Basic triangle render pass

This commit is contained in:
Jarrod Doyle 2023-10-16 10:30:59 +01:00
parent b5680d5328
commit 1e98a40a72
Signed by: Jayrude
GPG Key ID: 38B57B16E7C0ADF7
2 changed files with 73 additions and 2 deletions

19
res/shaders/main.wgsl Normal file
View File

@ -0,0 +1,19 @@
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
};
@vertex
fn vs_main(
@builtin(vertex_index) in_vertex_index: u32,
) -> VertexOutput {
var out: VertexOutput;
let x = f32(1 - i32(in_vertex_index)) * 0.5;
let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
return out;
}
@fragment
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
return vec4<f32>(0.3, 0.2, 0.1, 1.0);
}

View File

@ -17,6 +17,55 @@ pub async fn run() {
let mut render_ctx = gfx::Context::new(window, wgpu::Limits::default()).await;
let shader = render_ctx
.device
.create_shader_module(wgpu::include_wgsl!("../res/shaders/main.wgsl"));
let render_pipeline_layout =
render_ctx
.device
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("RP Layout"),
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let render_pipeline =
render_ctx
.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: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(wgpu::ColorTargetState {
format: render_ctx.surface_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),
unclipped_depth: false,
polygon_mode: wgpu::PolygonMode::Fill,
conservative: false,
},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
},
multiview: None,
});
event_loop.run(move |event, _, control_flow| match event {
Event::WindowEvent {
ref event,
@ -57,7 +106,7 @@ pub async fn run() {
label: Some("Render encoder"),
});
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,
@ -69,7 +118,10 @@ pub async fn run() {
})],
depth_stencil_attachment: None,
});
drop(_render_pass);
render_pass.set_pipeline(&render_pipeline);
render_pass.draw(0..3, 0..1);
drop(render_pass);
render_ctx.queue.submit(std::iter::once(encoder.finish()));
output.present();