feat: 添加 app/theme/ui/matrix/render 模块,重构 shader
This commit is contained in:
333
src/render.rs
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333
src/render.rs
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use eframe::{
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egui,
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egui_wgpu::{self, wgpu},
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wgpu::util::DeviceExt,
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};
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use crate::matrix::{MatrixLayout, build_view_projection, glyph_world_position};
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pub struct WgpuBackgroundCallback {
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pub width: f32,
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pub height: f32,
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pub time: f32,
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}
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impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
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fn prepare(
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&self,
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_device: &wgpu::Device,
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queue: &wgpu::Queue,
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_screen_descriptor: &egui_wgpu::ScreenDescriptor,
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_egui_encoder: &mut wgpu::CommandEncoder,
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resources: &mut egui_wgpu::CallbackResources,
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) -> Vec<wgpu::CommandBuffer> {
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let resources: &mut BackgroundRenderResources = resources.get_mut().unwrap();
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resources.prepare(queue, self.width, self.height, self.time);
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Vec::new()
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}
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fn paint(
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&self,
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_info: egui::PaintCallbackInfo,
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render_pass: &mut wgpu::RenderPass<'static>,
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resources: &egui_wgpu::CallbackResources,
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) {
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let resources: &BackgroundRenderResources = resources.get().unwrap();
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resources.paint(render_pass);
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}
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}
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pub struct BackgroundRenderResources {
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layout: MatrixLayout,
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rows: u32,
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cols: u32,
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uniform: MatrixUniform,
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uniform_buffer: wgpu::Buffer,
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uniform_bind_group: wgpu::BindGroup,
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background_pipeline: wgpu::RenderPipeline,
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glyph_pipeline: wgpu::RenderPipeline,
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glyph_vertex_buffer: wgpu::Buffer,
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glyph_instance_buffer: wgpu::Buffer,
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glyph_instances: Vec<GlyphInstance>,
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}
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impl BackgroundRenderResources {
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pub fn new(
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device: &wgpu::Device,
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target_format: &wgpu::TextureFormat,
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rows: u32,
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cols: u32,
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) -> Self {
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let layout = MatrixLayout::new(rows, cols);
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let uniform = MatrixUniform::new(1.0, 1.0, build_view_projection(1.0, &layout));
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let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Pressure Matrix Uniform Buffer"),
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contents: bytemuck::cast_slice(&[uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let uniform_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("pressure_matrix_bind_group_layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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});
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let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("pressure_matrix_bind_group"),
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layout: &uniform_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: uniform_buffer.as_entire_binding(),
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}],
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});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Pressure Matrix Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Pressure Matrix Pipeline Layout"),
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bind_group_layouts: &[Some(&uniform_bind_group_layout)],
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immediate_size: 0,
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});
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let background_pipeline =
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create_background_pipeline(device, target_format, &shader, &pipeline_layout);
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let glyph_pipeline =
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create_glyph_pipeline(device, target_format, &shader, &pipeline_layout);
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let glyph_vertices = [
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GlyphVertex {
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local: [-1.0, -1.0],
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},
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GlyphVertex { local: [1.0, -1.0] },
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GlyphVertex { local: [-1.0, 1.0] },
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GlyphVertex { local: [-1.0, 1.0] },
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GlyphVertex { local: [1.0, -1.0] },
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GlyphVertex { local: [1.0, 1.0] },
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];
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let glyph_vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Pressure Glyph Vertex Buffer"),
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contents: bytemuck::cast_slice(&glyph_vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let glyph_instances = build_glyph_instances(rows, cols, &layout, 0.0);
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let glyph_instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Pressure Glyph Instance Buffer"),
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contents: bytemuck::cast_slice(&glyph_instances),
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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});
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Self {
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layout,
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rows,
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cols,
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uniform,
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uniform_buffer,
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uniform_bind_group,
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background_pipeline,
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glyph_pipeline,
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glyph_vertex_buffer,
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glyph_instance_buffer,
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glyph_instances,
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}
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}
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fn prepare(&mut self, queue: &wgpu::Queue, width: f32, height: f32, time: f32) {
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let aspect = width / height.max(1.0);
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self.uniform =
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MatrixUniform::new(width, height, build_view_projection(aspect, &self.layout));
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queue.write_buffer(
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&self.uniform_buffer,
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0,
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bytemuck::cast_slice(&[self.uniform]),
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);
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self.glyph_instances = build_glyph_instances(self.rows, self.cols, &self.layout, time);
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queue.write_buffer(
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&self.glyph_instance_buffer,
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0,
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bytemuck::cast_slice(&self.glyph_instances),
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);
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}
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fn paint(&self, render_pass: &mut wgpu::RenderPass<'_>) {
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render_pass.set_bind_group(0, &self.uniform_bind_group, &[]);
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render_pass.set_pipeline(&self.background_pipeline);
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render_pass.draw(0..3, 0..1);
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render_pass.set_pipeline(&self.glyph_pipeline);
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render_pass.set_vertex_buffer(0, self.glyph_vertex_buffer.slice(..));
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render_pass.set_vertex_buffer(1, self.glyph_instance_buffer.slice(..));
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render_pass.draw(0..6, 0..self.glyph_instances.len() as u32);
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}
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}
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fn create_background_pipeline(
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device: &wgpu::Device,
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target_format: &wgpu::TextureFormat,
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shader: &wgpu::ShaderModule,
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layout: &wgpu::PipelineLayout,
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) -> wgpu::RenderPipeline {
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Pressure Matrix Background Pipeline"),
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layout: Some(layout),
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vertex: wgpu::VertexState {
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module: shader,
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entry_point: Some("vs_background"),
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compilation_options: Default::default(),
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: shader,
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entry_point: Some("fs_background"),
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compilation_options: Default::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: *target_format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview_mask: None,
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cache: None,
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})
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}
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fn create_glyph_pipeline(
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device: &wgpu::Device,
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target_format: &wgpu::TextureFormat,
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shader: &wgpu::ShaderModule,
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layout: &wgpu::PipelineLayout,
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) -> wgpu::RenderPipeline {
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Pressure Matrix Glyph Pipeline"),
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layout: Some(layout),
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vertex: wgpu::VertexState {
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module: shader,
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entry_point: Some("vs_glyph"),
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compilation_options: Default::default(),
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buffers: &[GlyphVertex::desc(), GlyphInstance::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: shader,
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entry_point: Some("fs_glyph"),
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compilation_options: Default::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: *target_format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview_mask: None,
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cache: None,
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})
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}
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fn build_glyph_instances(
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rows: u32,
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cols: u32,
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layout: &MatrixLayout,
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time: f32,
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) -> Vec<GlyphInstance> {
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let mut instances = Vec::with_capacity((rows * cols) as usize);
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for row in 0..rows {
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for col in 0..cols {
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let (world_position, normalized) =
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glyph_world_position(row, col, rows, cols, layout, time);
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instances.push(GlyphInstance {
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world_position,
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style: [normalized, 0.0, 0.0, 0.0],
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});
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}
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}
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instances
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct MatrixUniform {
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view_proj: [[f32; 4]; 4],
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viewport: [f32; 4],
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glyph: [f32; 4],
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color: [f32; 4],
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}
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impl MatrixUniform {
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fn new(width: f32, height: f32, view_proj: [[f32; 4]; 4]) -> Self {
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Self {
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view_proj,
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viewport: [width.max(1.0), height.max(1.0), 0.0, 0.0],
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glyph: [16.0, 0.0, 0.0, 0.0],
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color: [0.05, 0.92, 0.32, 1.0],
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}
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct GlyphVertex {
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local: [f32; 2],
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}
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impl GlyphVertex {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<GlyphVertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x2,
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}],
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}
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct GlyphInstance {
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world_position: [f32; 4],
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style: [f32; 4],
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}
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impl GlyphInstance {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<GlyphInstance>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x4,
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},
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],
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}
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}
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}
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