use crate::*;
impl PolygonShaders {
#[inline(always)]
pub const fn new(
vertex_module: Arc<ShaderModule>,
vertex_entry: &'static str,
fragment_module: Arc<ShaderModule>,
fragment_entry: &'static str,
tex_fragment_module: Arc<ShaderModule>,
tex_fragment_entry: &'static str,
) -> Self {
Self {
vertex_module,
vertex_entry,
fragment_module,
fragment_entry,
tex_fragment_module,
tex_fragment_entry,
}
}
#[inline(always)]
pub fn default(device: &Device) -> Self {
let source = include_str!("shaders/microfacet-module.wgsl").to_string()
+ include_str!("shaders/polygon.wgsl");
let shader_module = Arc::new(device.create_shader_module(ShaderModuleDescriptor {
source: ShaderSource::Wgsl(source.into()),
label: None,
}));
Self::new(
Arc::clone(&shader_module),
"vs_main",
Arc::clone(&shader_module),
"nontex_main",
Arc::clone(&shader_module),
"tex_main",
)
}
}
impl WireShaders {
#[inline(always)]
pub const fn new(
vertex_module: Arc<ShaderModule>,
vertex_entry: &'static str,
fragment_module: Arc<ShaderModule>,
fragment_entry: &'static str,
) -> Self {
Self {
vertex_module,
vertex_entry,
fragment_module,
fragment_entry,
}
}
#[inline(always)]
fn default(device: &Device) -> Self {
let shader_module = Arc::new(device.create_shader_module(ShaderModuleDescriptor {
source: ShaderSource::Wgsl(include_str!("shaders/line.wgsl").into()),
label: None,
}));
Self::new(
Arc::clone(&shader_module),
"vs_main",
shader_module,
"fs_main",
)
}
}
impl CreatorCreator for DeviceHandler {
#[inline(always)]
fn instance_creator(&self) -> InstanceCreator {
InstanceCreator {
handler: self.clone(),
polygon_shaders: PolygonShaders::default(self.device()),
wire_shaders: WireShaders::default(self.device()),
}
}
}
impl CreatorCreator for Scene {
#[inline(always)]
fn instance_creator(&self) -> InstanceCreator { self.device_handler().instance_creator() }
}
impl InstanceCreator {
#[inline(always)]
pub fn create_instance<I, T>(&self, object: &T, state: &T::State) -> I
where
T: ToInstance<I>,
I: Instance, {
object.to_instance(&self.handler, &I::standard_shaders(self), state)
}
#[inline(always)]
pub fn create_texture(&self, image: &DynamicImage) -> Arc<Texture> {
Arc::new(image2texture::image2texture(&self.handler, image))
}
}