Init renderer
This commit is contained in:
commit
52af9dfd86
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.gitignore
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.gitignore
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/target
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.idea/.gitignore
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vendored
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.idea/.gitignore
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vendored
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# Default ignored files
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/shelf/
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/workspace.xml
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# Editor-based HTTP Client requests
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/httpRequests/
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# Datasource local storage ignored files
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/dataSources/
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/dataSources.local.xml
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.idea/modules.xml
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.idea/modules.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="ProjectModuleManager">
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<modules>
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<module fileurl="file://$PROJECT_DIR$/.idea/orbital_simulation.iml" filepath="$PROJECT_DIR$/.idea/orbital_simulation.iml" />
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</modules>
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</component>
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</project>
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.idea/orbital_simulation.iml
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.idea/orbital_simulation.iml
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<?xml version="1.0" encoding="UTF-8"?>
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<module type="EMPTY_MODULE" version="4">
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<component name="NewModuleRootManager">
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<content url="file://$MODULE_DIR$">
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<sourceFolder url="file://$MODULE_DIR$/src" isTestSource="false" />
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<excludeFolder url="file://$MODULE_DIR$/target" />
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</content>
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<orderEntry type="inheritedJdk" />
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<orderEntry type="sourceFolder" forTests="false" />
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</component>
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</module>
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.idea/vcs.xml
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.idea/vcs.xml
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<?xml version="1.0" encoding="UTF-8"?>
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<project version="4">
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<component name="VcsDirectoryMappings">
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<mapping directory="$PROJECT_DIR$" vcs="Git" />
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</component>
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</project>
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Cargo.lock
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Cargo.lock
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File diff suppressed because it is too large
Load Diff
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Cargo.toml
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Cargo.toml
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[package]
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name = "orbital_simulation"
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version = "0.1.0"
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edition = "2021"
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[dependencies]
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pollster = "0.3"
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winit = { version = "0.29", features = ["rwh_05"] }
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env_logger = "0.10"
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log = "0.4"
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wgpu = "22.0"
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bytemuck = { version = "1.16", features = [ "derive" ] }
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432
src/lib.rs
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432
src/lib.rs
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use winit::{
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event::*,
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event_loop::EventLoop,
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keyboard::{KeyCode, PhysicalKey},
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window::WindowBuilder,
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};
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use winit::window::Window;
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use wgpu::util::DeviceExt;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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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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|
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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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const VERTICES: &[Vertex] = &[
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Vertex { position: [-0.0868241, 0.49240386, 0.0], color: [0.5, 0.0, 0.5] }, // A
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Vertex { position: [-0.49513406, 0.06958647, 0.0], color: [0.5, 0.0, 0.5] }, // B
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Vertex { position: [-0.21918549, -0.44939706, 0.0], color: [0.5, 0.0, 0.5] }, // C
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Vertex { position: [0.35966998, -0.3473291, 0.0], color: [0.5, 0.0, 0.5] }, // D
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Vertex { position: [0.44147372, 0.2347359, 0.0], color: [0.5, 0.0, 0.5] }, // E
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];
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const INDICES: &[u16] = &[
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0, 1, 4,
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1, 2, 4,
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2, 3, 4,
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];
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struct State<'a> {
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surface: wgpu::Surface<'a>,
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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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size: winit::dpi::PhysicalSize<u32>,
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// The window must be declared after the surface so
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// it gets dropped after it as the surface contains
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// unsafe references to the window's resources.
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window: &'a Window,
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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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num_indices: u32,
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}
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impl<'a> State<'a> {
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// Creating some of the wgpu types requires async code
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async fn new(window: &'a Window) -> State<'a> {
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let size = window.inner_size();
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let num_vertices = VERTICES.len() as u32;
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// The instance is a handle to our GPU
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// Backends::all => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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// TODO: Change this when enabling switchable graphics for the user
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// If this is not for the web, we can use Vulkan + Metal + DX12
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#[cfg(not(target_arch="wasm32"))]
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backends: wgpu::Backends::PRIMARY,
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// TODO: Probably remove this, because WebAssembly won't be used for the foreseeable future
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#[cfg(target_arch="wasm32")]
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backends: wgpu::Backends::GL,
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..Default::default()
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});
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let surface = instance.create_surface(window).unwrap();
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// This checks all the adapters on a machine and returns an iterator
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/*let adapter = instance
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.enumerate_adapters(wgpu::Backends::all())
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.filter(|adapter| {
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// Check if this adapter supports our surface
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adapter.is_surface_supported(&surface)
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})
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.next()
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.unwrap()*/
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// TODO: Include Telemetry to see how many users WGPU chooses a suboptimal adapter for
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let adapter = instance.request_adapter(
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&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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},
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).await.unwrap();
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log::info!("Adapter: {:?}", adapter.get_info());
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// List of all features the current device supports
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// let features = adapter.features();
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let (device, queue) = adapter.request_device(
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&wgpu::DeviceDescriptor {
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required_features: wgpu::Features::empty(),
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// WebGL doesn't support all of wgpu's features, so if
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// we're building for the web, we'll have to disable some.
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// TODO: Probably remove check for wasm32, because WebAssembly won't be used for the foreseeable future
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required_limits: if cfg!(target_arch = "wasm32") {
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wgpu::Limits::downlevel_webgl2_defaults()
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} else {
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wgpu::Limits::default()
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||||
},
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label: None,
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||||
// Default is performance, which requires more memory, but is faster
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||||
memory_hints: Default::default(),
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},
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None, // Trace path
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).await.unwrap();
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let surface_caps = surface.get_capabilities(&adapter);
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// Shader code assumes an sRGB surface texture. Using a different
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// one will result in all the colors coming out darker. If you want to support non
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// sRGB surfaces, you'll need to account for that when drawing to the frame.
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let surface_format = surface_caps.formats.iter()
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.find(|f| f.is_srgb())
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.copied()
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.unwrap_or(surface_caps.formats[0]);
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log::info!("Surface format: {:?}", surface_format);
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log::info!("Surface present modes: {:?}", surface_caps.present_modes);
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log::info!("Surface alpha modes: {:?}", surface_caps.alpha_modes);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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// PresentMod::Fifo => VSync (Always supported)
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc()],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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||||
strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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||||
cull_mode: Some(wgpu::Face::Back),
|
||||
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
// Requires Features::DEPTH_CLIP_CONTROL
|
||||
unclipped_depth: false,
|
||||
// Requires Features::CONSERVATIVE_RASTERIZATION
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||||
conservative: false,
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||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
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||||
},
|
||||
multiview: None,
|
||||
cache: None,
|
||||
});
|
||||
|
||||
let vertex_buffer = device.create_buffer_init(
|
||||
&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: bytemuck::cast_slice(VERTICES),
|
||||
usage: wgpu::BufferUsages::VERTEX,
|
||||
}
|
||||
);
|
||||
|
||||
let index_buffer = device.create_buffer_init(
|
||||
&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: bytemuck::cast_slice(INDICES),
|
||||
usage: wgpu::BufferUsages::INDEX,
|
||||
}
|
||||
);
|
||||
let num_indices = INDICES.len() as u32;
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||||
|
||||
Self {
|
||||
window,
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
render_pipeline,
|
||||
vertex_buffer,
|
||||
index_buffer,
|
||||
num_indices,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn window(&self) -> &Window {
|
||||
&self.window
|
||||
}
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
// Change color on mouse move
|
||||
match event {
|
||||
WindowEvent::CursorMoved { position, .. } => {
|
||||
/*let size = self.size;
|
||||
let color = wgpu::Color {
|
||||
r: position.x as f64 / size.width as f64,
|
||||
g: position.y as f64 / size.height as f64,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
};
|
||||
|
||||
let output = self.surface.get_current_texture().unwrap();
|
||||
let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let _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(color),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
}
|
||||
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
output.present();
|
||||
return true;*/
|
||||
false
|
||||
}
|
||||
WindowEvent::KeyboardInput {
|
||||
event:
|
||||
KeyEvent {
|
||||
state: ElementState::Pressed,
|
||||
physical_key: PhysicalKey::Code(KeyCode::Space),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => {
|
||||
true
|
||||
}
|
||||
|
||||
_ => {
|
||||
false
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self) {
|
||||
|
||||
}
|
||||
|
||||
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: &[
|
||||
// This is what @location(0) in the fragment shader targets
|
||||
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);
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
|
||||
}
|
||||
|
||||
// submit will accept anything that implements IntoIter
|
||||
self.queue.submit(std::iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub async fn run() {
|
||||
env_logger::init();
|
||||
let event_loop = EventLoop::new().unwrap();
|
||||
let window = WindowBuilder::new().build(&event_loop).unwrap();
|
||||
|
||||
let mut state = State::new(&window).await;
|
||||
// Variable used to prevent rendering before the surface is configured
|
||||
let mut surface_configured = false;
|
||||
|
||||
event_loop.run(move |event, control_flow| {
|
||||
match event {
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == state.window().id() => if !state.input(event) {
|
||||
match event {
|
||||
WindowEvent::CloseRequested
|
||||
| WindowEvent::KeyboardInput {
|
||||
event:
|
||||
KeyEvent {
|
||||
state: ElementState::Pressed,
|
||||
physical_key: PhysicalKey::Code(KeyCode::Escape),
|
||||
..
|
||||
},
|
||||
..
|
||||
} => control_flow.exit(),
|
||||
|
||||
WindowEvent::Resized(physical_size) => {
|
||||
surface_configured = true;
|
||||
state.resize(*physical_size);
|
||||
}
|
||||
|
||||
WindowEvent::RedrawRequested => {
|
||||
// This tells winit that we want another frame after this one
|
||||
state.window().request_redraw();
|
||||
|
||||
if !surface_configured {
|
||||
return;
|
||||
}
|
||||
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if it's lost or outdated
|
||||
Err(
|
||||
wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated,
|
||||
) => state.resize(state.size),
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => {
|
||||
log::error!("OutOfMemory");
|
||||
control_flow.exit();
|
||||
}
|
||||
|
||||
// This happens when the a frame takes too long to present
|
||||
Err(wgpu::SurfaceError::Timeout) => {
|
||||
log::warn!("Surface timeout")
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}).expect("Event loop crashed unexpectedly");
|
||||
}
|
||||
93
src/main.rs
Normal file
93
src/main.rs
Normal file
@ -0,0 +1,93 @@
|
||||
/*
|
||||
This program is for simulating orbits of planets around a star.
|
||||
A body can be a star, planet or moon. (Doesn't matter for now)
|
||||
*/
|
||||
|
||||
use orbital_simulation::run;
|
||||
|
||||
// Gravitational constant
|
||||
static G: f64 = 6.67430e-11;
|
||||
|
||||
struct Body {
|
||||
name: String,
|
||||
mass: f64,
|
||||
radius: f64,
|
||||
}
|
||||
|
||||
fn calculate_gravitational_force(body1: &Body, body2: &Body, distance: f64) -> f64 {
|
||||
(G * body1.mass * body2.mass) / distance.powi(2)
|
||||
}
|
||||
|
||||
fn calculate_required_velocity(body1: &Body, body2: &Body, distance: f64, force: f64) -> f64 {
|
||||
(force * distance / body2.mass).sqrt()
|
||||
}
|
||||
|
||||
fn main() {
|
||||
// simulate a two body system to simplify the problem
|
||||
let sun = Body {
|
||||
name: "Sun".to_string(),
|
||||
mass: 1.989e30,
|
||||
radius: 6.9634e8,
|
||||
};
|
||||
|
||||
let earth = Body {
|
||||
name: "Earth".to_string(),
|
||||
mass: 5.972e24,
|
||||
radius: 6.371e6,
|
||||
};
|
||||
|
||||
/*// Calculate the velocity pulling the earth towards the sun
|
||||
let distance = 1.496e11;
|
||||
let force = calculate_gravitational_force(&sun, &earth, distance);
|
||||
|
||||
let velocity = calculate_required_velocity(&sun, &earth, distance, force);
|
||||
|
||||
println!("The velocity of the earth is: {} m/s", velocity);*/
|
||||
|
||||
// Now we simulate a whole orbit around the sun
|
||||
let distance = 1.496e11;
|
||||
let force = calculate_gravitational_force(&sun, &earth, distance);
|
||||
let velocity = calculate_required_velocity(&sun, &earth, distance, force);
|
||||
|
||||
let mut time = 0.0;
|
||||
let mut position = 0.0;
|
||||
let mut velocity = velocity;
|
||||
let mut acceleration = 0.0;
|
||||
let mut force = force;
|
||||
let mut distance = distance;
|
||||
let mut mass = earth.mass;
|
||||
let mut radius = earth.radius;
|
||||
|
||||
let dt = 1.0;
|
||||
let steps = 1000;
|
||||
|
||||
for _ in 0..steps {
|
||||
// Calculate the acceleration
|
||||
acceleration = force / mass;
|
||||
|
||||
// Calculate the new position
|
||||
position += velocity * dt + 0.5 * acceleration * dt.powi(2);
|
||||
|
||||
// Calculate the new velocity
|
||||
velocity += acceleration * dt;
|
||||
|
||||
// Calculate the new distance
|
||||
distance = position;
|
||||
|
||||
// Calculate the new force
|
||||
force = calculate_gravitational_force(&sun, &earth, distance);
|
||||
|
||||
// Calculate the new mass
|
||||
mass = earth.mass;
|
||||
|
||||
// Calculate the new radius
|
||||
radius = earth.radius;
|
||||
|
||||
// Calculate the new time
|
||||
time += dt;
|
||||
|
||||
println!("Time: {} s, Position: {} m, Velocity: {} m/s, Acceleration: {} m/s^2, Force: {} N, Distance: {} m, Mass: {} kg, Radius: {} m", time, position, velocity, acceleration, force, distance, mass, radius);
|
||||
}
|
||||
|
||||
pollster::block_on(run());
|
||||
}
|
||||
28
src/shader.wgsl
Normal file
28
src/shader.wgsl
Normal file
@ -0,0 +1,28 @@
|
||||
// Vertex shader
|
||||
|
||||
struct VertexInput {
|
||||
@location(0) position: vec3<f32>,
|
||||
@location(1) color: vec3<f32>,
|
||||
};
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) color: vec3<f32>,
|
||||
};
|
||||
|
||||
@vertex
|
||||
fn vs_main(
|
||||
model: VertexInput,
|
||||
) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
out.color = model.color;
|
||||
out.clip_position = vec4<f32>(model.position, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
// Fragment shader
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return vec4<f32>(in.color, 1.0);
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user