1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
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,
                load_op: wgpu::LoadOp::Clear,
                store_op: wgpu::StoreOp::Store,
                clear_color: {
                    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,
                    }
                },
            }],
            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 = 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 pipeline_layout =
        device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            bind_group_layouts: &[],
        });

    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
}