subtitled #15
parent
9731315e98
commit
7cf5891323
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@ -2406,6 +2406,14 @@ dependencies = [
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"utils",
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]
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[[package]]
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name = "subtitled15"
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version = "0.1.0"
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dependencies = [
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"nannou",
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"utils",
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]
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[[package]]
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name = "subtitled2"
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version = "0.1.0"
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@ -0,0 +1,8 @@
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[package]
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name = "subtitled15"
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version = "0.1.0"
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edition = "2018"
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[dependencies]
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nannou = "0.17"
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utils = { path = "../utils" }
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@ -0,0 +1,13 @@
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// NOTE: This shader requires being manually compiled to SPIR-V in order to
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// avoid having downstream users require building shaderc and compiling the
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// shader themselves. If you update this shader, be sure to also re-compile it
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// and update `frag.spv`. You can do so using `glslangValidator` with the
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// following command: `glslangValidator -V shader.frag`
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#version 450
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layout(location = 0) out vec4 f_color;
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void main() {
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f_color = vec4(1.0, 0.0, 0.0, 1.0);
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}
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@ -0,0 +1,15 @@
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// NOTE: This shader requires being manually compiled to SPIR-V in order to
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// avoid having downstream users require building shaderc and compiling the
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// shader themselves. If you update this shader, be sure to also re-compile it
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// and update `vert.spv`. You can do so using `glslangValidator` with the
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// following command: `glslangValidator -V shader.vert`
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#version 450
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// maybe change for this https://github.com/castor-software/rethread/blob/69a5746b02c260982a812c52da15ee364bc047e8/code/software-evolution/drift_vis/src/shaders/blur.vert
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layout(location = 0) in vec2 position;
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void main() {
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gl_Position = vec4(position, 0.0, 1.0);
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}
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@ -0,0 +1,127 @@
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use nannou::prelude::*;
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struct Model {
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bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer1: wgpu::Buffer,
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vertex_buffer2: wgpu::Buffer,
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}
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// The vertex type that we will use to represent a point on our triangle.
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#[repr(C)]
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#[derive(Clone, Copy)]
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struct Vertex {
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position: [f32; 2],
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}
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// The vertices that make up our triangle.
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const VERTICES1: [Vertex; 3] = [
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Vertex {
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position: [-1.0, -1.0],
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},
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Vertex {
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position: [1.0, 1.0],
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},
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Vertex {
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position: [-1.0, 1.0],
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},
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];
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const VERTICES2: [Vertex; 3] = [
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Vertex {
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position: [1.0, -1.0],
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},
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Vertex {
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position: [1.0, 1.0],
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},
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Vertex {
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position: [-1.0, -1.0],
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},
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];
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fn main() {
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nannou::app(model).run();
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}
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fn model(app: &App) -> Model {
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let w_id = app.new_window().size(512, 512).view(view).build().unwrap();
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// The gpu device associated with the window's swapchain
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let window = app.window(w_id).unwrap();
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let device = window.swap_chain_device();
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let format = Frame::TEXTURE_FORMAT;
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let sample_count = window.msaa_samples();
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// Load shader modules.
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let vs_mod = wgpu::shader_from_spirv_bytes(device, include_bytes!("../shaders/vert.spv"));
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let fs_mod = wgpu::shader_from_spirv_bytes(device, include_bytes!("../shaders/frag.spv"));
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// Create the vertex buffer.
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let usage = wgpu::BufferUsage::VERTEX;
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let vertices_bytes = vertices_as_bytes(&VERTICES1[..]);
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let vertex_buffer1 = device.create_buffer_init(&BufferInitDescriptor {
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label: None,
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contents: vertices_bytes,
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usage,
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});
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let vertices_bytes = vertices_as_bytes(&VERTICES2[..]);
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let vertex_buffer2 = device.create_buffer_init(&BufferInitDescriptor {
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label: None,
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contents: vertices_bytes,
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usage,
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});
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// Create the render pipeline.
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let bind_group_layout = wgpu::BindGroupLayoutBuilder::new().build(device);
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let bind_group = wgpu::BindGroupBuilder::new().build(device, &bind_group_layout);
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let pipeline_layout = wgpu::create_pipeline_layout(device, None, &[&bind_group_layout], &[]);
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let render_pipeline = wgpu::RenderPipelineBuilder::from_layout(&pipeline_layout, &vs_mod)
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.fragment_shader(&fs_mod)
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.color_format(format)
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.add_vertex_buffer::<Vertex>(&wgpu::vertex_attr_array![0 => Float32x2])
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.sample_count(sample_count)
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.build(device);
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Model {
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bind_group,
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vertex_buffer1,
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vertex_buffer2,
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render_pipeline,
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}
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}
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// Draw the state of your `Model` into the given `Frame` here.
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fn view(_app: &App, model: &Model, frame: Frame) {
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// Using this we will encode commands that will be submitted to the GPU.
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let mut encoder = frame.command_encoder();
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// The render pass can be thought of a single large command consisting of sub commands. Here we
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// begin a render pass that outputs to the frame's texture. Then we add sub-commands for
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// setting the bind group, render pipeline, vertex buffers and then finally drawing.
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let mut render_pass = wgpu::RenderPassBuilder::new()
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.color_attachment(frame.texture_view(), |color| color)
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.begin(&mut encoder);
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render_pass.set_bind_group(0, &model.bind_group, &[]);
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render_pass.set_pipeline(&model.render_pipeline);
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render_pass.set_vertex_buffer(0, model.vertex_buffer1.slice(..));
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// We want to draw the whole range of vertices, and we're only drawing one instance of them.
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let vertex_range = 0..VERTICES1.len() as u32;
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let instance_range = 0..1;
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render_pass.draw(vertex_range, instance_range);
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render_pass.set_bind_group(0, &model.bind_group, &[]);
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render_pass.set_pipeline(&model.render_pipeline);
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render_pass.set_vertex_buffer(0, model.vertex_buffer2.slice(..));
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// We want to draw the whole range of vertices, and we're only drawing one instance of them.
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let vertex_range = 0..VERTICES2.len() as u32;
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let instance_range = 0..1;
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render_pass.draw(vertex_range, instance_range);
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// Now we're done! The commands we added will be submitted after `view` completes.
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}
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// See the `nannou::wgpu::bytes` documentation for why this is necessary.
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fn vertices_as_bytes(data: &[Vertex]) -> &[u8] {
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unsafe { wgpu::bytes::from_slice(data) }
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}
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