Added Shader Input and vertex buffering
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c01d323f4c
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@ -2,6 +2,7 @@ use std::cmp::max;
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use std::sync::Arc;
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use pollster::FutureExt;
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use wgpu::util::DeviceExt;
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use wgpu::{Adapter, Device, Instance, PresentMode, Queue, Surface, SurfaceCapabilities};
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use winit::application::ApplicationHandler;
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use winit::dpi::PhysicalSize;
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@ -16,6 +17,32 @@ pub async fn run() {
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let _ = event_loop.run_app(&mut window_state);
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}
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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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impl Vertex {
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const ATTRIBS: [wgpu::VertexAttribute; 2] =
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wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x3];
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: size_of::<Self>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &Self::ATTRIBS,
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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: [0.0, 0.5, 0.0], color: [1.0, 0.0, 0.0] },
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Vertex { position: [-0.5, -0.5, 0.0], color: [0.0, 1.0, 0.0] },
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Vertex { position: [0.5, -0.5, 0.0], color: [0.0, 0.0, 1.0] },
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];
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struct StateApplication<'a> {
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state: Option<State<'a>>,
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}
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@ -77,6 +104,8 @@ struct State<'a> {
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window: Arc<Window>,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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num_vertices: u32,
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}
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impl<'a> State<'a> {
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@ -92,6 +121,9 @@ impl<'a> State<'a> {
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surface.configure(&device, &config);
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let render_pipeline = Self::create_render_pipeline(&device, &config);
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let vertex_buffer = Self::create_vertex_buffer(&device);
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let num_vertices = VERTICES.len() as u32;
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Self {
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surface,
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@ -102,6 +134,9 @@ impl<'a> State<'a> {
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window: window_arc,
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render_pipeline,
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vertex_buffer,
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num_vertices,
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}
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}
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@ -113,6 +148,16 @@ impl<'a> State<'a> {
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// TODO: Update logic here
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}
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fn create_vertex_buffer(device: &Device) -> wgpu::Buffer {
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device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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}
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)
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}
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fn create_render_pipeline(device: &Device, config: &wgpu::SurfaceConfiguration) -> wgpu::RenderPipeline {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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@ -132,8 +177,8 @@ impl<'a> State<'a> {
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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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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@ -226,7 +271,7 @@ impl<'a> State<'a> {
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}
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pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture().unwrap();
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let output = self.surface.get_current_texture()?;
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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@ -234,7 +279,7 @@ impl<'a> State<'a> {
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});
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{
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let mut _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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@ -254,8 +299,9 @@ impl<'a> State<'a> {
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timestamp_writes: None,
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});
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_render_pass.set_pipeline(&self.render_pipeline);
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_render_pass.draw(0..3, 0..1);
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.draw(0..self.num_vertices, 0..1);
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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@ -1,19 +1,24 @@
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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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@builtin(vertex_index) in_vertex_index: u32,
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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let x = f32(1 - i32(in_vertex_index)) * 0.5;
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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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
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(0.3, 0.2, 0.1, 1.0);
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}
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return vec4<f32>(in.color, 1.0);
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}
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