Files
wgpu-renderer/Examples/Triangle.rs
2021-11-08 12:17:40 -03:00

207 lines
7.1 KiB
Rust

#![allow(non_snake_case)]
#![allow(unused_variables)]
use anyhow::Result;
use bytemuck::{Pod, Zeroable};
use std::time::Duration;
use wgpu::util::DeviceExt;
use winit::event::*;
use Graphics::Render::*;
use Graphics::{Display, Runtime, State};
#[repr(C)]
#[derive(Copy, Clone, Debug, Pod, Zeroable)]
struct TriangleVertex {
position: [f32; 3],
color: [f32; 3],
}
impl Vertex for TriangleVertex {
fn GetDescriptor<'a>() -> wgpu::VertexBufferLayout<'a> {
wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<TriangleVertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &[
wgpu::VertexAttribute {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float32x3,
},
wgpu::VertexAttribute {
offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
format: wgpu::VertexFormat::Float32x3,
},
],
}
}
}
#[rustfmt::skip]
const VERTICES: &[TriangleVertex] = &[
TriangleVertex { position: [0.0, 0.5, 0.0], color: [1.0, 0.0, 0.0] },
TriangleVertex { position: [-0.5, -0.5, 0.0], color: [0.0, 1.0, 0.0] },
TriangleVertex { position: [0.5, -0.5, 0.0], color: [0.0, 0.0, 1.0] },
];
#[rustfmt::skip]
const INDICES: &[u16] = &[
0, 1, 2,
];
struct Triangle {
render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
}
impl State for Triangle {
fn Init(display: &Display) -> Result<Self> {
// Shader
let shader = display
.device
.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("../Shaders/Triangle.wgsl").into()),
});
// Pipeline
let render_pipeline_layout =
display
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let render_pipeline =
display
.device
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "main",
buffers: &[TriangleVertex::GetDescriptor()],
},
fragment: Some(wgpu::FragmentState {
// 3.
module: &shader,
entry_point: "main",
targets: &[wgpu::ColorTargetState {
// 4.
format: display.config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
}],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList, // 1.
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw, // 2.
cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLAMPING
clamp_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None, // 1.
multisample: wgpu::MultisampleState {
count: 1, // 2.
mask: !0, // 3.
alpha_to_coverage_enabled: false, // 4.
},
});
let vertex_buffer = display
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
let index_buffer = display
.device
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(INDICES),
usage: wgpu::BufferUsages::INDEX,
});
let num_indices = INDICES.len() as u32;
Ok(Self {
render_pipeline,
vertex_buffer,
index_buffer,
num_indices,
})
}
fn Input(&mut self, display: &Display, event: &WindowEvent) -> bool {
false
}
fn Update(&mut self, display: &Display, delta: Duration) {}
fn Resize(&mut self, display: &Display) {}
fn Draw(&mut self, display: &mut Display) -> Result<(), wgpu::SurfaceError> {
let output = display.surface.get_current_texture().unwrap();
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = display
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[
// This is what [[location(0)]] in the fragment shader targets
wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.0,
g: 0.0,
b: 0.0,
a: 1.0,
}),
store: true,
},
},
],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
}
display.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
}
fn main() -> Result<()> {
Runtime::Execute::<Triangle>()
}