Got basic triangle to display

! WIP, rendering code is fully temporary
This commit is contained in:
Steins7 2022-07-03 16:23:07 +02:00
parent 599a998c51
commit 583aa10690
2 changed files with 85 additions and 2 deletions

View File

@ -6,7 +6,7 @@ use wgpu;
use crate::{
sprite::Sprite,
utils::{Pixel, Size},
utils::Size,
};
//--Renderer struct---------------------------------------------------------------------------------
@ -16,6 +16,7 @@ pub struct WgpuRenderer {
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
size: Size,
render_pipeline: wgpu::RenderPipeline,
}
impl WgpuRenderer {
@ -59,12 +60,67 @@ impl WgpuRenderer {
};
surface.configure(&device, &config);
let render_pipeline = {
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("test shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shaders/test_shader.wgsl").into()),
});
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("test render pipeline layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("test render pipeline"),
layout: Some(&render_pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList,
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
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,
// multisampling, we don't need it
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
})
};
Ok(Self {
surface,
device,
queue,
config,
size,
render_pipeline,
})
}
@ -99,7 +155,7 @@ impl WgpuRenderer {
});
{
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,
@ -116,6 +172,9 @@ impl WgpuRenderer {
})],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&self.render_pipeline);
render_pass.draw(0..3, 0..1);
}
self.queue.submit(std::iter::once(encoder.finish()));

View File

@ -0,0 +1,24 @@
// Vertex shader
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
};
@vertex
fn vs_main(
@builtin(vertex_index) in_vertex_index: u32,
) -> VertexOutput {
let x = f32(1 - i32(in_vertex_index)) * 0.5;
let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
var out: VertexOutput;
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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);
}