Include missing module

This commit is contained in:
Jay Oster 2019-10-04 22:45:30 -07:00
parent 4d2d313faa
commit b7d1623e67

138
src/renderers.rs Normal file
View file

@ -0,0 +1,138 @@
use std::fmt;
use std::rc::Rc;
use vk_shader_macros::include_glsl;
use wgpu::{self, TextureView};
use crate::render_pass::{BoxedRenderPass, Device, Queue, RenderPass};
/// Renderer implements [`RenderPass`].
#[derive(Debug)]
pub(crate) struct Renderer {
device: Rc<wgpu::Device>,
bind_group: wgpu::BindGroup,
render_pipeline: wgpu::RenderPipeline,
}
impl Renderer {
/// Factory function for generating `RenderPass` trait objects.
pub(crate) fn factory(
device: Device,
_queue: Queue,
texture_view: &TextureView,
) -> BoxedRenderPass {
let vs_module = device.create_shader_module(include_glsl!("shaders/shader.vert"));
let fs_module = device.create_shader_module(include_glsl!("shaders/shader.frag"));
// Create a texture sampler with nearest neighbor
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::Nearest,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: 0.0,
lod_max_clamp: 1.0,
compare_function: wgpu::CompareFunction::Always,
});
// Create bind group
let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2,
},
},
wgpu::BindGroupLayoutBinding {
binding: 1,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::Sampler,
},
],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(texture_view),
},
wgpu::Binding {
binding: 1,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
});
// Create pipeline
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &fs_module,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::None,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
}],
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
Box::new(Renderer {
device,
bind_group,
render_pipeline,
})
}
}
impl RenderPass for Renderer {
fn update_bindings(&mut self, _input_texture: &TextureView) {}
fn render_pass(&self, encoder: &mut wgpu::CommandEncoder, render_target: &TextureView) {
// Draw the updated texture to the render target
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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);
}
fn debug(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(f, "{:?}", self)
}
}