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authorIsaac Clayton2022-01-22 09:34:45 +0100
committerIsaac Clayton2022-01-22 09:34:45 +0100
commit4c947cbed372159fccffbdf6dd639262404ca6e8 (patch)
tree77dd34844c88da244fd813163eec14acc537f504 /src/render.rs
parentaa91d62d510613ac4efe70668dd391050ff8c5a0 (diff)
set up rendering with miniquad
Diffstat (limited to 'src/render.rs')
-rw-r--r--src/render.rs139
1 files changed, 102 insertions, 37 deletions
diff --git a/src/render.rs b/src/render.rs
index 8389ab9..964a022 100644
--- a/src/render.rs
+++ b/src/render.rs
@@ -1,50 +1,115 @@
-use std::io;
-use std::io::Write;
+use miniquad::*;
-use vulkano as vk;
-use vk::instance::{Instance, InstanceExtensions, PhysicalDevice};
+#[repr(C)]
+struct Vec2 {
+ x: f32,
+ y: f32,
+}
+#[repr(C)]
+struct Vertex {
+ pos: Vec2,
+ uv: Vec2,
+}
+
+struct Stage {
+ pipeline: Pipeline,
+ bindings: Bindings,
+}
-/// Reads a single line after prompting the player.
-pub fn read(prompt: &str) -> String {
- print!("{}", prompt);
- io::stdout().flush().expect("unable to prompt user");
+impl Stage {
+ pub fn new(ctx: &mut Context) -> Stage {
+ #[rustfmt::skip]
+ let vertices: [Vertex; 4] = [
+ Vertex { pos : Vec2 { x: -1., y: -1. }, uv: Vec2 { x: 0., y: 0. } },
+ Vertex { pos : Vec2 { x: 1., y: -1. }, uv: Vec2 { x: 1., y: 0. } },
+ Vertex { pos : Vec2 { x: 1., y: 1. }, uv: Vec2 { x: 1., y: 1. } },
+ Vertex { pos : Vec2 { x: -1., y: 1. }, uv: Vec2 { x: 0., y: 1. } },
+ ];
+ let vertex_buffer = Buffer::immutable(ctx, BufferType::VertexBuffer, &vertices);
- let mut input = String::new();
- io::stdin()
- .read_line(&mut input)
- .expect("unable to read user input");
+ let indices: [u16; 6] = [0, 1, 2, 0, 2, 3];
+ let index_buffer = Buffer::immutable(ctx, BufferType::IndexBuffer, &indices);
- return input.trim().to_string();
-}
+ let pixels: [u8; 512*512*4] = [0x77; 512*512*4];
+ let texture = Texture::from_rgba8(ctx, 512, 512, &pixels);
+
+ let bindings = Bindings {
+ vertex_buffers: vec![vertex_buffer],
+ index_buffer: index_buffer,
+ images: vec![texture],
+ };
-pub fn select_device(instance: &Instance) -> Option<device> {
- // get all the devices
- let devices = PhysicalDevice::enumerate(&instance).to_vec();
-
- // easy choice
- if devices.is_empty() {
- println!("No devices detected >:(");
- return None;
- } else if devices.len() == 1 {
- println!("Using only device present");
- return Some(devices[1]);
+ let shader = Shader::new(ctx, shader::VERTEX, shader::FRAGMENT, shader::SHADER_META);
+
+ let pipeline = Pipeline::new(
+ ctx,
+ &[BufferLayout::default()],
+ &[
+ VertexAttribute::new("pos", VertexFormat::Float2),
+ VertexAttribute::new("uv", VertexFormat::Float2),
+ ],
+ shader,
+ );
+
+ Stage { pipeline, bindings }
}
+}
+
+impl EventHandler for Stage {
+ fn update(&mut self, _ctx: &mut Context) {}
+
+ fn draw(&mut self, ctx: &mut Context) {
+ ctx.begin_default_pass(Default::default());
- // leave the choice up to the user
- println!("Detected the following devices:");
- for (i, device) in devices.iter().enumerate() {
- println!("({}) {}", i, device);
+ ctx.apply_pipeline(&self.pipeline);
+ ctx.apply_bindings(&self.bindings);
+
+ // ctx.apply_uniforms(&shader::Uniforms {});
+
+ ctx.draw(0, 6, 1);
+ ctx.end_render_pass();
+ ctx.commit_frame();
}
+}
- // not really forgiving haha
- let number = usize::from(read("Which device would you like to use: "));
- let device = devices.get(number);
- device
+pub fn graphics() {
+ miniquad::start(conf::Conf::default(), |mut ctx| {
+ UserData::owning(Stage::new(&mut ctx), ctx)
+ });
}
-pub fn run() {
- let instance = Instance::new(None, &InstanceExtensions::none(), None)
- .expect("failed to create instance");
+mod shader {
+ use miniquad::*;
+
+ pub const VERTEX: &str = r#"#version 100
+ attribute vec2 pos;
+ attribute vec2 uv;
+
+ varying lowp vec2 texcoord;
+
+ void main() {
+ gl_Position = vec4(pos, 0, 1);
+ texcoord = uv;
+ }"#;
+
+ pub const FRAGMENT: &str = r#"#version 100
+ varying lowp vec2 texcoord;
+
+ uniform sampler2D tex;
+
+ void main() {
+ gl_FragColor = texture2D(tex, texcoord);
+ }"#;
+
+ pub const SHADER_META: ShaderMeta = ShaderMeta {
+ images: &["tex"],
+ uniforms: UniformBlockLayout {
+ uniforms: &[], // &[("offset", UniformType::Float2)],
+ },
+ };
- let device = select_device(&instance);
+ // #[repr(C)]
+ // pub struct Uniforms {
+ // // pub offset: (f32, f32),
+ // }
}