Working imgui
This commit is contained in:
26
src/2d.wgsl
26
src/2d.wgsl
@@ -1,26 +0,0 @@
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) color: vec3<f32>,
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) color: vec3<f32>,
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};
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@vertex
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.color = model.color;
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out.clip_position = vec4<f32>(model.position, 1.0);
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return out;
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}
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// Fragment shader
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(in.color, 1.0);
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}
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@@ -1,72 +0,0 @@
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use crate::state::State;
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use core::iter;
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use nalgebra::{Point3, Vector3};
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use std::sync::Arc;
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use std::time::Instant;
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use pollster::block_on;
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use wgpu::util::DeviceExt;
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use winit::{
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dpi::LogicalSize,
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event::{ElementState, Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::Window,
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};
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use crate::light::Light;
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use crate::primitive::Material;
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use crate::{camera::Camera, primitive::*, raytracer, scene::Scene};
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pub async fn run() {
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env_logger::init();
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// Set up window and GPU
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let event_loop = EventLoop::new();
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let window = Window::new(&event_loop).unwrap();
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window.set_title(&format!("imgui-wgpu"));
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let mut state = State::new(window).await;
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == state.window().id() => {
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if !state.input(event) {
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match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput { input, .. } => {
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*control_flow = ControlFlow::Exit
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}
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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state.resize(**new_inner_size);
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}
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_ => {}
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}
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}
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}
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Event::RedrawRequested(window_id) if window_id == state.window().id() => {
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state.update();
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match state.render() {
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Ok(_) => {}
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// Reconfigure the surface if it's lost or outdated
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Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
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state.resize(state.size)
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}
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// We're ignoring timeouts
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Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"),
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}
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}
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Event::MainEventsCleared => {
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// RedrawRequested will only trigger once, unless we manually
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// request it.
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state.window().request_redraw();
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}
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_ => {}
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}
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});
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}
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140
src/gui.rs
140
src/gui.rs
@@ -1,7 +1,139 @@
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struct ImguiDemo {
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canvas: framework::ShaderCanvas,
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use pixels::{wgpu, PixelsContext};
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use std::time::Instant;
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/// Manages all state required for rendering Dear ImGui over `Pixels`.
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pub(crate) struct Gui {
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imgui: imgui::Context,
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platform: imgui_winit_support::WinitPlatform,
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renderer: Renderer,
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last_cursor: Option<MouseCursor>,
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renderer: imgui_wgpu::Renderer,
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last_frame: Instant,
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last_cursor: Option<imgui::MouseCursor>,
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about_open: bool,
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}
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impl Gui {
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/// Create Dear ImGui.
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pub(crate) fn new(window: &winit::window::Window, pixels: &pixels::Pixels) -> Self {
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// Create Dear ImGui context
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let mut imgui = imgui::Context::create();
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imgui.set_ini_filename(None);
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// Initialize winit platform support
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let mut platform = imgui_winit_support::WinitPlatform::init(&mut imgui);
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platform.attach_window(
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imgui.io_mut(),
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window,
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imgui_winit_support::HiDpiMode::Default,
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);
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// Configure Dear ImGui fonts
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let hidpi_factor = window.scale_factor();
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let font_size = (13.0 * hidpi_factor) as f32;
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imgui.io_mut().font_global_scale = (1.0 / hidpi_factor) as f32;
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imgui
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.fonts()
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.add_font(&[imgui::FontSource::DefaultFontData {
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config: Some(imgui::FontConfig {
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oversample_h: 1,
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pixel_snap_h: true,
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size_pixels: font_size,
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..Default::default()
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}),
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}]);
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// Create Dear ImGui WGPU renderer
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let device = pixels.device();
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let queue = pixels.queue();
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let config = imgui_wgpu::RendererConfig {
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texture_format: pixels.render_texture_format(),
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..Default::default()
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};
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let renderer = imgui_wgpu::Renderer::new(&mut imgui, device, queue, config);
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// Return GUI context
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Self {
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imgui,
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platform,
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renderer,
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last_frame: Instant::now(),
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last_cursor: None,
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about_open: true,
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}
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}
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/// Prepare Dear ImGui.
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pub(crate) fn prepare(
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&mut self,
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window: &winit::window::Window,
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) -> Result<(), winit::error::ExternalError> {
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// Prepare Dear ImGui
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let now = Instant::now();
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self.imgui.io_mut().update_delta_time(now - self.last_frame);
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self.last_frame = now;
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self.platform.prepare_frame(self.imgui.io_mut(), window)
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}
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/// Render Dear ImGui.
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pub(crate) fn render(
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&mut self,
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window: &winit::window::Window,
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encoder: &mut wgpu::CommandEncoder,
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render_target: &wgpu::TextureView,
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context: &PixelsContext,
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) -> imgui_wgpu::RendererResult<()> {
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// Start a new Dear ImGui frame and update the cursor
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let ui = self.imgui.new_frame();
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let mouse_cursor = ui.mouse_cursor();
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if self.last_cursor != mouse_cursor {
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self.last_cursor = mouse_cursor;
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self.platform.prepare_render(ui, window);
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}
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// Draw windows and GUI elements here
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let mut about_open = false;
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ui.main_menu_bar(|| {
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ui.menu("Help", || {
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about_open = ui.menu_item("About...");
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});
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});
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if about_open {
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self.about_open = true;
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}
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if self.about_open {
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ui.show_about_window(&mut self.about_open);
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}
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// Render Dear ImGui with WGPU
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("imgui"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: render_target,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: true,
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},
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})],
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depth_stencil_attachment: None,
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});
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self.renderer.render(
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self.imgui.render(),
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&context.queue,
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&context.device,
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&mut rpass,
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)
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}
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/// Handle any outstanding events.
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pub(crate) fn handle_event(
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&mut self,
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window: &winit::window::Window,
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event: &winit::event::Event<()>,
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) {
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self.platform
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.handle_event(self.imgui.io_mut(), window, event);
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}
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}
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155
src/main.rs
155
src/main.rs
@@ -2,24 +2,163 @@
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#![allow(unused_imports)]
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#![allow(unused_variables)]
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//Use linear algebra module
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use eventloop::run;
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//Cameras
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use crate::gui::Gui;
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use error_iter::ErrorIter as _;
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use log::error;
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use pixels::{Error, Pixels, SurfaceTexture};
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use winit::dpi::LogicalSize;
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use winit::event::{Event, VirtualKeyCode};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::WindowBuilder;
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use winit_input_helper::WinitInputHelper;
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use crate::camera::Camera;
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use crate::scene::Scene;
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mod camera;
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mod eventloop;
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mod gui;
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mod light;
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mod primitive;
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mod ray;
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mod raytracer;
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mod scene;
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mod state;
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// mod state;
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// mod texture;
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// mod vertex;
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const START_WIDTH: u32 = 640;
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const START_HEIGHT: u32 = 480;
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const BOX_SIZE: i16 = 64;
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const EPSILON: f32 = 1e-7;
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const INFINITY: f32 = 1e7;
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fn main() {
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pollster::block_on(run());
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struct State {
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scene: Scene,
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width: u32,
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height: u32,
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}
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fn main() -> Result<(), Error> {
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env_logger::init();
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let event_loop = EventLoop::new();
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let mut input = WinitInputHelper::new();
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let window = {
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let size = LogicalSize::new(START_WIDTH as f64, START_HEIGHT as f64);
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WindowBuilder::new()
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.with_title("Hello Pixels + Dear ImGui")
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.with_inner_size(size)
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.with_min_inner_size(size)
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.build(&event_loop)
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.unwrap()
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};
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let mut pixels = {
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let window_size = window.inner_size();
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let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
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Pixels::new(START_WIDTH, START_HEIGHT, surface_texture)?
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};
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let mut state = State::new(START_WIDTH, START_HEIGHT);
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// Set up Dear ImGui
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let mut gui = Gui::new(&window, &pixels);
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event_loop.run(move |event, _, control_flow| {
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// Draw the current frame
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if let Event::RedrawRequested(_) = event {
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// Draw the world
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state.draw(pixels.frame_mut());
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// Prepare Dear ImGui
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gui.prepare(&window).expect("gui.prepare() failed");
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// Render everything together
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let render_result = pixels.render_with(|encoder, render_target, context| {
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// Render the world texture
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context.scaling_renderer.render(encoder, render_target);
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// Render Dear ImGui
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gui.render(&window, encoder, render_target, context)?;
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Ok(())
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});
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// Basic error handling
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if let Err(err) = render_result {
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log_error("pixels.render", err);
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*control_flow = ControlFlow::Exit;
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return;
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}
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}
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// Handle input events
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gui.handle_event(&window, &event);
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if input.update(&event) {
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// Close events
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if input.key_pressed(VirtualKeyCode::Escape) || input.quit() {
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*control_flow = ControlFlow::Exit;
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return;
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}
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// Resize the window
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if let Some(size) = input.window_resized() {
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if size.width > 0 && size.height > 0 {
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// Resize the surface texture
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if let Err(err) = pixels.resize_surface(size.width, size.height) {
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log_error("pixels.resize_surface", err);
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*control_flow = ControlFlow::Exit;
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return;
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}
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// Resize the world
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state.resize(size.width, size.height);
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if let Err(err) = pixels.resize_buffer(size.width, size.height) {
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log_error("pixels.resize_buffer", err);
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*control_flow = ControlFlow::Exit;
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return;
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}
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}
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}
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// Update internal state and request a redraw
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state.update();
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window.request_redraw();
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}
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});
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}
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fn log_error<E: std::error::Error + 'static>(method_name: &str, err: E) {
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error!("{method_name}() failed: {err}");
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for source in err.sources().skip(1) {
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error!(" Caused by: {source}");
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}
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}
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impl State {
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/// Create a new `World` instance that can draw a moving box.
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fn new(width: u32, height: u32) -> Self {
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let scene = Scene::empty();
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Self {
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width,
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height,
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scene,
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}
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}
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/// Update the `World` internal state; bounce the box around the screen.
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fn update(&mut self) {}
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/// Resize the world
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fn resize(&mut self, width: u32, height: u32) {
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self.width = width;
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self.height = height;
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}
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/// Draw the `World` state to the frame buffer.
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///
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/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
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fn draw(&self, frame: &mut [u8]) {
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for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
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let x = (i % self.width as usize) as i16;
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let y = (i / self.width as usize) as i16;
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let rgba = [0x48, 0xb2, 0xe8, 0xff];
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pixel.copy_from_slice(&rgba);
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}
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}
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}
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266
src/state.rs
266
src/state.rs
@@ -1,266 +0,0 @@
|
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use core::iter;
|
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use nalgebra::{Point3, Vector3};
|
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use std::sync::Arc;
|
||||
use std::time::Instant;
|
||||
|
||||
use pollster::block_on;
|
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use wgpu::util::DeviceExt;
|
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use winit::{
|
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dpi::LogicalSize,
|
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event::{ElementState, Event, WindowEvent},
|
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event_loop::{ControlFlow, EventLoop},
|
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window::Window,
|
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};
|
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|
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use crate::light::Light;
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use crate::primitive::Material;
|
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use crate::{camera::Camera, primitive::*, raytracer, scene::Scene};
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|
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struct Vertex {
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position: [f32; 3],
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color: [f32; 3],
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}
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impl Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}
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||||
}
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||||
}
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pub struct State {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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pub size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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window: Window,
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}
|
||||
|
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impl State {
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pub async fn new(window: Window) -> Self {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::all(),
|
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..Default::default()
|
||||
});
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|
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// # Safety
|
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//
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||||
// The surface needs to live as long as the window that created it.
|
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// State owns the window so this should be safe.
|
||||
let surface = unsafe { instance.create_surface(&window) }.unwrap();
|
||||
|
||||
let adapter = instance
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||||
.request_adapter(&wgpu::RequestAdapterOptions {
|
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power_preference: wgpu::PowerPreference::default(),
|
||||
compatible_surface: Some(&surface),
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||||
force_fallback_adapter: false,
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||||
})
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
let (device, queue) = adapter
|
||||
.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
label: None,
|
||||
features: wgpu::Features::empty(),
|
||||
// WebGL doesn't support all of wgpu's features, so if
|
||||
// we're building for the web we'll have to disable some.
|
||||
limits: if cfg!(target_arch = "wasm32") {
|
||||
wgpu::Limits::downlevel_webgl2_defaults()
|
||||
} else {
|
||||
wgpu::Limits::default()
|
||||
},
|
||||
},
|
||||
None, // Trace path
|
||||
)
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
let surface_caps = surface.get_capabilities(&adapter);
|
||||
// Shader code in this tutorial assumes an Srgb surface texture. Using a different
|
||||
// one will result all the colors comming out darker. If you want to support non
|
||||
// Srgb surfaces, you'll need to account for that when drawing to the frame.
|
||||
//
|
||||
let surface_format = surface_caps
|
||||
.formats
|
||||
.iter()
|
||||
.copied()
|
||||
.find(|f| f.is_srgb())
|
||||
.unwrap_or(surface_caps.formats[0]);
|
||||
let config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
format: surface_format,
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: surface_caps.present_modes[0],
|
||||
alpha_mode: surface_caps.alpha_modes[0],
|
||||
view_formats: vec![],
|
||||
};
|
||||
surface.configure(&device, &config);
|
||||
|
||||
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Shader"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("2d.wgsl").into()),
|
||||
});
|
||||
|
||||
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",
|
||||
buffers: &[Vertex::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &shader,
|
||||
entry_point: "fs_main",
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: config.format,
|
||||
blend: Some(wgpu::BlendState {
|
||||
color: wgpu::BlendComponent::REPLACE,
|
||||
alpha: wgpu::BlendComponent::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::POLYGON_MODE_LINE
|
||||
// or Features::POLYGON_MODE_POINT
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
// Requires Features::DEPTH_CLIP_CONTROL
|
||||
unclipped_depth: false,
|
||||
// Requires Features::CONSERVATIVE_RASTERIZATION
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
// If the pipeline will be used with a multiview render pass, this
|
||||
// indicates how many array layers the attachments will have.
|
||||
multiview: None,
|
||||
});
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: &[1],
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
});
|
||||
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: &[1],
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
});
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
window,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn window(&self) -> &Window {
|
||||
&self.window
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
}
|
||||
|
||||
#[allow(unused_variables)]
|
||||
pub fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
false
|
||||
}
|
||||
|
||||
pub fn update(&mut self) {}
|
||||
|
||||
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
||||
let output = self.surface.get_current_texture()?;
|
||||
let view = output
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
let mut encoder = self
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Render Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user