
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// setup of color outputs
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targets: &[wgpu::ColorTargetState {
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format: sc_desc.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}),
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primitive: wgpu::PrimitiveState {
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topology: PrimitiveTopology::TriangleList,
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strip_index_format: None,
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// triangle facing forward when Counter Clock Wise
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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clamp_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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// only use 1 sample => no extra sampling
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count: 1,
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// use all
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mask: !0,
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// not using anti aliasing
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alpha_to_coverage_enabled: false,
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}
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}
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);
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*/
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let vertex_buffer = device.create_buffer_init(
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let vertex_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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&wgpu::util::BufferInitDescriptor {
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@@ -211,7 +198,15 @@ impl State {
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}
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}
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);
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);
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let num_vertices = crate::vertex::VERTICES.len() as u32;
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let index_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(crate::vertex::INDICES),
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usage: wgpu::BufferUsage::INDEX,
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}
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);
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let num_indices = crate::vertex::INDICES.len() as u32;
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Self {
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Self {
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surface,
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surface,
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@@ -220,12 +215,12 @@ impl State {
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sc_desc, // saved, so we can create a new swap_chain later
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sc_desc, // saved, so we can create a new swap_chain later
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swap_chain,
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swap_chain,
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size,
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size,
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clear_color: wgpu::Color { r: 0.6, g: 0.6, b: 0.1, a: 1.0 },
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render_pipeline,
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render_pipeline,
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//challenge_render_pipeline,
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use_challenge_render_pipeline: false,
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vertex_buffer,
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vertex_buffer,
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num_vertices,
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index_buffer,
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num_indices,
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aqua_bind_group,
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aqua_texture,
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}
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}
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}
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}
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@@ -242,23 +237,23 @@ impl State {
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/// Idicate, whether an event has been fully processed
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/// Idicate, whether an event has been fully processed
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pub fn input(&mut self, event: &WindowEvent) -> bool {
|
pub fn input(&mut self, event: &WindowEvent) -> bool {
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match event {
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match event {
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WindowEvent::CursorMoved { position, .. } => {
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// WindowEvent::CursorMoved { position, .. } => {
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let x = (position.x as f64) / self.size.width as f64;
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// let x = (position.x as f64) / self.size.width as f64;
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let y = (position.y as f64) / self.size.height as f64;
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// let y = (position.y as f64) / self.size.height as f64;
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self.clear_color = wgpu::Color { r: x, g: x, b: y, a: 1.0};
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// self.clear_color = wgpu::Color { r: x, g: x, b: y, a: 1.0};
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true
|
// true
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},
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// },
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WindowEvent::KeyboardInput {
|
// WindowEvent::KeyboardInput {
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input: KeyboardInput {
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// input: KeyboardInput {
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state: ElementState::Pressed,
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// state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Space),
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// virtual_keycode: Some(VirtualKeyCode::Space),
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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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self.use_challenge_render_pipeline = !self.use_challenge_render_pipeline;
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// self.use_pentagon = !self.use_pentagon;
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true
|
// true
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}
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// }
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_ => false
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_ => false
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}
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}
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}
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}
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@@ -288,7 +283,8 @@ impl State {
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view: &frame.view, // draw to current screen
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view: &frame.view, // draw to current screen
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resolve_target: None, // no multisampling yet
|
resolve_target: None, // no multisampling yet
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ops: wgpu::Operations {
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(self.clear_color),
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load: wgpu::LoadOp::Clear(
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wgpu::Color { r: 0.2, g: 0.5, b: 0.5, a: 1.0 }),
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store: true,
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store: true,
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}
|
}
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||||||
}
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}
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@@ -296,18 +292,13 @@ impl State {
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|||||||
depth_stencil_attachment: None,
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depth_stencil_attachment: None,
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||||||
});
|
});
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||||||
|
|
||||||
// set pipeline
|
|
||||||
/*
|
|
||||||
if self.use_challenge_render_pipeline {
|
|
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render_pass.set_pipeline(&self.challenge_render_pipeline);
|
|
||||||
} else {
|
|
||||||
render_pass.set_pipeline(&self.render_pipeline);
|
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||||||
}
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|
||||||
*/
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|
||||||
render_pass.set_pipeline(&self.render_pipeline);
|
render_pass.set_pipeline(&self.render_pipeline);
|
||||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||||
|
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||||
|
render_pass.set_bind_group(0, &self.aqua_bind_group, &[]);
|
||||||
// draw triangle
|
// draw triangle
|
||||||
render_pass.draw(0..self.num_vertices, 0..1);
|
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
|
||||||
|
//render_pass.draw(0..self.num_vertices, 0..1);
|
||||||
|
|
||||||
// drop so encoder isn't borrowed mutually anymore
|
// drop so encoder isn't borrowed mutually anymore
|
||||||
drop(render_pass);
|
drop(render_pass);
|
||||||
|
|||||||
83
src/texture.rs
Normal file
83
src/texture.rs
Normal file
@@ -0,0 +1,83 @@
|
|||||||
|
use anyhow::*;
|
||||||
|
use image::GenericImageView;
|
||||||
|
|
||||||
|
pub struct Texture {
|
||||||
|
pub texture: wgpu::Texture,
|
||||||
|
pub view: wgpu::TextureView,
|
||||||
|
pub sampler: wgpu::Sampler,
|
||||||
|
}
|
||||||
|
|
||||||
|
impl Texture {
|
||||||
|
pub fn from_bytes(
|
||||||
|
device: &wgpu::Device,
|
||||||
|
queue: &wgpu::Queue,
|
||||||
|
bytes: &[u8],
|
||||||
|
label: &str,
|
||||||
|
) -> Result<Self> {
|
||||||
|
let img = image::load_from_memory(bytes)?;
|
||||||
|
Self::from_image(device, queue, &img, Some(label))
|
||||||
|
}
|
||||||
|
|
||||||
|
pub fn from_image(
|
||||||
|
device: &wgpu::Device,
|
||||||
|
queue: &wgpu::Queue,
|
||||||
|
img: &image::DynamicImage,
|
||||||
|
label: Option<&str>,
|
||||||
|
) -> Result<Self> {
|
||||||
|
let rgba = img.as_rgba8().unwrap();
|
||||||
|
let dimensions = rgba.dimensions();
|
||||||
|
|
||||||
|
let size = wgpu::Extent3d {
|
||||||
|
width: dimensions.0,
|
||||||
|
height: dimensions.1,
|
||||||
|
depth_or_array_layers: 1,
|
||||||
|
};
|
||||||
|
|
||||||
|
let texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||||
|
label,
|
||||||
|
size,
|
||||||
|
mip_level_count: 1,
|
||||||
|
sample_count: 1,
|
||||||
|
dimension: wgpu::TextureDimension::D2,
|
||||||
|
format: wgpu::TextureFormat::Rgba8UnormSrgb,
|
||||||
|
// SAMPLED: use texture in shaders
|
||||||
|
// COPY_DST: copy data to this texture
|
||||||
|
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
|
||||||
|
});
|
||||||
|
|
||||||
|
// write texture into Texture
|
||||||
|
queue.write_texture(
|
||||||
|
wgpu::ImageCopyTexture {
|
||||||
|
texture: &texture,
|
||||||
|
mip_level: 0,
|
||||||
|
origin: wgpu::Origin3d::ZERO,
|
||||||
|
},
|
||||||
|
// actual image data
|
||||||
|
rgba,
|
||||||
|
wgpu::ImageDataLayout {
|
||||||
|
offset: 0,
|
||||||
|
bytes_per_row: std::num::NonZeroU32::new(4 * dimensions.0),
|
||||||
|
rows_per_image: std::num::NonZeroU32::new(dimensions.1),
|
||||||
|
},
|
||||||
|
size,
|
||||||
|
);
|
||||||
|
|
||||||
|
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||||
|
|
||||||
|
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||||
|
address_mode_u: wgpu::AddressMode::ClampToEdge,
|
||||||
|
address_mode_v: wgpu::AddressMode::ClampToEdge,
|
||||||
|
address_mode_w: wgpu::AddressMode::ClampToEdge,
|
||||||
|
mag_filter: wgpu::FilterMode::Linear,
|
||||||
|
min_filter: wgpu::FilterMode::Nearest,
|
||||||
|
mipmap_filter: wgpu::FilterMode::Nearest,
|
||||||
|
..Default::default()
|
||||||
|
});
|
||||||
|
|
||||||
|
Ok(Self {
|
||||||
|
texture,
|
||||||
|
view,
|
||||||
|
sampler,
|
||||||
|
})
|
||||||
|
}
|
||||||
|
}
|
||||||
@@ -2,7 +2,7 @@
|
|||||||
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
|
||||||
pub struct Vertex {
|
pub struct Vertex {
|
||||||
position: [f32; 3],
|
position: [f32; 3],
|
||||||
color: [f32; 3],
|
texture_coords: [f32; 2],
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Vertex {
|
impl Vertex {
|
||||||
@@ -21,7 +21,7 @@ impl Vertex {
|
|||||||
wgpu::VertexAttribute {
|
wgpu::VertexAttribute {
|
||||||
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
||||||
shader_location: 1,
|
shader_location: 1,
|
||||||
format: wgpu::VertexFormat::Float32x3,
|
format: wgpu::VertexFormat::Float32x2,
|
||||||
},
|
},
|
||||||
],
|
],
|
||||||
}
|
}
|
||||||
@@ -29,19 +29,18 @@ impl Vertex {
|
|||||||
}
|
}
|
||||||
|
|
||||||
pub const VERTICES: &[Vertex] = &[
|
pub const VERTICES: &[Vertex] = &[
|
||||||
// Top
|
Vertex { position: [-0.0868241, 0.49240386, 0.0], texture_coords: [0.4131759, 0.00759614], }, // A
|
||||||
Vertex {
|
Vertex { position: [-0.49513406, 0.06958647, 0.0], texture_coords: [0.0048659444, 0.43041354], }, // B
|
||||||
position: [0.0, 0.5, 0.0],
|
Vertex { position: [-0.21918549, -0.44939706, 0.0], texture_coords: [0.28081453, 0.949397], }, // C
|
||||||
color: [1.0, 0.0, 0.0],
|
Vertex { position: [0.35966998, -0.3473291, 0.0], texture_coords: [0.85967, 0.84732914], }, // D
|
||||||
},
|
Vertex { position: [0.44147372, 0.2347359, 0.0], texture_coords: [0.9414737, 0.2652641], }, // E
|
||||||
// Left
|
];
|
||||||
Vertex {
|
|
||||||
position: [-0.5, -0.5, 0.0],
|
pub const INDICES: &[u16] = &[
|
||||||
color: [0.0, 1.0, 0.0],
|
// pentagon
|
||||||
},
|
0, 1, 4,
|
||||||
// Right
|
1, 2, 4,
|
||||||
Vertex {
|
2, 3, 4,
|
||||||
position: [0.5, -0.5, 0.0],
|
// padding
|
||||||
color: [0.0, 0.0, 1.0],
|
0,
|
||||||
},
|
|
||||||
];
|
];
|
||||||
|
|||||||
Reference in New Issue
Block a user