rhai
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@@ -0,0 +1,74 @@
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use wgpu::{RenderPass, VertexAttribute};
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use crate::render::primitive::RoundedRect;
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pub struct RoundedRectBuffer {
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buffer: wgpu::Buffer,
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len: usize,
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable, Default)]
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pub struct WindowUniform {
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pub width: f32,
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pub height: f32,
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}
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impl RoundedRectBuffer {
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pub fn new(device: &wgpu::Device) -> Self {
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Self {
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buffer: Self::init_buf(device, 0),
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len: 0,
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}
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}
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pub fn update(
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&mut self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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rects: &[RoundedRect],
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) {
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if self.len != rects.len() {
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self.len = rects.len();
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self.buffer = Self::init_buf(device, std::mem::size_of_val(rects));
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}
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queue.write_buffer(&self.buffer, 0, bytemuck::cast_slice(rects));
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}
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fn init_buf(device: &wgpu::Device, size: usize) -> wgpu::Buffer {
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device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Instance Buffer"),
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size: size as u64,
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mapped_at_creation: false,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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})
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}
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pub fn len(&self) -> usize {
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self.len
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}
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pub fn set_in<'a>(&'a self, pass: &mut RenderPass<'a>) {
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pass.set_vertex_buffer(0, self.buffer.slice(..));
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}
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}
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impl RoundedRect {
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const ATTRIBS: [VertexAttribute; 11] = wgpu::vertex_attr_array![
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0 => Float32x2,
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1 => Float32x2,
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2 => Float32x2,
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3 => Float32x2,
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4 => Float32x4,
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5 => Float32x4,
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6 => Float32x4,
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7 => Float32x4,
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8 => Float32,
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9 => Float32,
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10 => Float32,
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];
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pub fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<RoundedRect>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &Self::ATTRIBS,
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}
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}
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}
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@@ -0,0 +1,106 @@
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use wgpu::{
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util::{BufferInitDescriptor, DeviceExt},
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BufferUsages,
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};
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use crate::render::primitive::RoundedRect;
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use super::{
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data::{RoundedRectBuffer, WindowUniform},
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ShapeBuffers, ShapePipeline, SHAPE_SHADER,
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};
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impl ShapePipeline {
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pub fn new(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration) -> Self {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("UI Shape Shader"),
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source: wgpu::ShaderSource::Wgsl(SHAPE_SHADER.into()),
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});
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let window_uniform = WindowUniform::default();
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let window_buffer = device.create_buffer_init(&BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[window_uniform]),
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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});
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let instance_buffer = RoundedRectBuffer::new(device);
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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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: None,
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},
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count: None,
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}],
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label: Some("camera_bind_group_layout"),
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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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: window_buffer.as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("UI Shape Pipeline Layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("UI Shape Pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_main"),
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buffers: &[RoundedRect::desc()],
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compilation_options: Default::default(),
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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_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: config.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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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleStrip,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Cw,
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cull_mode: Some(wgpu::Face::Back),
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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cache: None,
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});
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let buffers = ShapeBuffers {
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window: window_buffer,
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instance: instance_buffer,
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};
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Self {
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bind_group,
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pipeline,
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buffers,
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}
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}
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}
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@@ -0,0 +1,44 @@
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use crate::render::primitive::RoundedRect;
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use data::{RoundedRectBuffer, WindowUniform};
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use wgpu::{BindGroup, Buffer, RenderPass, RenderPipeline};
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use winit::dpi::PhysicalSize;
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mod data;
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mod layout;
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pub const SHAPE_SHADER: &str = include_str!("./shader.wgsl");
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pub struct ShapeBuffers {
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pub window: Buffer,
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pub instance: RoundedRectBuffer,
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}
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pub struct ShapePipeline {
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pub bind_group: BindGroup,
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pub pipeline: RenderPipeline,
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pub buffers: ShapeBuffers,
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}
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impl ShapePipeline {
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pub fn draw<'a>(&'a self, pass: &mut RenderPass<'a>) {
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &self.bind_group, &[]);
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if self.buffers.instance.len() != 0 {
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self.buffers.instance.set_in(pass);
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pass.draw(0..4, 0..self.buffers.instance.len() as u32);
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}
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}
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pub fn update(&mut self, device: &wgpu::Device, queue: &wgpu::Queue, rects: &[RoundedRect]) {
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self.buffers.instance.update(device, queue, rects);
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}
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pub fn resize(&mut self, size: &PhysicalSize<u32>, queue: &wgpu::Queue) {
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let slice = &[WindowUniform {
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width: size.width as f32,
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height: size.height as f32,
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}];
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queue.write_buffer(&self.buffers.window, 0, bytemuck::cast_slice(slice));
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}
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}
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@@ -0,0 +1,97 @@
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// vertex shader
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struct VertexOutput {
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@location(0) color: vec4<f32>,
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@location(1) center: vec2<f32>,
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@location(2) corner: vec2<f32>,
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@location(3) radius: f32,
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@location(4) inner_radius: f32,
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@location(5) thickness: f32,
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@builtin(position) clip_position: vec4<f32>,
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};
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struct WindowUniform {
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dim: vec2<f32>,
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};
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struct InstanceInput {
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@location(0) top_left_anchor: vec2<f32>,
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@location(1) top_left_offset: vec2<f32>,
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@location(2) bottom_right_anchor: vec2<f32>,
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@location(3) bottom_right_offset: vec2<f32>,
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@location(4) top_right_color: vec4<f32>,
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@location(5) top_left_color: vec4<f32>,
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@location(6) bottom_right_color: vec4<f32>,
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@location(7) bottom_left_color: vec4<f32>,
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@location(8) radius: f32,
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@location(9) inner_radius: f32,
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@location(10) thickness: f32,
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}
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@group(0) @binding(0)
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var<uniform> window: WindowUniform;
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@vertex
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fn vs_main(
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@builtin(vertex_index) vi: u32,
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in: InstanceInput,
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) -> VertexOutput {
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var out: VertexOutput;
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let top_left = in.top_left_anchor * window.dim + in.top_left_offset;
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let bottom_right = in.bottom_right_anchor * window.dim + in.bottom_right_offset;
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let size = bottom_right - top_left;
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var pos = top_left + vec2<f32>(
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f32(vi % 2u),
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f32(vi / 2u)
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) * size;
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pos = pos / window.dim * 2.0 - 1.0;
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out.clip_position = vec4<f32>(pos.x, -pos.y, 0.0, 1.0);
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if vi == 0u {
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out.color = in.top_left_color;
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} else if vi == 1u {
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out.color = in.top_right_color;
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} else if vi == 2u {
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out.color = in.bottom_left_color;
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} else if vi == 3u {
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out.color = in.bottom_right_color;
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}
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out.corner = size / 2.0;
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out.center = top_left + out.corner;
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out.radius = in.radius;
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out.inner_radius = in.inner_radius;
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out.thickness = in.thickness;
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return out;
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}
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@fragment
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fn fs_main(
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in: VertexOutput
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) -> @location(0) vec4<f32> {
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var color = in.color;
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let edge = 0.5;
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let dist = distance_from_rect(in.clip_position.xy, in.center, in.corner, in.radius);
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color.a *= 1.0 - smoothstep(-min(edge, in.radius), edge, dist);
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if in.thickness > 0.0 {
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let dist2 = distance_from_rect(in.clip_position.xy, in.center, in.corner - in.thickness, in.inner_radius);
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color.a *= smoothstep(-min(edge, in.inner_radius), edge, dist2);
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}
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return color;
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}
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fn distance_from_rect(pixel_pos: vec2<f32>, rect_center: vec2<f32>, rect_corner: vec2<f32>, radius: f32) -> f32 {
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// vec from center to pixel
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let p = pixel_pos - rect_center;
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// vec from inner rect corner to pixel
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let q = abs(p) - (rect_corner - radius);
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return length(max(q, vec2<f32>(0.0, 0.0))) - radius;
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}
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