commit bad gpu stuff
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4 changed files with 854 additions and 61 deletions
679
Cargo.lock
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679
Cargo.lock
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@ -6,9 +6,12 @@ edition = "2021"
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[dependencies]
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bytemuck = "1.16.0"
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eframe = {version = "0.27", features = ["wgpu"]}
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egui-file-dialog = "0.5.0"
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egui_extras = "0.27.2"
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env_logger = "0.11.3"
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image = "0.25.1"
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nalgebra = "0.32.5"
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threadpool = "1.8.1"
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# winit = { version = "0.30", features = ["rwh_05" ] }
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# log = "0.4"
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# console_error_panic_hook = "0.1.6"
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215
src/lib.rs
215
src/lib.rs
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@ -1,16 +1,22 @@
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use std::num::NonZeroU64;
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use std::{num::NonZeroU64, path::PathBuf};
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use cb::TriangleRenderResources;
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use eframe::{
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egui, egui_wgpu,
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wgpu::{self, util::DeviceExt},
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};
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use egui_file_dialog::FileDialog;
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use nalgebra::{Matrix3, SMatrix};
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use crate::cb::CustomTriangleCallback;
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pub struct App {
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mat: SMatrix<f32, 3, 3>,
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color_matrix: SMatrix<f32, 4, 4>,
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pos_matrix: SMatrix<f32, 3, 3>,
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file_dialog: FileDialog,
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new_file: Option<PathBuf>,
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cur_img_size: Option<egui::Vec2>,
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image_loaded: bool,
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}
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impl App {
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pub fn new<'a>(cc: &'a eframe::CreationContext<'a>) -> Option<Self> {
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@ -20,28 +26,88 @@ impl App {
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let device = &wgpu_render_state.device;
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// let cat = include_bytes!("./cat.jpg");
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// let cat_img = image::load_from_memory(cat).unwrap();
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// let cat_rgba = cat_img.to_rgba();
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// use image::GenericImageView;
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// let dimensions = cat_img.dimensions();
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// let tex_size = wgpu::Extent3d {
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// width: dimensions.0,
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// height: dimensions.1,
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// depth_or_array_layers: 1,
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// };
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// let cat_tex = device.create_texture(&wgpu::TextureDescriptor {
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// size: tex_size,
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// mip_level_count: 1,
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// sample_count: 1,
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// dimension: wgpu::TextureDimension::D2,
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// format: wgpu::TextureFormat::Rgba8UnormSrgb,
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// usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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// label: Some("cat"),
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// view_formats: &[],
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// });
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("custom3d"),
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source: wgpu::ShaderSource::Wgsl(include_str!("./custom3d_wgpu_shader.wgsl").into()),
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label: Some("shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("./shader.wgsl").into()),
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("custom3d"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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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: NonZeroU64::new(16),
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},
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count: None,
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}],
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});
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let tex_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("tex_bind_group_layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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// This should match the filterable field of the
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// corresponding Texture entry above.
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let matrices_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("matrices_bind_group_layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::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: Some(NonZeroU64::new(64)?),
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::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: Some(NonZeroU64::new(36)?),
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},
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count: None,
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("custom3d"),
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bind_group_layouts: &[&bind_group_layout],
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label: Some("pipeline_layout"),
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bind_group_layouts: &[&tex_bind_group_layout, &matrices_bind_group_layout],
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push_constant_ranges: &[],
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});
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@ -66,64 +132,98 @@ impl App {
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multiview: None,
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});
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let uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("custom3d"),
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contents: bytemuck::cast_slice(&[0.0_f32; 4]), // 16 bytes aligned!
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// Mapping at creation (as done by the create_buffer_init utility) doesn't require us to to add the MAP_WRITE usage
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// (this *happens* to workaround this bug )
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usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::UNIFORM,
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});
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// let color_matrix_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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// label: Some("color_matrix_buffer"),
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// contents: bytemuck::cast_slice(&[0.0_f32; 4]), // 16 bytes aligned!
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// // Mapping at creation (as done by the create_buffer_init utility) doesn't require us to to add the MAP_WRITE usage
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// // (this *happens* to workaround this bug )
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// usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::UNIFORM,
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// });
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("custom3d"),
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layout: &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 bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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// label: Some("custom3d"),
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// layout: &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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// Because the graphics pipeline must have the same lifetime as the egui render pass,
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// instead of storing the pipeline in our `Custom3D` struct, we insert it into the
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// `paint_callback_resources` type map, which is stored alongside the render pass.
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wgpu_render_state
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.renderer
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.write()
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.callback_resources
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.insert(TriangleRenderResources {
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pipeline,
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bind_group,
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uniform_buffer,
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});
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// wgpu_render_state
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// .renderer
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// .write()
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// .callback_resources
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// .insert(TriangleRenderResources {
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// pipeline,
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// bind_group,
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// uniform_buffer,
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// });
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Some(Self {
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mat: SMatrix::identity(),
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color_matrix: SMatrix::identity(),
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pos_matrix: SMatrix::identity(),
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file_dialog: FileDialog::new(),
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new_file: None,
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image_loaded: false,
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cur_img_size: None,
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})
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}
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}
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impl eframe::App for App {
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fn update(&mut self, ctx: &eframe::egui::Context, frame: &mut eframe::Frame) {
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let mut img = None;
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egui::SidePanel::right("sidebar").show(ctx, |ui| {
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if ui.button("Select Image").clicked() {
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self.file_dialog.select_file()
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}
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if self.file_dialog.update(ctx).selected().is_some() {
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if let Some(path) = self.file_dialog.take_selected() {
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println!("path: {path:?}");
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if path.ends_with(".jpg") || path.ends_with(".jpeg") || path.ends_with(".png") {
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img = Some(image::open(path).unwrap().to_rgba8());
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}
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}
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}
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ui.add_space(8.);
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ui.label("Color Matrix Editor");
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components::mat_editor(ui, &mut self.color_matrix, "color_matrix");
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ui.add_space(8.);
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ui.label("Position Matrix Editor");
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components::mat_editor(ui, &mut self.pos_matrix, "pos_matrix");
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});
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egui::CentralPanel::default().show(ctx, |ui| {
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ui.heading("My egui Application");
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components::mat_editor(ui, &mut self.mat);
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if let Some(dimensions) = self.cur_img_size {
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egui::Frame::canvas(ui.style()).show(ui, |ui| {
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let (rect, response) = ui.allocate_exact_size(dimensions, egui::Sense::drag());
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egui::Frame::canvas(ui.style()).show(ui, |ui| {
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let (rect, response) =
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ui.allocate_exact_size(egui::Vec2::splat(300.0), egui::Sense::drag());
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dbg!(response);
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let callback = egui_wgpu::Callback::new_paint_callback(
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rect,
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CustomTriangleCallback { angle: 0.5 },
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);
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ui.painter().add(callback);
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});
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// let callback = egui_wgpu::Callback::new_paint_callback(
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// rect,
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// CustomTriangleCallback { angle: 0.5 },
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// );
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// ui.painter().add(callback);
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});
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}
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});
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}
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}
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mod gpu_proc {
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use eframe::wgpu;
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pub struct GpuResources {
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pipeline: wgpu::RenderPipeline,
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// img_buffer: Option<wgpu::
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}
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}
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mod components {
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use eframe::egui;
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use nalgebra::{Matrix, SMatrix};
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@ -131,8 +231,9 @@ mod components {
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pub fn mat_editor<const R: usize, const C: usize>(
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ui: &mut egui::Ui,
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mat: &mut SMatrix<f32, R, C>,
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id: &str,
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) -> egui::Response {
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egui::Grid::new("mat")
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egui::Grid::new(id)
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.show(ui, |ui| {
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mat.row_iter_mut().enumerate().for_each(|(i, mut row)| {
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row.iter_mut().for_each(|item| {
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18
src/shader.wgsl
Normal file
18
src/shader.wgsl
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@ -0,0 +1,18 @@
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var<private> v_positions: array<vec2<f32>, 6> = array<vec2<f32>, 6>(
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vec2<f32>(1., 1.),
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vec2<f32>(1., -1.),
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vec2<f32>(-1., 1.),
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vec2<f32>(1., -1.),
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vec2<f32>(-1., 1.),
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vec2<f32>(-1., -1.),
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);
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@vertex
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fn vs_main(@builtin(vertex_index) v_idx: u32) -> @builtin(position) vec4<f32> {
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return vec4<f32>(v_positions[v_idx], 0., 0.);
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}
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@fragment
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fn fs_main() -> @location(0) vec4<f32> {
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return vec4<f32>(0.8, 0.2, 0.8, 1.);
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}
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