mirror of
https://github.com/guilhermewerner/wgpu-renderer
synced 2025-06-17 06:14:20 +00:00
Draw colored triangle
This commit is contained in:
@ -23,6 +23,7 @@ env_logger = "0.10"
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log = "0.4"
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log = "0.4"
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wgpu = "0.18"
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wgpu = "0.18"
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winit = "0.28"
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winit = "0.28"
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bytemuck = { version = "1.12", features = [ "derive" ] }
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[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
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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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tokio = { version = "1.36.0", features = ["full"] }
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125
src/lib.rs
125
src/lib.rs
@ -1,3 +1,4 @@
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use wgpu::util::DeviceExt;
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use winit::{
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use winit::{
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dpi::LogicalSize,
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dpi::LogicalSize,
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event::*,
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event::*,
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@ -22,6 +23,7 @@ pub async fn run() {
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let event_loop = EventLoop::new();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new()
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let window = WindowBuilder::new()
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.with_title("Renderer")
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.with_title("Renderer")
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.with_min_inner_size(LogicalSize::new(180, 120))
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.with_inner_size(LogicalSize::new(1280, 720))
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.with_inner_size(LogicalSize::new(1280, 720))
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.build(&event_loop)
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.build(&event_loop)
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.unwrap();
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.unwrap();
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@ -103,6 +105,9 @@ pub struct State {
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// it gets dropped after it as the surface contains
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// it gets dropped after it as the surface contains
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// unsafe references to the window's resources.
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// unsafe references to the window's resources.
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window: Window,
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window: Window,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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num_vertices: u32,
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}
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}
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impl State {
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impl State {
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@ -168,13 +173,73 @@ impl State {
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format: surface_format,
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format: surface_format,
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width: size.width,
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width: size.width,
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height: size.height,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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present_mode: wgpu::PresentMode::AutoNoVsync, //surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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view_formats: vec![],
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};
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};
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surface.configure(&device, &config);
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surface.configure(&device, &config);
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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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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usage: wgpu::BufferUsages::VERTEX,
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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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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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// 3.
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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// 4.
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList, // 1.
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw, // 2.
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None, // 1.
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multisample: wgpu::MultisampleState {
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count: 1, // 2.
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mask: !0, // 3.
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alpha_to_coverage_enabled: false, // 4.
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},
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multiview: None, // 5.
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});
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let num_vertices = VERTICES.len() as u32;
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Self {
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Self {
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window,
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window,
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surface,
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surface,
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@ -182,6 +247,9 @@ impl State {
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queue,
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queue,
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config,
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config,
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size,
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size,
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render_pipeline,
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vertex_buffer,
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num_vertices,
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}
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}
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}
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}
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@ -218,16 +286,16 @@ impl State {
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});
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});
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{
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{
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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view: &view,
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resolve_target: None,
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resolve_target: None,
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ops: wgpu::Operations {
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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r: 0.0,
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g: 0.2,
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g: 0.0,
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b: 0.3,
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b: 0.0,
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a: 1.0,
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a: 1.0,
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}),
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}),
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store: wgpu::StoreOp::Store,
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store: wgpu::StoreOp::Store,
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@ -237,6 +305,10 @@ impl State {
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occlusion_query_set: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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timestamp_writes: None,
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});
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});
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render_pass.set_pipeline(&self.render_pipeline); // 2.
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.draw(0..3, 0..1);
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}
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}
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// submit will accept anything that implements IntoIter
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// submit will accept anything that implements IntoIter
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@ -246,3 +318,46 @@ impl State {
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Ok(())
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Ok(())
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}
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}
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}
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}
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#[repr(C)]
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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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}
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impl Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::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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offset: 0,
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shader_location: 0,
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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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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}
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}
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}
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const VERTICES: &[Vertex] = &[
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Vertex {
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position: [0.0, 0.5, 0.0],
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color: [1.0, 0.0, 0.0],
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},
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Vertex {
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position: [-0.5, -0.5, 0.0],
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color: [0.0, 1.0, 0.0],
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},
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Vertex {
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position: [0.5, -0.5, 0.0],
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color: [0.0, 0.0, 1.0],
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},
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];
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28
src/shader.wgsl
Normal file
28
src/shader.wgsl
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@ -0,0 +1,28 @@
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// Vertex shader
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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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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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@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.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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@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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}
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