randr/examples/hello_triangle.rs
2024-02-10 13:15:50 +01:00

94 lines
2.7 KiB
Rust

use randr::{Renderer, App, Wgpu, AppDI};
use wgpu::{include_wgsl, TextureFormat};
use winit::{event_loop::{EventLoop, EventLoopBuilder}, platform::wayland::EventLoopBuilderExtWayland, window};
struct Randr {
color: wgpu::Color,
clear_color: wgpu::Color,
render_pipeline: wgpu::RenderPipeline,
}
impl Randr {
pub fn new(render_pipeline: wgpu::RenderPipeline) -> Self {
Self {
color: wgpu::Color::BLUE,
clear_color: wgpu::Color::BLACK,
render_pipeline,
}
}
}
impl Renderer for Randr {
fn render(&mut self, wgpu: &Wgpu) -> Result<(), wgpu::SurfaceError> {
let frame = wgpu.surface.get_current_texture()?;
let view = frame.texture.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = wgpu.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.clear_color),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
timestamp_writes: None,
occlusion_query_set: None,
});
rpass.set_pipeline(&self.render_pipeline);
rpass.draw(0..3, 0..1);
drop(rpass);
wgpu.queue.submit(Some(encoder.finish()));
frame.present();
Ok(())
}
fn resize(&mut self, _size: winit::dpi::PhysicalSize<u32>) {}
fn input(&mut self, _input: &winit_input_helper::WinitInputHelper) {}
fn update(&mut self, _wgpu: &Wgpu) {}
}
#[tokio::test]
async fn hello_triangle() {
let renderer = |window: &window::Window, wgpu: &Wgpu, swapchain_formats: TextureFormat| {
let shader = wgpu.device.create_shader_module(include_wgsl!("shader.wgsl"));
let pipeline_layout = wgpu.device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[],
push_constant_ranges: &[],
});
let render_pipeline = wgpu.device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: None,
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_main",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_main",
targets: &[Some(swapchain_formats.into())],
}),
primitive: wgpu::PrimitiveState::default(),
depth_stencil: None,
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
Randr::new(render_pipeline)
};
let event_loop = EventLoopBuilder::new().with_wayland().with_any_thread(true).build().unwrap();
App::new(renderer, &event_loop, AppDI::default()).await.run(event_loop).unwrap();
}