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?
37fn main() {
38 logging::init();
39
40 run_app(|ctx| {
41 let graphics_ctx = GraphicsContext::new_owned_sync().expect("Failed to create graphics context");
42 let renderer = Renderer::new(graphics_ctx.clone());
43
44 let window = ctx
45 .create_window(WindowDescriptor {
46 title: "Renderer API Example".to_string(),
47 size: Some(WinitPhysicalSize::new(800.0, 600.0)),
48 ..Default::default()
49 })
50 .expect("Failed to create window");
51
52 let window = RenderableWindow::new_with_descriptor(
53 window,
54 graphics_ctx.clone(),
55 WindowContextDescriptor {
56 format: Some(wgpu::TextureFormat::Bgra8UnormSrgb),
57 ..Default::default()
58 },
59 ).expect("Failed to create renderable window");
60
61 let window_id = window.id();
62
63 // Create shader using Renderer API
64 let shader = renderer.create_shader(Some("Color Shader"), SHADER_SOURCE);
65
66 // Create texture using Renderer helper
67 let texture_data = create_gradient_texture();
68 let texture = renderer.create_texture_2d(
69 Some("Gradient Texture"),
70 256,
71 256,
72 wgpu::TextureFormat::Rgba8UnormSrgb,
73 wgpu::TextureUsages::TEXTURE_BINDING,
74 &texture_data,
75 );
76
77 let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
78 let sampler = renderer.create_linear_sampler(Some("Linear Sampler"));
79
80 // Create bind group using Renderer API
81 let bind_group_layout = renderer.create_bind_group_layout(
82 Some("Texture Bind Group Layout"),
83 &[
84 wgpu::BindGroupLayoutEntry {
85 binding: 0,
86 visibility: wgpu::ShaderStages::FRAGMENT,
87 ty: wgpu::BindingType::Texture {
88 multisampled: false,
89 view_dimension: wgpu::TextureViewDimension::D2,
90 sample_type: wgpu::TextureSampleType::Float { filterable: true },
91 },
92 count: None,
93 },
94 wgpu::BindGroupLayoutEntry {
95 binding: 1,
96 visibility: wgpu::ShaderStages::FRAGMENT,
97 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
98 count: None,
99 },
100 ],
101 );
102
103 let bind_group = renderer.create_bind_group(
104 Some("Texture Bind Group"),
105 &bind_group_layout,
106 &[
107 wgpu::BindGroupEntry {
108 binding: 0,
109 resource: wgpu::BindingResource::TextureView(&texture_view),
110 },
111 wgpu::BindGroupEntry {
112 binding: 1,
113 resource: wgpu::BindingResource::Sampler(&sampler),
114 },
115 ],
116 );
117
118 let pipeline_layout = renderer.create_pipeline_layout(
119 Some("Render Pipeline Layout"),
120 &[&bind_group_layout],
121 &[],
122 );
123
124 // Create pipeline using Renderer API with BlendMode
125 let pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
126 label: Some("Render Pipeline"),
127 layout: Some(&pipeline_layout),
128 vertex: wgpu::VertexState {
129 module: &shader,
130 entry_point: Some("vs_main"),
131 buffers: &[wgpu::VertexBufferLayout {
132 // 4 floats × 4 bytes = 16 bytes per vertex (2×f32 pos + 2×f32 UV)
133 array_stride: 4 * 4,
134 step_mode: wgpu::VertexStepMode::Vertex,
135 attributes: &wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x2],
136 }],
137 compilation_options: wgpu::PipelineCompilationOptions::default(),
138 },
139 fragment: Some(wgpu::FragmentState {
140 module: &shader,
141 entry_point: Some("fs_main"),
142 // Use BlendMode for transparent rendering
143 targets: &[Some(
144 BlendMode::Alpha.to_color_target_state(wgpu::TextureFormat::Rgba8UnormSrgb),
145 )],
146 compilation_options: wgpu::PipelineCompilationOptions::default(),
147 }),
148 primitive: wgpu::PrimitiveState {
149 topology: wgpu::PrimitiveTopology::TriangleList,
150 strip_index_format: None,
151 front_face: wgpu::FrontFace::Ccw,
152 cull_mode: Some(wgpu::Face::Back),
153 polygon_mode: wgpu::PolygonMode::Fill,
154 unclipped_depth: false,
155 conservative: false,
156 },
157 depth_stencil: None,
158 multisample: wgpu::MultisampleState {
159 count: 1,
160 mask: !0,
161 alpha_to_coverage_enabled: false,
162 },
163 multiview: None,
164 cache: None,
165 });
166
167 #[rustfmt::skip]
168 let vertices: &[f32] = &[
169 -0.8, -0.8, 0.0, 1.0,
170 0.8, -0.8, 1.0, 1.0,
171 0.8, 0.8, 1.0, 0.0,
172 -0.8, -0.8, 0.0, 1.0,
173 0.8, 0.8, 1.0, 0.0,
174 -0.8, 0.8, 0.0, 0.0,
175 ];
176
177 // Create vertex buffer using Renderer helper
178 let vertex_buffer = renderer.create_vertex_buffer(Some("Vertex Buffer"), vertices);
179
180 // Create offscreen framebuffer using the new Framebuffer abstraction
181 let offscreen_fb = Framebuffer::builder(400, 300)
182 .format(wgpu::TextureFormat::Rgba8UnormSrgb)
183 .label("Offscreen FB")
184 .build(&graphics_ctx);
185
186 // Create blit shader and pipeline for rendering framebuffer to surface
187 let blit_shader = renderer.create_shader(Some("Blit Shader"), BLIT_SHADER_SOURCE);
188
189 let blit_bind_group_layout = renderer.create_bind_group_layout(
190 Some("Blit Bind Group Layout"),
191 &[
192 wgpu::BindGroupLayoutEntry {
193 binding: 0,
194 visibility: wgpu::ShaderStages::FRAGMENT,
195 ty: wgpu::BindingType::Texture {
196 multisampled: false,
197 view_dimension: wgpu::TextureViewDimension::D2,
198 sample_type: wgpu::TextureSampleType::Float { filterable: true },
199 },
200 count: None,
201 },
202 wgpu::BindGroupLayoutEntry {
203 binding: 1,
204 visibility: wgpu::ShaderStages::FRAGMENT,
205 ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
206 count: None,
207 },
208 ],
209 );
210
211 let blit_bind_group = renderer.create_bind_group(
212 Some("Blit Bind Group"),
213 &blit_bind_group_layout,
214 &[
215 wgpu::BindGroupEntry {
216 binding: 0,
217 resource: wgpu::BindingResource::TextureView(offscreen_fb.color_view()),
218 },
219 wgpu::BindGroupEntry {
220 binding: 1,
221 resource: wgpu::BindingResource::Sampler(&sampler),
222 },
223 ],
224 );
225
226 let blit_pipeline_layout = renderer.create_pipeline_layout(
227 Some("Blit Pipeline Layout"),
228 &[&blit_bind_group_layout],
229 &[],
230 );
231
232 let blit_pipeline = renderer.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
233 label: Some("Blit Pipeline"),
234 layout: Some(&blit_pipeline_layout),
235 vertex: wgpu::VertexState {
236 module: &blit_shader,
237 entry_point: Some("vs_main"),
238 buffers: &[],
239 compilation_options: wgpu::PipelineCompilationOptions::default(),
240 },
241 fragment: Some(wgpu::FragmentState {
242 module: &blit_shader,
243 entry_point: Some("fs_main"),
244 // Use PremultipliedAlpha for framebuffer blitting
245 targets: &[Some(
246 BlendMode::PremultipliedAlpha
247 .to_color_target_state(wgpu::TextureFormat::Bgra8UnormSrgb),
248 )],
249 compilation_options: wgpu::PipelineCompilationOptions::default(),
250 }),
251 primitive: wgpu::PrimitiveState {
252 topology: wgpu::PrimitiveTopology::TriangleList,
253 ..Default::default()
254 },
255 depth_stencil: None,
256 multisample: wgpu::MultisampleState::default(),
257 multiview: None,
258 cache: None,
259 });
260
261 tracing::info!("Renderer initialized successfully");
262 tracing::info!("Device: {:?}", renderer.context().info());
263
264 Box::new(RendererApp {
265 context: graphics_ctx,
266 renderer,
267 window,
268 window_id,
269 pipeline,
270 bind_group,
271 vertex_buffer,
272 offscreen_fb,
273 blit_pipeline,
274 blit_bind_group,
275 time: 0.0,
276 })
277 });
278}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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