more hacking
This commit is contained in:
@@ -3,11 +3,10 @@ use bytemuck::{Zeroable, Pod};
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use crate::OPENGL_TO_WGPU_MATRIX;
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pub struct Light {
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pos: cgmath::Point3<f32>,
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color: wgpu::Color,
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fov: f32,
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depth: Range<f32>,
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target_view: wgpu::TextureView,
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pub(crate) pos: cgmath::Point3<f32>,
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pub(crate) color: wgpu::Color,
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pub(crate) fov: f32,
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pub(crate) depth: Range<f32>,
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}
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#[repr(C)]
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@@ -128,7 +128,6 @@ fn main() {
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: Some(&surface),
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})
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.await
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.unwrap();
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@@ -156,7 +155,6 @@ fn main() {
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},
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trace_dir.ok().as_ref().map(std::path::Path::new),
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)
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.await
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.unwrap();
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@@ -226,7 +224,7 @@ fn main() {
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log::info!("Entering render loop...");
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let mut renderer = render::Renderer::init();
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let mut renderer = render::Renderer::init(&device, &sd_desc);
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// This is just an winit event loop
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108
src/render.rs
108
src/render.rs
@@ -5,6 +5,7 @@ use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
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use crate::OPENGL_TO_WGPU_MATRIX;
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use crate::light::LightRaw;
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use crate::geometry::{Vertex, import_mesh, create_plane};
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use wgpu::Buffer;
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#[repr(C)]
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@@ -45,7 +46,11 @@ pub struct Renderer {
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shadow_pass: Pass,
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forward_pass: Pass,
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forward_depth: wgpu::TextureView,
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light_uniform_buf: wgpu::Buffer,
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plane_uniform_buf: wgpu::Buffer,
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plane_vertex_buf: wgpu::Buffer,
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plane_index_buf: wgpu::Buffer,
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}
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impl Renderer {
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@@ -72,52 +77,58 @@ impl Renderer {
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impl Renderer {
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pub fn create_buffer(&mut self, device: &wgpu::Device) {
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pub fn create_buffer(&mut self,
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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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// Creates the vertex and index buffers for the cube
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let vertex_size = mem::size_of::<Vertex>();
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let (cube_vertex_data, cube_index_data) = import_mesh("/home/mrh/source/3d-min-viable-eng/resources/my_tree.obj");
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let cube_vertex_buf = Rc::new(device.create_buffer_init(
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//import_mesh("/home/mrh/source/3d-min-viable-eng/resources/my_tree.obj");
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let vertex_buf = Rc::new(device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Cubes Vertex Buffer"),
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contents: bytemuck::cast_slice(&cube_vertex_data),
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label: Some("vertex-buffer"),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsage::VERTEX,
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},
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));
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let cube_index_buf = Rc::new(device.create_buffer_init(
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let index_buf = Rc::new(device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Cubes Index Buffer"),
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contents: bytemuck::cast_slice(&cube_index_data),
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label: Some("index-buffer"),
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contents: bytemuck::cast_slice(&indices),
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usage: wgpu::BufferUsage::INDEX,
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},
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));
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// Creates the vertex and index buffers for the plane
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let (plane_vertex_data, plane_index_data) = create_plane(7.0);
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let plane_vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Plane Vertex Buffer"),
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contents: bytemuck::cast_slice(&plane_vertex_data),
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usage: wgpu::BufferUsage::VERTEX,
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});
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let plane_index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Plane Index Buffer"),
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contents: bytemuck::cast_slice(&plane_index_data),
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usage: wgpu::BufferUsage::INDEX,
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});
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// // Creates the vertex and index buffers for the plane
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// let (plane_vertex_data, plane_index_data) = create_plane(7.0);
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// self.plane_vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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// label: Some("Plane Vertex Buffer"),
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// contents: bytemuck::cast_slice(&plane_vertex_data),
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// usage: wgpu::BufferUsage::VERTEX,
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// });
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//
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// self.plane_index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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// label: Some("Plane Index Buffer"),
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// contents: bytemuck::cast_slice(&plane_index_data),
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// usage: wgpu::BufferUsage::INDEX,
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// });
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// Creates the uniform for entities, which does the rotation and projection
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let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
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let plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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self.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) -> Renderer {
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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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@@ -160,7 +171,6 @@ impl Renderer {
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}],
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});
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/*
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There appear to be two passes required for shadows, the shadow pass, and the forward pass
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Need to open this up in renderdoc and see what it's actually doing
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@@ -309,16 +319,64 @@ impl Renderer {
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});
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let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
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// I need to know the number of lights...
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let forward_uniforms = ForwardUniforms {
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proj: *mx_total.as_ref(),
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num_lights: [lights.len() as u32, 0, 0, 0],
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//num_lights: [lights.len() as u32, 0, 0, 0],
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num_lights: [1 as u32, 0, 0, 0],
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};
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let uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Uniform Buffer"),
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contents: bytemuck::bytes_of(&forward_uniforms),
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: Self::SHADOW_SIZE,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::SHADOW_FORMAT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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label: None,
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});
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let mut shadow_target_views = (0..2)
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.map(|i| {
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Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
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label: Some("shadow"),
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format: None,
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dimension: Some(wgpu::TextureViewDimension::D2),
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aspect: wgpu::TextureAspect::All,
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base_mip_level: 0,
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level_count: None,
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base_array_layer: i as u32,
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array_layer_count: NonZeroU32::new(1),
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}))
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})
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.collect::<Vec<_>>();
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// shadow_target_views[0].take().unwrap(),
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// pub(crate) target_view: wgpu::TextureView,
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let shadow_view = shadow_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("shadow"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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compare: Some(wgpu::CompareFunction::LessEqual),
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..Default::default()
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});
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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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@@ -2,6 +2,7 @@ use std::rc::Rc;
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use bytemuck::__core::mem;
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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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@@ -10,8 +11,8 @@ This will eventually be within an ECS...
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So I will probably take the same approach that I did for tracer and have meta-data for rendering
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held by the ECS, and a render system which will cycle through them and render
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*/
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struct Entity {
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mx_world: cgmath::Matrix4<f32>,
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rotation_speed: f32,
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@@ -91,6 +92,7 @@ impl Runtime {
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}],
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label: None,
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});
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Entity {
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mx_world: cgmath::Matrix4::identity(),
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rotation_speed: 0.0,
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@@ -154,43 +156,6 @@ impl Runtime {
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}
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// Create other resources
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let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("shadow"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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compare: Some(wgpu::CompareFunction::LessEqual),
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..Default::default()
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});
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let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: Self::SHADOW_SIZE,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::SHADOW_FORMAT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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label: None,
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});
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let shadow_view = shadow_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let mut shadow_target_views = (0..2)
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.map(|i| {
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Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
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label: Some("shadow"),
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format: None,
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dimension: Some(wgpu::TextureViewDimension::D2),
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aspect: wgpu::TextureAspect::All,
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base_mip_level: 0,
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level_count: None,
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base_array_layer: i as u32,
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array_layer_count: NonZeroU32::new(1),
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}))
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})
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.collect::<Vec<_>>();
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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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@@ -204,7 +169,6 @@ impl Runtime {
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},
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fov: 60.0,
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depth: 1.0..20.0,
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target_view: shadow_target_views[0].take().unwrap(),
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},
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Light {
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pos: cgmath::Point3::new(-5.0, 7.0, 10.0),
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@@ -216,16 +180,12 @@ impl Runtime {
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},
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fov: 45.0,
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depth: 1.0..20.0,
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target_view: shadow_target_views[1].take().unwrap(),
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},
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];
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Runtime {
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entities,
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lights,
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lights_are_dirty: true,
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light_uniform_buf,
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}
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}
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