use iced_wgpu::wgpu;
use iced_winit::Color;
pub struct Scene {
pipeline: wgpu::RenderPipeline,
}
impl Scene {
pub fn new(device: &wgpu::Device) -> Scene {
let pipeline = build_pipeline(device);
Scene { pipeline }
}
pub fn clear<'a>(
&self,
target: &'a wgpu::TextureView,
encoder: &'a mut wgpu::CommandEncoder,
background_color: Color,
) -> wgpu::RenderPass<'a> {
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear({
let [r, g, b, a] = background_color.into_linear();
wgpu::Color {
r: r as f64,
g: g as f64,
b: b as f64,
a: a as f64,
}
}),
store: true,
},
}],
depth_stencil_attachment: None,
})
}
pub fn draw<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
render_pass.set_pipeline(&self.pipeline);
render_pass.draw(0..3, 0..1);
}
}
fn build_pipeline(device: &wgpu::Device) -> wgpu::RenderPipeline {
let vs_module =
device.create_shader_module(wgpu::include_spirv!("shader/vert.spv"));
let fs_module =
device.create_shader_module(wgpu::include_spirv!("shader/frag.spv"));
let pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
push_constant_ranges: &[],
bind_group_layouts: &[],
});
let pipeline =
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&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,
..Default::default()
}),
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,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
pipeline
}