Add text shaders (segfaults)

This commit is contained in:
Richard Feldman 2020-05-27 21:23:13 -04:00
parent deda27304e
commit a87667c74f
5 changed files with 246 additions and 23 deletions

View file

@ -70,10 +70,29 @@ impl<B: gfx_hal::Backend> Drop for ResourceHolder<B> {
#[repr(C)]
#[derive(Debug, Clone, Copy)]
struct PushConstants {
color: [f32; 4],
pos: [f32; 2],
scale: [f32; 2],
struct Transform {
matrix: Mat4,
}
#[repr(C)]
#[derive(Debug, Clone, Copy)]
struct Mat4 {
m11: f32,
m21: f32,
m31: f32,
m41: f32,
m12: f32,
m22: f32,
m32: f32,
m42: f32,
m13: f32,
m23: f32,
m33: f32,
m43: f32,
m14: f32,
m24: f32,
m34: f32,
m44: f32,
}
fn run_event_loop() {
@ -201,15 +220,16 @@ fn run_event_loop() {
let pipeline_layout = unsafe {
use gfx_hal::pso::ShaderStageFlags;
let push_constant_bytes = std::mem::size_of::<PushConstants>() as u32;
let push_constant_bytes = std::mem::size_of::<Transform>() as u32;
device
.create_pipeline_layout(&[], &[(ShaderStageFlags::VERTEX, 0..push_constant_bytes)])
.expect("Out of memory")
};
let vertex_shader = include_str!("../shaders/triangle.vert");
let fragment_shader = include_str!("../shaders/triangle.frag");
// Vertex and fragment shaders for text
let text_vs = include_str!("../shaders/text.vert");
let text_fs = include_str!("../shaders/text.frag");
/// Create a pipeline with the given layout and shaders.
unsafe fn make_pipeline<B: gfx_hal::Backend>(
@ -284,13 +304,7 @@ fn run_event_loop() {
};
let pipeline = unsafe {
make_pipeline::<backend::Backend>(
&device,
&render_pass,
&pipeline_layout,
vertex_shader,
fragment_shader,
)
make_pipeline::<backend::Backend>(&device, &render_pass, &pipeline_layout, text_vs, text_fs)
};
let submission_complete_fence = device.create_fence(true).expect("Out of memory");
@ -368,18 +382,48 @@ fn run_event_loop() {
let pipeline_layout = &res.pipeline_layouts[0];
let pipeline = &res.pipelines[0];
let triangles = text_state.chars().enumerate().map(|(index, char)| {
let triangles = text_state.chars().enumerate().map(|(_index, char)| {
if char == ' ' {
PushConstants {
color: [0.0, 0.0, 0.0, 0.0],
pos: [0.0, 0.0],
scale: [0.00, 0.00],
Transform {
matrix: Mat4 {
m11: 0.0,
m21: 0.0,
m31: 0.0,
m41: 0.0,
m12: 0.0,
m22: 0.0,
m32: 0.0,
m42: 0.0,
m13: 0.0,
m23: 0.0,
m33: 0.0,
m43: 0.0,
m14: 0.0,
m24: 0.0,
m34: 0.0,
m44: 0.0,
},
}
} else {
PushConstants {
color: [1.0, 1.0, 1.0, 1.0],
pos: [0.06 * index as f32, 0.0],
scale: [0.05, 0.05],
Transform {
matrix: Mat4 {
m11: 0.0,
m21: 0.0,
m31: 0.0,
m41: 0.0,
m12: 0.0,
m22: 0.0,
m32: 0.0,
m42: 0.0,
m13: 0.0,
m23: 0.0,
m33: 0.0,
m43: 0.0,
m14: 0.0,
m24: 0.0,
m34: 0.0,
m44: 0.0,
},
}
}
});