Render a triangle underneath the text

This commit is contained in:
Bob Shelline 2020-10-30 18:48:10 -06:00
parent 289070ef0f
commit 4972e03405
8 changed files with 190 additions and 37 deletions

View file

@ -76,7 +76,6 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
// Prepare swap chain
let render_format = wgpu::TextureFormat::Bgra8UnormSrgb;
let mut size = window.inner_size();
let mut swap_chain = device.create_swap_chain(
&surface,
&wgpu::SwapChainDescriptor {
@ -88,6 +87,43 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
},
);
// Prepare Triangle Pipeline
let triangle_vs_module =
device.create_shader_module(wgpu::include_spirv!("shaders/rect.vert.spv"));
let triangle_fs_module =
device.create_shader_module(wgpu::include_spirv!("shaders/rect.frag.spv"));
let triangle_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let triangle_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&triangle_pipeline_layout),
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: &triangle_vs_module,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: &triangle_fs_module,
entry_point: "main",
}),
// Use the default rasterizer state: no culling, no depth bias
rasterization_state: None,
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
color_states: &[wgpu::TextureFormat::Bgra8UnormSrgb.into()],
depth_stencil_state: None,
vertex_state: wgpu::VertexStateDescriptor {
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[],
},
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
// Prepare glyph_brush
let inconsolata =
ab_glyph::FontArc::try_from_slice(include_bytes!("../Inconsolata-Regular.ttf"))?;
@ -182,7 +218,7 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
// Clear frame
{
let _ = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
@ -198,6 +234,9 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
}],
depth_stencil_attachment: None,
});
render_pass.set_pipeline(&triangle_pipeline);
render_pass.draw(0..3, 0..1);
}
glyph_brush.queue(Section {