mirror of
https://github.com/guilhermewerner/wgpu-renderer
synced 2025-06-15 13:24:20 +00:00
Texture and bind groups
This commit is contained in:
@ -18,12 +18,16 @@ path = "src/main.rs"
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[dependencies]
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anyhow = "1.0"
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bytemuck = { version = "1.12", features = ["derive"] }
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cfg-if = "1"
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env_logger = "0.10"
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log = "0.4"
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wgpu = "0.18"
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winit = "0.28"
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bytemuck = { version = "1.12", features = ["derive"] }
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image = { version = "0.24", default-features = false, features = [
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"png",
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"jpeg",
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] }
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[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
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tokio = { version = "1.36.0", features = ["full"] }
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@ -34,4 +38,4 @@ console_log = "1.0"
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wasm-bindgen = "0.2"
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wasm-bindgen-futures = "0.4.30"
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web-sys = { version = "0.3", features = ["Document", "Window", "Element"] }
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wgpu = { version = "0.18", features = ["webgl"] }
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wgpu = { version = "0.18.0", features = ["webgl"] }
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BIN
assets/happy-tree.png
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BIN
assets/happy-tree.png
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Binary file not shown.
After Width: | Height: | Size: 28 KiB |
91
src/lib.rs
91
src/lib.rs
@ -9,6 +9,9 @@ use winit::{
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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mod texture;
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pub use texture::*;
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#[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
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pub async fn run() {
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cfg_if::cfg_if! {
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@ -109,6 +112,8 @@ pub struct State {
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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diffuse_bind_group: wgpu::BindGroup,
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diffuse_texture: texture::Texture, // NEW
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}
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impl State {
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@ -186,13 +191,6 @@ impl State {
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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@ -207,6 +205,59 @@ impl State {
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let num_indices = INDICES.len() as u32;
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// TEXTURE
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let diffuse_bytes = include_bytes!("../assets/happy-tree.png"); // CHANGED!
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let diffuse_texture =
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texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap(); // CHANGED!
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let texture_bind_group_layout =
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device.create_bind_group_layout(&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::ShaderStages::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::ShaderStages::FRAGMENT,
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// This should match the filterable field of the
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// corresponding Texture entry above.
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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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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let diffuse_bind_group = device.create_bind_group(&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(&diffuse_texture.view), // CHANGED!
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler), // CHANGED!
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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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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout], // NEW!
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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@ -258,6 +309,8 @@ impl State {
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vertex_buffer,
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index_buffer,
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num_indices,
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diffuse_bind_group,
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diffuse_texture, // NEW
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}
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}
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@ -315,9 +368,10 @@ impl State {
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16); // 1.
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render_pass.draw_indexed(0..self.num_indices, 0, 0..1); // 2.
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
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}
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// submit will accept anything that implements IntoIter
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@ -332,13 +386,14 @@ impl State {
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 3],
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color: [f32; 3],
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tex_coords: [f32; 2], // NEW!
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}
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impl Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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use std::mem;
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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@ -347,9 +402,9 @@ impl Vertex {
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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format: wgpu::VertexFormat::Float32x2, // NEW!
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},
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],
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}
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@ -358,11 +413,11 @@ impl Vertex {
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#[rustfmt::skip]
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const VERTICES: &[Vertex] = &[
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Vertex { position: [-0.0868241, 0.49240386, 0.0], color: [0.5, 0.0, 0.5] }, // A
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Vertex { position: [-0.49513406, 0.06958647, 0.0], color: [0.5, 0.0, 0.5] }, // B
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Vertex { position: [-0.21918549, -0.44939706, 0.0], color: [0.5, 0.0, 0.5] }, // C
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Vertex { position: [0.35966998, -0.3473291, 0.0], color: [0.5, 0.0, 0.5] }, // D
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Vertex { position: [0.44147372, 0.2347359, 0.0], color: [0.5, 0.0, 0.5] }, // E
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Vertex { position: [-0.0868241, 0.49240386, 0.0], tex_coords: [0.4131759, 0.00759614], }, // A
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Vertex { position: [-0.49513406, 0.06958647, 0.0], tex_coords: [0.0048659444, 0.43041354], }, // B
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Vertex { position: [-0.21918549, -0.44939706, 0.0], tex_coords: [0.28081453, 0.949397], }, // C
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Vertex { position: [0.35966998, -0.3473291, 0.0], tex_coords: [0.85967, 0.84732914], }, // D
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Vertex { position: [0.44147372, 0.2347359, 0.0], tex_coords: [0.9414737, 0.2652641], }, // E
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];
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#[rustfmt::skip]
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@ -2,27 +2,32 @@
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) color: vec3<f32>,
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};
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@location(1) tex_coords: vec2<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec3<f32>,
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};
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@location(0) tex_coords: vec2<f32>,
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}
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@vertex
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.color = model.color;
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out.tex_coords = model.tex_coords;
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out.clip_position = vec4<f32>(model.position, 1.0);
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return out;
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}
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// Fragment shader
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0) @binding(1)
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var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(in.color, 1.0);
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}
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79
src/texture.rs
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79
src/texture.rs
Normal file
@ -0,0 +1,79 @@
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use anyhow::*;
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use image::GenericImageView;
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pub struct Texture {
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pub texture: wgpu::Texture,
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pub view: wgpu::TextureView,
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pub sampler: wgpu::Sampler,
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}
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impl Texture {
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pub fn from_bytes(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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bytes: &[u8],
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label: &str,
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) -> Result<Self> {
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let img = image::load_from_memory(bytes)?;
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Self::from_image(device, queue, &img, Some(label))
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}
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pub fn from_image(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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img: &image::DynamicImage,
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label: Option<&str>,
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) -> Result<Self> {
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let rgba = img.to_rgba8();
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let dimensions = img.dimensions();
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let size = wgpu::Extent3d {
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width: dimensions.0,
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height: dimensions.1,
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depth_or_array_layers: 1,
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};
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label,
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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});
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queue.write_texture(
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wgpu::ImageCopyTexture {
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aspect: wgpu::TextureAspect::All,
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texture: &texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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},
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&rgba,
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(4 * dimensions.0),
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rows_per_image: Some(dimensions.1),
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},
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size,
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);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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Ok(Self {
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texture,
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view,
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sampler,
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})
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}
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}
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