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|
use iced_wgpu::wgpu;
use iced_winit::Color;
pub struct Scene {
pub background_color: Color,
pipeline: wgpu::RenderPipeline,
bind_group: wgpu::BindGroup,
}
impl Scene {
pub fn new(device: &wgpu::Device) -> Scene {
let (pipeline, bind_group) = build_pipeline(device);
Scene {
background_color: Color::BLACK,
pipeline,
bind_group,
}
}
pub fn draw(
&self,
encoder: &mut wgpu::CommandEncoder,
target: &wgpu::TextureView,
) {
let mut rpass =
encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: target,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: {
let [r, g, b, a] =
self.background_color.into_linear();
wgpu::Color {
r: r as f64,
g: g as f64,
b: b as f64,
a: a as f64,
}
},
},
],
depth_stencil_attachment: None,
});
rpass.set_pipeline(&self.pipeline);
rpass.set_bind_group(0, &self.bind_group, &[]);
rpass.draw(0..3, 0..1);
}
}
fn build_pipeline(
device: &wgpu::Device,
) -> (wgpu::RenderPipeline, wgpu::BindGroup) {
let vs = include_bytes!("shader/vert.spv");
let fs = include_bytes!("shader/frag.spv");
let vs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&vs[..])).unwrap(),
);
let fs_module = device.create_shader_module(
&wgpu::read_spirv(std::io::Cursor::new(&fs[..])).unwrap(),
);
let bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
bindings: &[],
});
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
label: None,
layout: &bind_group_layout,
bindings: &[],
});
let pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&bind_group_layout],
});
let 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,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
(pipeline, bind_group)
}
|