This commit is contained in:
Jonathan Flueren 2023-03-16 18:04:35 +01:00
parent c2705e780b
commit 0353b30889
2 changed files with 83 additions and 2 deletions

View file

@ -16,6 +16,7 @@ struct State {
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: winit::dpi::PhysicalSize<u32>,
render_pipeline: wgpu::RenderPipeline,
window: Window,
}
@ -63,6 +64,55 @@ impl State {
};
surface.configure(&device, &config);
let shader = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main", // 1.
buffers: &[], // 2.
},
fragment: Some(wgpu::FragmentState {
// 3.
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
// 4.
format: 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_CLIP_CONTROL
unclipped_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.
},
multiview: None, // 5.
});
Self {
window,
surface,
@ -70,6 +120,7 @@ impl State {
queue,
config,
size,
render_pipeline,
}
}
@ -102,7 +153,7 @@ impl State {
});
{
let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
@ -111,7 +162,7 @@ impl State {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.6,
b: 0.3,
a: 1.0,
}),
store: true,
@ -119,6 +170,9 @@ impl State {
})],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.draw(0..3, 0..1);
}
// submit will accept anything that implements IntoIter

27
src/shader.wgsl Normal file
View file

@ -0,0 +1,27 @@
// Vertex shader
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) vert_pos: vec3<f32>,
};
@vertex
fn vs_main(
@builtin(vertex_index) in_vertex_index: u32,
) -> VertexOutput {
var out: VertexOutput;
let x = f32(1 - i32(in_vertex_index)) * 0.5;
let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
out.vert_pos = out.clip_position.xyz;
return out;
}
// Fragment shader
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(0.3, 0.2, 0.1, 1.0);
}