Window with textured polygon

This commit is contained in:
Keavon Chambers 2020-04-26 00:28:13 -07:00
commit b30ee294a6
17 changed files with 2804 additions and 0 deletions

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/target

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.vscode/launch.json vendored Normal file
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{
// Use IntelliSense to learn about possible attributes.
// Hover to view descriptions of existing attributes.
// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
"version": "0.2.0",
"configurations": [
{
"name": "(Windows) Launch",
"type": "cppvsdbg",
"request": "launch",
"program": "${workspaceFolder}/target/debug/graphite.exe",
"args": [],
"stopAtEntry": false,
"cwd": "${workspaceFolder}",
"environment": [],
"externalConsole": false
},
{
"name": "(LLDB) Launch",
"type": "lldb",
"request": "launch",
"program": "${workspaceFolder}/target/debug/graphite.exe",
"args": [],
"cwd": "${workspaceFolder}",
}
]
}

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Cargo.lock generated Normal file

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Cargo.toml Normal file
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[package]
name = "graphite"
version = "0.1.0"
authors = ["Keavon Chambers <graphite@keavon.com>"]
edition = "2018"
# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
[dependencies]
image = "0.22"
winit = "0.20"
wgpu = "0.4"
glsl-to-spirv = "0.1"
failure = "0.1.7"
cgmath = "0.17"
palette = "0.5"

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shaders/shader.frag Normal file
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#version 450
layout(location=0) in vec2 v_uv;
layout(location=0) out vec4 f_color;
layout(set = 0, binding = 0) uniform sampler2D t_texture;
void main() {
f_color = texture(t_texture, v_uv / textureSize(t_texture, 0) * 100);
}

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#version 450
layout(location=0) in vec2 a_position;
layout(location=0) out vec2 v_uv;
void main() {
v_uv = a_position;
gl_Position = vec4(a_position, 0.0, 1.0);
}

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src/application.rs Normal file
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// use super::render_state::RenderState;
// use super::program_state::ProgramState;
use super::color_palette::ColorPalette;
use super::gui_rect::GUIRect;
use super::pipeline::Pipeline;
use super::pipeline::PipelineDetails;
use super::shader_cache::ShaderCache;
use super::texture::Texture;
use std::collections::VecDeque;
use winit::event::*;
use winit::event_loop::ControlFlow;
use winit::event_loop::EventLoop;
use winit::window::Window;
pub struct Application {
pub surface: wgpu::Surface,
pub adapter: wgpu::Adapter,
pub device: wgpu::Device,
pub queue: wgpu::Queue,
pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
pub swap_chain: wgpu::SwapChain,
pub shader_cache: ShaderCache,
// pub texture_cache: TextureCache,
pub gui_rect_queue: VecDeque<GUIRect>,
pub pipeline_queue: VecDeque<Pipeline>,
pub temp_color_toggle: bool,
}
impl Application {
pub fn new(window: &Window) -> Self {
// Window as understood by WGPU for rendering onto
let surface = wgpu::Surface::create(window);
// Represents a GPU, exposes the real GPU device and queue
let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions { ..Default::default() }).unwrap();
// Requests the device and queue from the adapter
let requested_device = adapter.request_device(&wgpu::DeviceDescriptor {
extensions: wgpu::Extensions { anisotropic_filtering: false },
limits: Default::default(),
});
// Connection to the physical GPU
let device = requested_device.0;
// Represents the GPU command queue, to submit CommandBuffers
let queue = requested_device.1;
// Properties for the swap chain frame buffers
let swap_chain_descriptor = wgpu::SwapChainDescriptor {
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
format: wgpu::TextureFormat::Bgra8UnormSrgb,
width: window.inner_size().width,
height: window.inner_size().height,
present_mode: wgpu::PresentMode::Vsync,
};
// Series of frame buffers with images presented to the surface
let swap_chain = device.create_swap_chain(&surface, &swap_chain_descriptor);
// Cache of all loaded shaders
let shader_cache = ShaderCache::new();
let gui_rect_queue = VecDeque::new();
let pipeline_queue = VecDeque::new();
Self {
surface,
adapter,
device,
queue,
swap_chain_descriptor,
swap_chain,
shader_cache,
gui_rect_queue,
pipeline_queue,
temp_color_toggle: true,
}
}
pub fn example(&mut self) {
self.shader_cache.load(&self.device, "shaders/shader.vert", glsl_to_spirv::ShaderType::Vertex).unwrap();
self.shader_cache.load(&self.device, "shaders/shader.frag", glsl_to_spirv::ShaderType::Fragment).unwrap();
let vertex_shader = self.shader_cache.get_by_path("shaders/shader.vert").unwrap();
let fragment_shader = self.shader_cache.get_by_path("shaders/shader.frag").unwrap();
let texture_view = Texture::from_filepath(&self.device, &mut self.queue, "textures/grid.png").unwrap().view;
let example_pipeline = Pipeline::new(&self.device, PipelineDetails {
vertex_shader,
fragment_shader,
texture_view: Some(&texture_view),
});
self.pipeline_queue.push_back(example_pipeline);
}
pub fn begin_lifecycle(mut self, event_loop: EventLoop<()>, window: Window) {
event_loop.run(move |event, _, control_flow| self.main_event_loop(event, control_flow, &window));
}
pub fn main_event_loop<T>(&mut self, event: Event<'_, T>, control_flow: &mut ControlFlow, window: &Window) {
match event {
// Handle all window events in sequence
Event::WindowEvent { ref event, window_id } if window_id == window.id() => {
self.window_event(event, control_flow);
},
// After handling every event and updating the GUI, request a new sequence of draw commands
Event::MainEventsCleared => {
// Turn the GUI changes into draw commands added to the render pipeline queue
self.redraw();
// If any draw commands were actually added, ask the window to issue a redraw event
if !self.pipeline_queue.is_empty() {
window.request_redraw();
}
*control_flow = ControlFlow::Wait;
},
// Resizing or calling `window.request_redraw()` now redraws the GUI with the pipeline queue
Event::RedrawRequested(_) => {
self.render();
*control_flow = ControlFlow::Wait;
},
// Catch extraneous events
_ => {
*control_flow = ControlFlow::Wait;
},
}
}
pub fn window_event(&mut self, event: &WindowEvent, control_flow: &mut ControlFlow) {
match event {
WindowEvent::CloseRequested => {
self.quit(control_flow);
},
WindowEvent::KeyboardInput { input, .. } => {
self.keyboard_event(input, control_flow);
},
WindowEvent::Resized(physical_size) => {
self.resize(*physical_size);
*control_flow = ControlFlow::Wait;
},
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
self.resize(**new_inner_size);
*control_flow = ControlFlow::Wait;
},
_ => {
*control_flow = ControlFlow::Wait;
},
}
}
pub fn keyboard_event(&mut self, input: &KeyboardInput, control_flow: &mut ControlFlow) {
match input {
KeyboardInput { state: ElementState::Pressed, virtual_keycode: Some(VirtualKeyCode::Escape), .. } => {
self.quit(control_flow);
},
KeyboardInput { state: ElementState::Pressed, virtual_keycode: Some(VirtualKeyCode::Space), .. } => {
self.example();
},
_ => {
*control_flow = ControlFlow::Wait;
},
}
}
pub fn quit(&self, control_flow: &mut ControlFlow) {
*control_flow = ControlFlow::Exit;
}
pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
self.swap_chain_descriptor.width = new_size.width;
self.swap_chain_descriptor.height = new_size.height;
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.swap_chain_descriptor);
// TODO: Mark root of GUI as dirty to force redraw of everything
}
// Traverse the dirty GUI elements and queue up pipelines to render each GUI rectangle (box/sprite)
pub fn redraw(&mut self) {
}
// Render the queue of pipeline draw commands over the current window
pub fn render(&mut self) {
// Turn the queue of pipelines each into a command buffer and submit it to the render queue
while !self.pipeline_queue.is_empty() {
// Get a frame buffer to render on
let frame = self.swap_chain.get_next_texture();
// Get the pipeline to render in this iteration
let pipeline_struct = self.pipeline_queue.pop_back().unwrap();
// Generates a render pass that commands are applied to, then generates a command buffer when finished
let mut command_encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
// Temporary way to swap clear color every render
let color = match self.temp_color_toggle {
true => ColorPalette::get_color_linear(ColorPalette::MildBlack),
false => ColorPalette::get_color_linear(ColorPalette::NearBlack),
};
self.temp_color_toggle = !self.temp_color_toggle;
// Recording of commands while in "rendering mode" that go into a command buffer
let mut render_pass = command_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
color_attachments: &[
wgpu::RenderPassColorAttachmentDescriptor {
attachment: &frame.view,
resolve_target: None,
load_op: wgpu::LoadOp::Clear,
store_op: wgpu::StoreOp::Store,
clear_color: color,
}
],
depth_stencil_attachment: None,
});
// Commands sent to the GPU for drawing during this render pass
render_pass.set_pipeline(&pipeline_struct.render_pipeline);
render_pass.set_vertex_buffers(0, &[(&pipeline_struct.vertex_buffer, 0)]);
render_pass.set_index_buffer(&pipeline_struct.index_buffer, 0);
render_pass.set_bind_group(0, &pipeline_struct.texture_bind_group, &[]);
render_pass.draw_indexed(0..pipeline_struct.index_count, 0, 0..1);
// Done sending render pass commands so we can give up mutation rights to command_encoder
drop(render_pass);
// Turn the recording of commands into a complete command buffer
let command_buffer = command_encoder.finish();
// Submit the command buffer to the GPU command queue
self.queue.submit(&[command_buffer]);
}
}
}

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#[allow(dead_code)]
pub enum ColorPalette {
Black,
NearBlack,
MildBlack,
DarkGray,
DimGray,
DullGray,
LowerGray,
MiddleGray,
UpperGray,
PaleGray,
SoftGray,
LightGray,
BrightGray,
MildWhite,
NearWhite,
White,
Accent,
}
impl ColorPalette {
pub fn get_color(self) -> wgpu::Color {
let grayscale = match self {
ColorPalette::Black => 0 * 17, // #000000
ColorPalette::NearBlack => 1 * 17, // #111111
ColorPalette::MildBlack => 2 * 17, // #222222
ColorPalette::DarkGray => 3 * 17, // #333333
ColorPalette::DimGray => 4 * 17, // #444444
ColorPalette::DullGray => 5 * 17, // #555555
ColorPalette::LowerGray => 6 * 17, // #666666
ColorPalette::MiddleGray => 7 * 17, // #777777
ColorPalette::UpperGray => 8 * 17, // #888888
ColorPalette::PaleGray => 9 * 17, // #999999
ColorPalette::SoftGray => 10 * 17, // #aaaaaa
ColorPalette::LightGray => 11 * 17, // #bbbbbb
ColorPalette::BrightGray => 12 * 17, // #cccccc
ColorPalette::MildWhite => 13 * 17, // #dddddd
ColorPalette::NearWhite => 14 * 17, // #eeeeee
ColorPalette::White => 15 * 17, // #ffffff
_ => -1,
};
if grayscale > -1 {
let value = grayscale as f64 / 255.0;
return wgpu::Color { r: value, g: value, b: value, a: 1.0 };
}
let rgba = match self {
ColorPalette::Accent => (75, 121, 167, 255), // #4b79a7
_ => (0, 0, 0, 255), // Unimplemented returns black
};
wgpu::Color {
r: rgba.0 as f64 / 255.0,
g: rgba.1 as f64 / 255.0,
b: rgba.2 as f64 / 255.0,
a: rgba.3 as f64 / 255.0
}
}
pub fn get_color_linear(self) -> wgpu::Color {
let standard_rgb = ColorPalette::get_color(self);
let linear = palette::Srgb::new(standard_rgb.r, standard_rgb.g, standard_rgb.b).into_linear();
wgpu::Color { r: linear.red, g: linear.green, b: linear.blue, a: standard_rgb.a }
}
}

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pub struct GUIRect {
pub corners: Corners<(f32, f32)>,
pub corners_radius: Corners<f32>,
pub sides_inset: Sides<f32>,
pub border: f32,
pub border_color: wgpu::Color,
pub fill_color: wgpu::Color,
pub fill_texture: Option<wgpu::Texture>,
}
pub struct Corners<T> {
pub top_left: T,
pub top_right: T,
pub bottom_right: T,
pub bottom_left: T,
}
pub struct Sides<T> {
pub top: T,
pub right: T,
pub bottom: T,
pub left: T,
}

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mod application;
mod gui_rect;
mod pipeline;
mod program_state;
mod texture;
mod color_palette;
mod shader_cache;
use application::Application;
use winit::event_loop::EventLoop;
use winit::window::WindowBuilder;
fn main() {
// Handles all window events, user input, and redraws
let event_loop = EventLoop::new();
// Application window in the operating system
let window = WindowBuilder::new().with_title("Graphite").build(&event_loop).unwrap();
// Initialize the render pipeline
let mut app = Application::new(&window);
app.example();
// State managers for render pipeline and program logic
// let app_render_state = RenderState::new(&mut app);
// let app_program_state = ProgramState::new(&mut app);
// Begin the application lifecycle
app.begin_lifecycle(event_loop, window);
}

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pub struct PipelineDetails<'a> {
pub vertex_shader: &'a wgpu::ShaderModule,
pub fragment_shader: &'a wgpu::ShaderModule,
pub texture_view: Option<&'a wgpu::TextureView>,
}
pub struct Pipeline {
pub render_pipeline: wgpu::RenderPipeline,
pub vertex_buffer: wgpu::Buffer,
pub index_buffer: wgpu::Buffer,
pub index_count: u32,
pub texture_bind_group: wgpu::BindGroup,
}
impl Pipeline {
pub fn new(device: &wgpu::Device, pipeline_details: PipelineDetails) -> Self {
let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
bindings: &[
wgpu::BindGroupLayoutBinding {
binding: 0,
visibility: wgpu::ShaderStage::FRAGMENT,
ty: wgpu::BindingType::SampledTexture {
multisampled: false,
dimension: wgpu::TextureViewDimension::D2,
},
},
// wgpu::BindGroupLayoutBinding {
// binding: 1,
// visibility: wgpu::ShaderStage::FRAGMENT,
// ty: wgpu::BindingType::Sampler,
// },
],
});
let texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
bindings: &[
wgpu::Binding {
binding: 0,
resource: wgpu::BindingResource::TextureView(pipeline_details.texture_view.unwrap()),
},
// wgpu::Binding {
// binding: 1,
// resource: wgpu::BindingResource::Sampler(&texture.sampler),
// }
],
});
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
bind_group_layouts: &[&texture_bind_group_layout],
});
let vertex_buffer_descriptors = wgpu::VertexBufferDescriptor {
stride: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
step_mode: wgpu::InputStepMode::Vertex,
attributes: &[
wgpu::VertexAttributeDescriptor {
offset: 0,
shader_location: 0,
format: wgpu::VertexFormat::Float2,
},
],
};
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
layout: &render_pipeline_layout,
vertex_stage: wgpu::ProgrammableStageDescriptor {
module: pipeline_details.vertex_shader,
entry_point: "main",
},
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
module: pipeline_details.fragment_shader,
entry_point: "main",
}),
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
front_face: wgpu::FrontFace::Ccw,
cull_mode: wgpu::CullMode::Back,
depth_bias: 0,
depth_bias_slope_scale: 0.0,
depth_bias_clamp: 0.0,
}),
color_states: &[
wgpu::ColorStateDescriptor {
format: wgpu::TextureFormat::Bgra8UnormSrgb,
color_blend: wgpu::BlendDescriptor::REPLACE,
alpha_blend: wgpu::BlendDescriptor::REPLACE,
write_mask: wgpu::ColorWrite::ALL,
},
],
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
depth_stencil_state: None,
index_format: wgpu::IndexFormat::Uint16,
vertex_buffers: &[vertex_buffer_descriptors],
sample_count: 1,
sample_mask: !0,
alpha_to_coverage_enabled: false,
});
let vertex_buffer = device.create_buffer_mapped(VERTICES.len(), wgpu::BufferUsage::VERTEX).fill_from_slice(VERTICES);
let index_buffer = device.create_buffer_mapped(INDICES.len(), wgpu::BufferUsage::INDEX).fill_from_slice(INDICES);
let index_count = INDICES.len() as u32;
Self {
render_pipeline,
vertex_buffer,
index_buffer,
index_count,
texture_bind_group,
}
}
}
const VERTICES: &[[f32; 2]] = &[
[-0.0868241, -0.49240386],
[-0.49513406, -0.06958647],
[-0.21918549, 0.44939706],
[0.35966998, 0.3473291],
[0.44147372, -0.2347359],
];
const INDICES: &[u16] = &[
0, 1, 4,
1, 2, 4,
2, 3, 4,
];

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use super::application::Application;
pub struct ProgramState {
}
impl ProgramState {
pub fn new(application: &mut Application) -> ProgramState {
Self {
}
}
}

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// use super::texture::Texture;
// use super::application::Application;
// use std::collections::HashMap;
// pub struct RenderState {
// pub render_pipeline: wgpu::RenderPipeline,
// pub vertex_buffer: wgpu::Buffer,
// pub index_buffer: wgpu::Buffer,
// pub num_indices: u32,
// pub texture: Texture,
// pub texture_bind_group: wgpu::BindGroup,
// }
// impl RenderState {
// pub fn new(application: &mut Application) -> Self {
// Self {
// vertex_buffer,
// index_buffer,
// num_indices,
// }
// }
// }

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use std::collections::HashMap;
#[derive(Copy, Clone)]
pub struct ShaderID {
pub index: usize,
}
pub struct ShaderCache {
pub shaders: Vec<wgpu::ShaderModule>,
pub path_to_id: HashMap<String, ShaderID>,
}
impl ShaderCache {
pub fn new() -> Self {
let shaders = Vec::new();
let path_to_id = HashMap::new();
Self {
shaders,
path_to_id,
}
}
pub fn get_by_path(&self, path: &str) -> Option<&wgpu::ShaderModule> {
match self.path_to_id.get(path) {
Some(id) => self.shaders.get(id.index),
None => None,
}
}
// pub fn get_by_id(&self, id: ShaderID) -> Option<&wgpu::ShaderModule> {
// self.shaders.get(id.index)
// }
pub fn load(&mut self, device: &wgpu::Device, path: &str, shader_type: glsl_to_spirv::ShaderType) -> Result<(), std::io::Error> {
if self.path_to_id.get(path).is_none() {
let source = std::fs::read_to_string(path)?;
let spirv = glsl_to_spirv::compile(&source[..], shader_type).unwrap();
let compiled = wgpu::read_spirv(spirv).unwrap();
let shader = device.create_shader_module(&compiled);
let length = self.path_to_id.len();
self.path_to_id.insert(String::from(path), ShaderID { index: length });
self.shaders.push(shader);
}
Ok(())
}
}

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use image::GenericImageView;
pub struct Texture {
pub texture: wgpu::Texture,
pub view: wgpu::TextureView,
pub sampler: wgpu::Sampler,
}
impl Texture {
pub fn from_filepath(device: &wgpu::Device, queue: &mut wgpu::Queue, path: &str) -> Result<Self, failure::Error> {
let bytes = std::fs::read(path)?;
Texture::from_bytes(device, queue, &bytes[..])
}
pub fn from_bytes(device: &wgpu::Device, queue: &mut wgpu::Queue, bytes: &[u8]) -> Result<Self, failure::Error> {
let img = image::load_from_memory(bytes)?;
Self::from_image(device, queue, &img)
}
pub fn from_image(device: &wgpu::Device, queue: &mut wgpu::Queue, img: &image::DynamicImage) -> Result<Self, failure::Error> {
let rgba = img.as_rgba8().unwrap();
let dimensions = img.dimensions();
let size = wgpu::Extent3d {
width: dimensions.0,
height: dimensions.1,
depth: 1,
};
let texture = device.create_texture(&wgpu::TextureDescriptor {
size,
array_layer_count: 1,
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: wgpu::TextureFormat::Rgba8UnormSrgb,
usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
});
let buffer = device.create_buffer_mapped(rgba.len(), wgpu::BufferUsage::COPY_SRC).fill_from_slice(&rgba);
let mut encoder = device.create_command_encoder(&Default::default());
encoder.copy_buffer_to_texture(
wgpu::BufferCopyView {
buffer: &buffer,
offset: 0,
row_pitch: 4 * dimensions.0,
image_height: dimensions.1,
},
wgpu::TextureCopyView {
texture: &texture,
mip_level: 0,
array_layer: 0,
origin: wgpu::Origin3d::ZERO,
},
size,
);
let command_buffer = encoder.finish();
let view = texture.create_default_view();
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Nearest,
mipmap_filter: wgpu::FilterMode::Nearest,
lod_min_clamp: -100.0,
lod_max_clamp: 100.0,
compare_function: wgpu::CompareFunction::Always,
});
queue.submit(&[command_buffer]);
Ok(Self { texture, view, sampler })
}
}

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use std::collections::HashMap;
use std::collections::HashMap;
#[derive(Copy, Clone)]
pub struct TextureID {
pub index: usize,
}
pub struct TextureCache {
pub textures: Vec<wgpu::Texture>,
pub name_to_id: HashMap<String, TextureID>,
}
impl ShaderCache {
pub fn new() -> Self {
let shaders = Vec::new();
let name_to_id = HashMap::new();
Self {
shaders,
name_to_id,
}
}
pub fn get_by_path(&self, path: &str) -> Option<&wgpu::ShaderModule> {
match self.name_to_id.get(path) {
Some(id) => self.shaders.get(id.index),
None => None,
}
}
pub fn get_by_id(&self, id: ShaderID) -> Option<&wgpu::ShaderModule> {
self.shaders.get(id.index)
}
pub fn load(&mut self, device: &wgpu::Device, path: &str, shader_type: glsl_to_spirv::ShaderType) -> Result<(), std::io::Error> {
if self.name_to_id.get(path).is_none() {
let source = std::fs::read_to_string(path)?;
let spirv = glsl_to_spirv::compile(&source[..], shader_type).unwrap();
let compiled = wgpu::read_spirv(spirv).unwrap();
let shader = device.create_shader_module(&compiled);
let length = self.name_to_id.len();
self.name_to_id.insert(String::from(path), ShaderID { index: length });
self.shaders.push(shader);
}
Ok(())
}
}

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