hacking
This commit is contained in:
10
src/main.rs
10
src/main.rs
@@ -212,18 +212,20 @@ async fn main() {
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let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
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log::info!("Done doing the loading part...");
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// Init
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let mut runtime = runtime::Runtime::init(&sc_desc, &device, &queue);
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// Not sure why this is guarded, maybe we don't handle the event loop timing?
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#[cfg(not(target_arch = "wasm32"))]
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let mut last_update_inst = Instant::now();
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log::info!("Entering render loop...");
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// Load up the renderer (and the resources)
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let mut renderer = render::Renderer::init(&device, &sc_desc);
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let (plane_vertex_buffer, plane_index_buffer) = Renderer::load_mesh_to_buffer(device, "plane.obj");
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// Init, this wants the references to the buffers...
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let mut runtime = runtime::Runtime::init(&sc_desc, &device, &queue);
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// This is just an winit event loop
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event_loop.run(move |event, _, control_flow| {
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@@ -42,6 +42,7 @@ pub struct Pass {
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}
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pub struct Renderer {
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device: Device,
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lights_are_dirty: bool,
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shadow_pass: Pass,
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forward_pass: Pass,
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@@ -77,8 +78,7 @@ impl Renderer {
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impl Renderer {
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pub fn create_buffer(&mut self,
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device: &wgpu::Device,
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pub fn create_buffer(device: &wgpu::Device,
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indices: Vec<u32>,
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vertices: Vec<Vertex>) -> (Rc<Buffer>, Rc<Buffer>) {
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@@ -117,18 +117,27 @@ impl Renderer {
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// });
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// Creates the uniform for entities, which does the rotation and projection
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(vertex_buf, index_buf)
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}
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pub fn load_mesh_to_buffer(device: &wgpu::Device, filepath: &str) -> (Rc<Buffer>, Rc<Buffer>) {
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let (vertices, indices) = import_mesh(filepath);
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Renderer::create_buffer(device, indices, vertices)
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}
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pub fn init(device: &wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor) -> Renderer {
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let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
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self.plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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let plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: entity_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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mapped_at_creation: false,
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});
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(vertex_buf, index_buf)
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}
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pub fn init(device: &wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor) -> Renderer {
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// Pre init the light uniform, with slots enough for MAX_LIGHTS
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let light_uniform_size =
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@@ -460,11 +469,15 @@ impl Renderer {
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});
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Renderer {
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device,
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lights_are_dirty: false,
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shadow_pass,
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forward_pass,
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forward_depth: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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light_uniform_buf,
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plane_uniform_buf,
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plane_vertex_buf: (),
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plane_index_buf: ()
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}
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}
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@@ -1,8 +1,11 @@
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use std::rc::Rc;
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use bytemuck::__core::mem;
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use bytemuck::__core::num::NonZeroU32;
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use cgmath::{Decomposed, Deg, InnerSpace, Quaternion, Rotation3, SquareMatrix};
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use crate::light::Light;
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use crate::render::EntityUniforms;
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use bytemuck::__core::num::NonZeroU32;
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/*
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@@ -17,10 +20,12 @@ struct Entity {
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mx_world: cgmath::Matrix4<f32>,
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rotation_speed: f32,
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color: wgpu::Color,
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vertex_buf: Rc<wgpu::Buffer>, // Could probably tie this along with index & count to some resource handle in the renderer
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vertex_buf: Rc<wgpu::Buffer>,
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// Could probably tie this along with index & count to some resource handle in the renderer
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index_buf: Rc<wgpu::Buffer>,
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index_count: usize,
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bind_group: wgpu::BindGroup, // This is a little weird to have in the entity isn't it?
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bind_group: wgpu::BindGroup,
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// This is a little weird to have in the entity isn't it?
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uniform_buf: wgpu::Buffer,
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}
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@@ -81,29 +86,26 @@ impl Runtime {
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});
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let mut entities = vec![{
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use cgmath::SquareMatrix;
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let mut entities = Vec::default();
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &local_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(plane_uniform_buf.slice(..)),
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}],
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label: None,
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});
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Entity {
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entities.push(Entity {
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mx_world: cgmath::Matrix4::identity(),
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rotation_speed: 0.0,
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color: wgpu::Color::WHITE,
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vertex_buf: Rc::new(plane_vertex_buf),
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index_buf: Rc::new(plane_index_buf),
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index_count: plane_index_data.len(),
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bind_group,
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bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &local_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(plane_uniform_buf.slice(..)),
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}],
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label: None,
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}),
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uniform_buf: plane_uniform_buf,
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}
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}];
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});
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struct CubeDesc {
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offset: cgmath::Vector3<f32>,
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@@ -123,8 +125,6 @@ impl Runtime {
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for cube in &cube_descs {
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use cgmath::{Decomposed, Deg, InnerSpace, Quaternion, Rotation3};
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let transform = Decomposed {
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disp: cube.offset.clone(),
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rot: Quaternion::from_axis_angle(cube.offset.normalize(), Deg(cube.angle)),
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@@ -155,9 +155,9 @@ impl Runtime {
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});
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}
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// Create other resources
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// Create other resources
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// This is just metadata we hold for the lights. We can hold onto this
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// This is just metadata we hold for the lights. We can hold onto this
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let lights = vec![
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Light {
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pos: cgmath::Point3::new(7.0, -5.0, 10.0),
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