Add custom shader example (#100)
* Add custom-shader example * Update README * Allow log level to be changed in release mode
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@ -25,6 +25,7 @@ Rapidly prototype a simple 2D game, pixel-based animations, software renderers,
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## Examples
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- [Conway's Game of Life](./examples/conway)
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- [Custom Shader](./examples/custom-shader)
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- [Minimal example with SDL2](./examples/minimal-sdl2)
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- [Minimal example with `winit`](./examples/minimal-winit)
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- [Pixel Invaders](./examples/invaders)
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17
examples/custom-shader/Cargo.toml
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examples/custom-shader/Cargo.toml
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[package]
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name = "custom-shader"
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version = "0.1.0"
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authors = ["Jay Oster <jay@kodewerx.org>"]
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edition = "2018"
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publish = false
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[features]
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optimize = ["log/release_max_level_warn"]
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default = ["optimize"]
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[dependencies]
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env_logger = "0.7.1"
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log = "0.4.8"
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pixels = { path = "../.." }
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winit = "0.22.0"
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winit_input_helper = "0.6.0"
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examples/custom-shader/README.md
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examples/custom-shader/README.md
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# Custom Shader Example
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![Custom Shader Example](../../img/custom-shader.png)
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## Running
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```bash
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cargo run --release --package custom-shader
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```
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## About
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This example is based on `minimal-winit`, and extends it with a custom renderer that adds white noise to the screen.
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13
examples/custom-shader/shaders/README.md
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13
examples/custom-shader/shaders/README.md
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# Shaders
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The GLSL shader source is not compiled as part of the normal cargo build process. This was a conscious decision sparked by the current state of the ecosystem; compiling GLSL-to-SPIR-V requires a C++ toolchain including CMake, which is an unacceptable constraint for a simple crate providing a pixel buffer.
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If you need to modify the GLSL sources, you must also recompile the SPIR-V as well. This can be done with `glslang`, `glslc`, etc.
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Compile shaders with `glslangValidator`:
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```bash
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glslangValidator -V shader.frag && glslangValidator -V shader.vert
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```
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For more information, see https://github.com/parasyte/pixels/issues/9
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BIN
examples/custom-shader/shaders/frag.spv
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BIN
examples/custom-shader/shaders/frag.spv
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Binary file not shown.
38
examples/custom-shader/shaders/shader.frag
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examples/custom-shader/shaders/shader.frag
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// IMPORTANT: This shader needs to be compiled out-of-band to SPIR-V
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// See: https://github.com/parasyte/pixels/issues/9
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#version 450
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layout(location = 0) in vec2 v_TexCoord;
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layout(location = 0) out vec4 outColor;
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layout(set = 0, binding = 0) uniform texture2D t_Color;
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layout(set = 0, binding = 1) uniform sampler s_Color;
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layout(set = 0, binding = 2) uniform Locals {
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float u_Time;
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};
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#define PI 3.1415926535897932384626433832795
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#define TAU PI * 2.0
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// Offset the circular time input so it is never 0
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#define BIAS 0.2376
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// Random functions based on https://thebookofshaders.com/10/
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#define RANDOM_SCALE 43758.5453123
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#define RANDOM_X 12.9898
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#define RANDOM_Y 78.233
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float random(float x) {
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return fract(sin(x) * RANDOM_SCALE);
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}
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float random_vec2(vec2 st) {
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return random(dot(st.xy, vec2(RANDOM_X, RANDOM_Y)));
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}
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void main() {
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vec4 sampledColor = texture(sampler2D(t_Color, s_Color), v_TexCoord.xy);
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vec3 noiseColor = vec3(random_vec2(v_TexCoord.xy * vec2(mod(u_Time, TAU) + BIAS)));
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outColor = vec4(sampledColor.rgb * noiseColor, sampledColor.a);
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}
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39
examples/custom-shader/shaders/shader.vert
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examples/custom-shader/shaders/shader.vert
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// IMPORTANT: This shader needs to be compiled out-of-band to SPIR-V
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// See: https://github.com/parasyte/pixels/issues/9
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#version 450
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out gl_PerVertex {
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vec4 gl_Position;
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};
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layout(location = 0) out vec2 v_TexCoord;
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const vec2 positions[6] = vec2[6](
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// Upper left triangle
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vec2(-1.0, -1.0),
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vec2(1.0, -1.0),
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vec2(-1.0, 1.0),
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// Lower right triangle
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vec2(-1.0, 1.0),
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vec2(1.0, -1.0),
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vec2(1.0, 1.0)
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);
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const vec2 uv[6] = vec2[6](
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// Upper left triangle
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vec2(0.0, 0.0),
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vec2(1.0, 0.0),
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vec2(0.0, 1.0),
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// Lower right triangle
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vec2(0.0, 1.0),
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vec2(1.0, 0.0),
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vec2(1.0, 1.0)
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);
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void main() {
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v_TexCoord = uv[gl_VertexIndex];
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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}
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BIN
examples/custom-shader/shaders/vert.spv
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examples/custom-shader/shaders/vert.spv
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Binary file not shown.
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examples/custom-shader/src/main.rs
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examples/custom-shader/src/main.rs
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#![deny(clippy::all)]
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#![forbid(unsafe_code)]
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use crate::renderers::NoiseRenderer;
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use log::error;
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use pixels::{
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wgpu::{self, Surface},
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Error, Pixels, SurfaceTexture,
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};
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use winit::dpi::LogicalSize;
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use winit::event::{Event, VirtualKeyCode};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::WindowBuilder;
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use winit_input_helper::WinitInputHelper;
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mod renderers;
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const WIDTH: u32 = 320;
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const HEIGHT: u32 = 240;
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const BOX_SIZE: i16 = 64;
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/// Representation of the application state. In this example, a box will bounce around the screen.
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struct World {
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box_x: i16,
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box_y: i16,
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velocity_x: i16,
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velocity_y: i16,
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}
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fn main() -> Result<(), Error> {
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env_logger::init();
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let event_loop = EventLoop::new();
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let mut input = WinitInputHelper::new();
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let window = {
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let size = LogicalSize::new(WIDTH as f64, HEIGHT as f64);
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WindowBuilder::new()
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.with_title("Custom Shader")
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.with_inner_size(size)
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.with_min_inner_size(size)
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.build(&event_loop)
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.unwrap()
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};
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let mut hidpi_factor = window.scale_factor();
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let mut pixels = {
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let surface = Surface::create(&window);
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let surface_texture = SurfaceTexture::new(WIDTH, HEIGHT, surface);
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Pixels::new(WIDTH, HEIGHT, surface_texture)?
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};
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let mut world = World::new();
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let mut time = 0.0;
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let (scaled_texture, mut noise_renderer) = create_noise_renderer(&pixels);
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event_loop.run(move |event, _, control_flow| {
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// Draw the current frame
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if let Event::RedrawRequested(_) = event {
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world.draw(pixels.get_frame());
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noise_renderer.update(pixels.device(), pixels.queue(), time);
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time += 1.0;
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let render_result = pixels.render_with(|encoder, render_target, scaling_renderer| {
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scaling_renderer.render(encoder, &scaled_texture);
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noise_renderer.render(encoder, render_target);
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});
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if render_result
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.map_err(|e| error!("pixels.render_with() failed: {}", e))
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.is_err()
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{
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*control_flow = ControlFlow::Exit;
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return;
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}
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}
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// Handle input events
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if input.update(event) {
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// Close events
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if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
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*control_flow = ControlFlow::Exit;
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return;
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}
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// Adjust high DPI factor
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if let Some(factor) = input.scale_factor_changed() {
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hidpi_factor = factor;
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}
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// Resize the window
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if let Some(size) = input.window_resized() {
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let size = size.to_logical(hidpi_factor);
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pixels.resize(size.width, size.height);
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}
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// Update internal state and request a redraw
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world.update();
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window.request_redraw();
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}
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});
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}
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impl World {
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/// Create a new `World` instance that can draw a moving box.
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fn new() -> Self {
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Self {
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box_x: 24,
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box_y: 16,
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velocity_x: 1,
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velocity_y: 1,
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}
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}
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/// Update the `World` internal state; bounce the box around the screen.
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fn update(&mut self) {
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if self.box_x <= 0 || self.box_x + BOX_SIZE > WIDTH as i16 {
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self.velocity_x *= -1;
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}
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if self.box_y <= 0 || self.box_y + BOX_SIZE > HEIGHT as i16 {
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self.velocity_y *= -1;
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}
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self.box_x += self.velocity_x;
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self.box_y += self.velocity_y;
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}
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/// Draw the `World` state to the frame buffer.
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///
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/// Assumes the default texture format: [`wgpu::TextureFormat::Rgba8UnormSrgb`]
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fn draw(&self, frame: &mut [u8]) {
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for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
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let x = (i % WIDTH as usize) as i16;
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let y = (i / WIDTH as usize) as i16;
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let inside_the_box = x >= self.box_x
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&& x < self.box_x + BOX_SIZE
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&& y >= self.box_y
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&& y < self.box_y + BOX_SIZE;
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let rgba = if inside_the_box {
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[0x5e, 0x48, 0xe8, 0xff]
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} else {
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[0x48, 0xb2, 0xe8, 0xff]
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};
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pixel.copy_from_slice(&rgba);
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}
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}
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}
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fn create_noise_renderer(pixels: &Pixels) -> (wgpu::TextureView, NoiseRenderer) {
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let texture_descriptor = wgpu::TextureDescriptor {
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label: None,
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size: pixels::wgpu::Extent3d {
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width: WIDTH,
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height: HEIGHT,
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depth: 1,
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},
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array_layer_count: 1,
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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::Bgra8UnormSrgb,
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usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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};
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let scaled_texture = pixels
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.device()
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.create_texture(&texture_descriptor)
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.create_default_view();
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let noise_renderer = NoiseRenderer::new(pixels.device(), &scaled_texture);
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(scaled_texture, noise_renderer)
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}
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156
examples/custom-shader/src/renderers.rs
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examples/custom-shader/src/renderers.rs
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use pixels::{include_spv, wgpu};
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pub(crate) struct NoiseRenderer {
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bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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time_buffer: wgpu::Buffer,
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}
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impl NoiseRenderer {
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pub(crate) fn new(device: &wgpu::Device, texture_view: &wgpu::TextureView) -> Self {
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let vs_module = device.create_shader_module(include_spv!("../shaders/vert.spv"));
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let fs_module = device.create_shader_module(include_spv!("../shaders/frag.spv"));
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// Create a texture sampler with nearest neighbor
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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::Nearest,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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lod_min_clamp: 0.0,
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lod_max_clamp: 1.0,
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compare: wgpu::CompareFunction::Always,
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});
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// Create uniform buffer
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let time_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("NoiseRenderer u_Time"),
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size: 4,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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// Create bind group
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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bindings: &[
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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::SampledTexture {
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component_type: wgpu::TextureComponentType::Uint,
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multisampled: false,
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dimension: wgpu::TextureViewDimension::D2,
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},
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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 { comparison: false },
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &bind_group_layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(texture_view),
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},
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wgpu::Binding {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&sampler),
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},
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wgpu::Binding {
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binding: 2,
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resource: wgpu::BindingResource::Buffer {
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buffer: &time_buffer,
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range: 0..4,
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},
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},
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],
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});
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// Create pipeline
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::None,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::ColorStateDescriptor {
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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depth_stencil_state: None,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[],
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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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Self {
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bind_group,
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render_pipeline,
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time_buffer,
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}
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}
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pub(crate) fn update(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, time: f32) {
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let mut encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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let temp_buf =
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device.create_buffer_with_data(&time.to_ne_bytes(), wgpu::BufferUsage::COPY_SRC);
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encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.time_buffer, 0, 4);
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queue.submit(&[encoder.finish()]);
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}
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pub(crate) fn render(
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&self,
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encoder: &mut wgpu::CommandEncoder,
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render_target: &wgpu::TextureView,
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) {
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: render_target,
|
||||
resolve_target: None,
|
||||
load_op: wgpu::LoadOp::Clear,
|
||||
store_op: wgpu::StoreOp::Store,
|
||||
clear_color: wgpu::Color::BLACK,
|
||||
}],
|
||||
depth_stencil_attachment: None,
|
||||
});
|
||||
rpass.set_pipeline(&self.render_pipeline);
|
||||
rpass.set_bind_group(0, &self.bind_group, &[]);
|
||||
rpass.draw(0..6, 0..1);
|
||||
}
|
||||
}
|
BIN
img/custom-shader.png
Normal file
BIN
img/custom-shader.png
Normal file
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After Width: | Height: | Size: 760 KiB |
0
img/minimal-sdl2.png
Executable file → Normal file
0
img/minimal-sdl2.png
Executable file → Normal file
Before Width: | Height: | Size: 1.4 KiB After Width: | Height: | Size: 1.4 KiB |
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Reference in a new issue