pub enum BlendMode {
Replace,
Alpha,
PremultipliedAlpha,
Additive,
Multiply,
Custom(BlendState),
}Expand description
Predefined blend modes for common use cases.
Use these to configure how source and destination colors are combined during rendering.
Variants§
Replace
No blending - source completely replaces destination.
Alpha
Standard alpha blending for transparent content.
Formula: src.rgb * src.a + dst.rgb * (1 - src.a)
Use for: Transparent UI over game content, sprites with transparency.
PremultipliedAlpha
Premultiplied alpha blending.
Formula: src.rgb + dst.rgb * (1 - src.a)
Use for: Blitting framebuffers with premultiplied alpha, compositing.
Additive
Additive blending - colors are added together.
Formula: src.rgb + dst.rgb
Use for: Glow effects, particles, light sources.
Multiply
Multiplicative blending.
Formula: src.rgb * dst.rgb
Use for: Shadows, color tinting.
Custom(BlendState)
Custom blend state for advanced use cases.
Implementations§
Source§impl BlendMode
impl BlendMode
Sourcepub fn to_blend_state(self) -> Option<BlendState>
pub fn to_blend_state(self) -> Option<BlendState>
Convert to wgpu BlendState.
Sourcepub fn to_color_target_state(self, format: TextureFormat) -> ColorTargetState
pub fn to_color_target_state(self, format: TextureFormat) -> ColorTargetState
Create a color target state with this blend mode.
Examples found in repository?
28fn main() {
29 logging::init();
30
31 run_app(|ctx| {
32 let graphics_ctx = GraphicsContext::new_sync();
33 let renderer = Renderer::new(graphics_ctx);
34
35 let window = ctx
36 .create_window(WindowDescriptor {
37 title: "Renderer API Example".to_string(),
38 size: Some(PhysicalSize::new(800.0, 600.0)),
39 ..Default::default()
40 })
41 .expect("Failed to create window");
42
43 let window = RenderableWindow::new_with_descriptor(
44 window,
45 graphics_ctx,
46 WindowContextDescriptor {
47 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
48 ..Default::default()
49 },
50 );
51
52 let window_id = window.id();
53
54 // Create shader using Renderer API
55 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
56
57 // Create texture using Renderer helper
58 let texture_data = create_gradient_texture();
59 let texture = renderer.create_texture_2d(
60 Some("Gradient Texture"),
61 256,
62 256,
63 wgpu::TextureFormat::Rgba8UnormSrgb,
64 wgpu::TextureUsages::TEXTURE_BINDING,
65 &texture_data,
66 );
67
68 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
69 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
70
71 // Create bind group using Renderer API
72 let bind_group_layout = renderer.create_bind_group_layout(
73 Some("Texture Bind Group Layout"),
74 &[
75 wgpu::BindGroupLayoutEntry {
76 binding: 0,
77 visibility: wgpu::ShaderStages::FRAGMENT,
78 ty: wgpu::BindingType::Texture {
79 multisampled: false,
80 view_dimension: wgpu::TextureViewDimension::D2,
81 sample_type: wgpu::TextureSampleType::Float { filterable: true },
82 },
83 count: None,
84 },
85 wgpu::BindGroupLayoutEntry {
86 binding: 1,
87 visibility: wgpu::ShaderStages::FRAGMENT,
88 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
89 count: None,
90 },
91 ],
92 );
93
94 let bind_group = renderer.create_bind_group(
95 Some("Texture Bind Group"),
96 &bind_group_layout,
97 &[
98 wgpu::BindGroupEntry {
99 binding: 0,
100 resource: wgpu::BindingResource::TextureView(&texture_view),
101 },
102 wgpu::BindGroupEntry {
103 binding: 1,
104 resource: wgpu::BindingResource::Sampler(&sampler),
105 },
106 ],
107 );
108
109 let pipeline_layout = renderer.create_pipeline_layout(
110 Some("Render Pipeline Layout"),
111 &[&bind_group_layout],
112 &[],
113 );
114
115 // Create pipeline using Renderer API with BlendMode
116 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
117 label: Some("Render Pipeline"),
118 layout: Some(&pipeline_layout),
119 vertex: wgpu::VertexState {
120 module: &shader,
121 entry_point: Some("vs_main"),
122 buffers: &[wgpu::VertexBufferLayout {
123 array_stride: 4 * 4,
124 step_mode: wgpu::VertexStepMode::Vertex,
125 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
126 }],
127 compilation_options: wgpu::PipelineCompilationOptions::default(),
128 },
129 fragment: Some(wgpu::FragmentState {
130 module: &shader,
131 entry_point: Some("fs_main"),
132 // Use BlendMode for transparent rendering
133 targets: &[Some(
134 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
135 )],
136 compilation_options: wgpu::PipelineCompilationOptions::default(),
137 }),
138 primitive: wgpu::PrimitiveState {
139 topology: wgpu::PrimitiveTopology::TriangleList,
140 strip_index_format: None,
141 front_face: wgpu::FrontFace::Ccw,
142 cull_mode: Some(wgpu::Face::Back),
143 polygon_mode: wgpu::PolygonMode::Fill,
144 unclipped_depth: false,
145 conservative: false,
146 },
147 depth_stencil: None,
148 multisample: wgpu::MultisampleState {
149 count: 1,
150 mask: !0,
151 alpha_to_coverage_enabled: false,
152 },
153 multiview: None,
154 cache: None,
155 });
156
157 #[rustfmt::skip]
158 let vertices: &[f32] = &[
159 -0.8, -0.8, 0.0, 1.0,
160 0.8, -0.8, 1.0, 1.0,
161 0.8, 0.8, 1.0, 0.0,
162 -0.8, -0.8, 0.0, 1.0,
163 0.8, 0.8, 1.0, 0.0,
164 -0.8, 0.8, 0.0, 0.0,
165 ];
166
167 // Create vertex buffer using Renderer helper
168 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
169
170 // Create offscreen framebuffer using the new Framebuffer abstraction
171 let offscreen_fb = Framebuffer::builder(400, 300)
172 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
173 .label("Offscreen FB")
174 .build(graphics_ctx);
175
176 // Create blit shader and pipeline for rendering framebuffer to surface
177 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
178
179 let blit_bind_group_layout = renderer.create_bind_group_layout(
180 Some("Blit Bind Group Layout"),
181 &[
182 wgpu::BindGroupLayoutEntry {
183 binding: 0,
184 visibility: wgpu::ShaderStages::FRAGMENT,
185 ty: wgpu::BindingType::Texture {
186 multisampled: false,
187 view_dimension: wgpu::TextureViewDimension::D2,
188 sample_type: wgpu::TextureSampleType::Float { filterable: true },
189 },
190 count: None,
191 },
192 wgpu::BindGroupLayoutEntry {
193 binding: 1,
194 visibility: wgpu::ShaderStages::FRAGMENT,
195 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
196 count: None,
197 },
198 ],
199 );
200
201 let blit_bind_group = renderer.create_bind_group(
202 Some("Blit Bind Group"),
203 &blit_bind_group_layout,
204 &[
205 wgpu::BindGroupEntry {
206 binding: 0,
207 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
208 },
209 wgpu::BindGroupEntry {
210 binding: 1,
211 resource: wgpu::BindingResource::Sampler(&sampler),
212 },
213 ],
214 );
215
216 let blit_pipeline_layout = renderer.create_pipeline_layout(
217 Some("Blit Pipeline Layout"),
218 &[&blit_bind_group_layout],
219 &[],
220 );
221
222 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
223 label: Some("Blit Pipeline"),
224 layout: Some(&blit_pipeline_layout),
225 vertex: wgpu::VertexState {
226 module: &blit_shader,
227 entry_point: Some("vs_main"),
228 buffers: &[],
229 compilation_options: wgpu::PipelineCompilationOptions::default(),
230 },
231 fragment: Some(wgpu::FragmentState {
232 module: &blit_shader,
233 entry_point: Some("fs_main"),
234 // Use PremultipliedAlpha for framebuffer blitting
235 targets: &[Some(
236 BlendMode::PremultipliedAlpha
237 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
238 )],
239 compilation_options: wgpu::PipelineCompilationOptions::default(),
240 }),
241 primitive: wgpu::PrimitiveState {
242 topology: wgpu::PrimitiveTopology::TriangleList,
243 ..Default::default()
244 },
245 depth_stencil: None,
246 multisample: wgpu::MultisampleState::default(),
247 multiview: None,
248 cache: None,
249 });
250
251 tracing::info!("Renderer initialized successfully");
252 tracing::info!("Device: {:?}", renderer.context().info());
253
254 Box::new(RendererApp {
255 context: graphics_ctx,
256 renderer,
257 window,
258 window_id,
259 pipeline,
260 bind_group,
261 vertex_buffer,
262 offscreen_fb,
263 blit_pipeline,
264 blit_bind_group,
265 time: 0.0,
266 })
267 });
268}Trait Implementations§
Source§impl From<BlendState> for BlendMode
impl From<BlendState> for BlendMode
Source§fn from(state: BlendState) -> Self
fn from(state: BlendState) -> Self
impl Copy for BlendMode
impl Eq for BlendMode
impl StructuralPartialEq for BlendMode
Auto Trait Implementations§
impl Freeze for BlendMode
impl RefUnwindSafe for BlendMode
impl Send for BlendMode
impl Sync for BlendMode
impl Unpin for BlendMode
impl UnwindSafe for BlendMode
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