[oden] Correct circle layout to fix colors
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parent
106db89e9b
commit
2322493efd
2 changed files with 24 additions and 19 deletions
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@ -8,11 +8,11 @@ struct VertexInput {
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};
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};
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struct InstanceInput {
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struct InstanceInput {
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@location(4) center: vec2<f32>,
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@location(5) center: vec2<f32>,
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@location(5) radius: f32,
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@location(6) radius: f32,
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@location(6) stroke_width: f32,
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@location(7) stroke_width: f32,
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@location(7) stroke_color: vec4<f32>,
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@location(8) stroke_color: vec4<f32>,
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@location(8) fill_color: vec4<f32>,
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@location(9) fill_color: vec4<f32>,
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};
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};
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struct VertexOutput {
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struct VertexOutput {
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33
src/lib.rs
33
src/lib.rs
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@ -26,7 +26,7 @@ struct Vertex {
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impl Vertex {
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impl Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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attributes: &[
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wgpu::VertexAttribute {
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wgpu::VertexAttribute {
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@ -57,7 +57,7 @@ pub struct SpriteInstance {
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impl SpriteInstance {
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impl SpriteInstance {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<SpriteInstance>() as wgpu::BufferAddress,
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array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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attributes: &[
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wgpu::VertexAttribute {
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wgpu::VertexAttribute {
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@ -98,40 +98,45 @@ pub struct CircleInstance {
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impl CircleInstance {
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impl CircleInstance {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<SpriteInstance>() as wgpu::BufferAddress,
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array_stride: std::mem::size_of::<Self>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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attributes: &[
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wgpu::VertexAttribute {
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wgpu::VertexAttribute {
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// center
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offset: 0,
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offset: 0,
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shader_location: 4,
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shader_location: 5,
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format: wgpu::VertexFormat::Float32x2,
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format: wgpu::VertexFormat::Float32x2,
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},
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},
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wgpu::VertexAttribute {
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wgpu::VertexAttribute {
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// radius
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offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
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offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
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shader_location: 5,
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format: wgpu::VertexFormat::Float32,
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},
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wgpu::VertexAttribute {
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offset: (std::mem::size_of::<[f32; 2]>() + std::mem::size_of::<f32>())
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as wgpu::BufferAddress,
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shader_location: 6,
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shader_location: 6,
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format: wgpu::VertexFormat::Float32,
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format: wgpu::VertexFormat::Float32,
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},
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},
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wgpu::VertexAttribute {
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wgpu::VertexAttribute {
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// stroke_width
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offset: (std::mem::size_of::<[f32; 2]>() + std::mem::size_of::<f32>())
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as wgpu::BufferAddress,
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shader_location: 7,
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format: wgpu::VertexFormat::Float32,
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},
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wgpu::VertexAttribute {
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// stroke_color
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offset: (std::mem::size_of::<[f32; 2]>()
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offset: (std::mem::size_of::<[f32; 2]>()
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+ std::mem::size_of::<f32>()
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+ std::mem::size_of::<f32>()
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+ std::mem::size_of::<f32>())
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+ std::mem::size_of::<f32>())
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as wgpu::BufferAddress,
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as wgpu::BufferAddress,
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shader_location: 7,
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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format: wgpu::VertexFormat::Float32x4,
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},
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},
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wgpu::VertexAttribute {
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wgpu::VertexAttribute {
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// fill_color
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offset: (std::mem::size_of::<[f32; 2]>()
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offset: (std::mem::size_of::<[f32; 2]>()
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+ std::mem::size_of::<f32>()
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+ std::mem::size_of::<f32>()
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+ std::mem::size_of::<f32>()
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+ std::mem::size_of::<f32>()
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+ std::mem::size_of::<[f32; 4]>())
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+ std::mem::size_of::<[f32; 4]>())
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as wgpu::BufferAddress,
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as wgpu::BufferAddress,
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shader_location: 8,
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shader_location: 9,
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format: wgpu::VertexFormat::Float32x4,
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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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@ -180,7 +185,7 @@ impl WindowAndDevice {
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// The instance is a handle to our GPU
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// The instance is a handle to our GPU
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// Backends::all => Vulkan + Metal + DX12 + Browser WebGPU
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// Backends::all => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::all(),
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backends: wgpu::Backends::all() & !wgpu::Backends::VULKAN,
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dx12_shader_compiler: Default::default(),
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dx12_shader_compiler: Default::default(),
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});
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});
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@ -489,7 +494,7 @@ impl State {
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let circle_pipeline_layout =
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let circle_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Sprite Pipeline Layout"),
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label: Some("Circle Pipeline Layout"),
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bind_group_layouts: &[&screen_uniform_bind_group_layout],
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bind_group_layouts: &[&screen_uniform_bind_group_layout],
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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});
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});
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