It adds support for custom texture readers, now you can sample a in multiple different ways, instead of just reading its data on screen.
Now instead of just inserting the texture, you need to also pass a optional custom texture render pipeline to renderer.textures
.
The pipeline must be created with renderer.create_pipeline
with only accepts a fragment shader module, this module will be the texture reader.
let module = device.create_shader_module(&wgpu::include_spirv!("texture.frag.spv"));
let pipeline = renderer.create_pipeline(
&device,
texture_layout,
module,
main_render_target_format,
);
let texture_id = renderer.textures.insert((
depth_texture_bind_group,
Some(pipeline),
));
Original readme:
Draw dear imgui UIs as a wgpu render pass. Based on imgui-gfx-renderer from imgui-rs.
For usage, please have a look at the example.
Run the example with
cargo run --release --example hello_world
Basic features are useable. Uses wgpu-0.9
and imgui-0.7
upstream. winit-0.24
is used with the examples.
Contributions are very welcome.