rendering is back, now to render the entities
This commit is contained in:
38
src/main.rs
38
src/main.rs
@@ -14,7 +14,7 @@ use winit::{
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use crate::render::Renderer;
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use bytemuck::__core::ops::Range;
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use cgmath::Point3;
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use cgmath::{Point3, Matrix4};
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use std::rc::Rc;
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use wgpu::Buffer;
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use winit::platform::unix::x11::ffi::Time;
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@@ -96,12 +96,23 @@ pub enum ShaderStage {
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pub struct Position {
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x: f32,
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y: f32,
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z: f32,
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mx: Matrix4<f32>,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Color {
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r: f32,
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g: f32,
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b: f32,
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a: f32,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Velocity {
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dx: f32,
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dy: f32,
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rs: f32,
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}
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#[derive(Clone, Default, PartialEq, Eq, Hash, Copy, Debug)]
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@@ -121,6 +132,7 @@ struct DirectionalLight {
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struct Mesh {
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index_buffer: Arc<Buffer>,
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vertex_buffer: Arc<Buffer>,
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uniform_buf: Arc<Buffer>,
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}
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fn main() {
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@@ -203,7 +215,7 @@ fn main() {
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// Load up the renderer (and the resources)
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let mut renderer = render::Renderer::init(window);
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let (plane_vertex_buffer, plane_index_buffer) = renderer.load_mesh_to_buffer("./resources/untitled.obj");
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let (plane_vertex_buffer, plane_index_buffer, plane_uniform_buffer) = renderer.load_mesh_to_buffer("./resources/untitled.obj");
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// This could be used for relationships between entities...???
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let light_entity: Entity = world.push((
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@@ -225,21 +237,29 @@ fn main() {
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));
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let mesh_entity: Entity = world.push((
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cgmath::Point3 {
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Position {
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x: -5.0,
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y: 7.0,
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z: 10.0,
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mx: OPENGL_TO_WGPU_MATRIX
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},
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Mesh {
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index_buffer: plane_index_buffer,
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vertex_buffer: plane_vertex_buffer,
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}
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uniform_buf: plane_uniform_buffer,
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},
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Color {
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r: 1.0,
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g: 0.5,
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b: 0.5,
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a: 1.0,
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},
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));
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let entities: &[Entity] = world.extend(vec![
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(Position { x: 0.0, y: 0.0 }, Velocity { dx: 0.0, dy: 0.0 }),
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(Position { x: 1.0, y: 1.0 }, Velocity { dx: 0.0, dy: 0.0 }),
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(Position { x: 2.0, y: 2.0 }, Velocity { dx: 0.0, dy: 0.0 }),
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(Position { x: 0.0, y: 0.0, z: 0.0, mx: OPENGL_TO_WGPU_MATRIX }, Velocity { dx: 0.0, dy: 0.0, rs: 0.0 }),
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(Position { x: 1.0, y: 1.0, z: 0.0, mx: OPENGL_TO_WGPU_MATRIX }, Velocity { dx: 0.0, dy: 0.0, rs: 0.0 }),
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(Position { x: 2.0, y: 2.0, z: 0.0, mx: OPENGL_TO_WGPU_MATRIX }, Velocity { dx: 0.0, dy: 0.0, rs: 0.0 }),
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]);
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// Init, this wants the references to the buffers...
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@@ -275,8 +295,8 @@ fn main() {
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{
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// ask for a redraw every 20 millis
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if last_update_inst.elapsed() > Duration::from_millis(20) {
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render_schedule.execute(&mut world, &mut resources);
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//window.request_redraw();
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resources.get_mut::<Renderer>().unwrap().window.request_redraw();
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last_update_inst = Instant::now();
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}
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@@ -319,13 +339,13 @@ fn main() {
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},
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event::Event::RedrawRequested(_) => {
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render_schedule.execute(&mut world, &mut resources);
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//resources.get_mut::<Renderer>().unwrap().render();
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}
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_ => {}
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}
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});
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//framework::run::<Example>("shadow");
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}
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@@ -6,14 +6,16 @@ use bytemuck::{Pod, Zeroable};
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use legion::*;
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use wgpu::util::DeviceExt;
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use wgpu::{Buffer, Device, SwapChain, Queue, SwapChainFrame, Surface, SwapChainDescriptor, Instance};
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use winit::dpi::{Position, PhysicalSize};
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use winit::dpi::{PhysicalSize};
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use winit::platform::unix::x11::ffi::Time;
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use winit::window::Window;
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use crate::geometry::{create_plane, import_mesh, Vertex};
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use crate::light::LightRaw;
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use crate::{Velocity, OPENGL_TO_WGPU_MATRIX};
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use crate::{Velocity, OPENGL_TO_WGPU_MATRIX, Color, Mesh, Position};
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use futures::executor::LocalPool;
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use legion::world::SubWorld;
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use cgmath::Point3;
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#[repr(C)]
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#[derive(Clone, Copy)]
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@@ -49,7 +51,7 @@ pub struct Pass {
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}
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pub struct Renderer {
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window: Window,
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pub window: Window,
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swapchain: SwapChain,
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swapchain_description: Arc<SwapChainDescriptor>,
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instance: Arc<Instance>,
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@@ -80,7 +82,7 @@ impl Renderer {
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};
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
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pub(crate) fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
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let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0);
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let mx_view = cgmath::Matrix4::look_at(
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cgmath::Point3::new(3.0f32, -10.0, 6.0),
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@@ -92,40 +94,38 @@ impl Renderer {
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}
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}
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#[system(for_each)]
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pub fn render_test(pos: &mut Position, vel: &Velocity, #[resource] renderer: &mut Renderer) {
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//#[system(for_each)]
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#[system]
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#[write_component(Position)]
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#[write_component(Mesh)]
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#[write_component(Color)]
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pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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let frame = renderer.get_current_frame();
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//pos.x += vel.dx * time.elapsed_seconds;
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//pos.y += vel.dy * time.elapsed_seconds;
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// frame: &wgpu::SwapChainTexture,
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// device: &wgpu::Device,
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// queue: &wgpu::Queue,
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// _spawner: &impl futures::task::LocalSpawn,
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// )
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// {
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let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
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// update uniforms
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// for entity in self.entities.iter_mut() {
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//
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// // Revolve the entity by the rotation speed, only if it is non-zero
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// if entity.rotation_speed != 0.0 {
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// let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(entity.rotation_speed));
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// entity.mx_world = entity.mx_world * rotation;
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// }
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//
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// let data = EntityUniforms {
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// model: entity.mx_world.into(),
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// color: [
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// entity.color.r as f32,
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// entity.color.g as f32,
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// entity.color.b as f32,
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// entity.color.a as f32,
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// ],
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// };
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// queue.write_buffer(&entity.uniform_buf, 0, bytemuck::bytes_of(&data));
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for (pos, mesh, color) in query.iter_mut(world) {
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// Revolve the entity by the rotation speed, only if it is non-zero
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// if vel.rs != 0.0 {
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// let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(vel.rs));
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// pos.mx = pos.mx * rotation;
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// }
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let data = EntityUniforms {
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model: pos.mx.into(),
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color: [
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color.r as f32,
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color.g as f32,
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color.b as f32,
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color.a as f32,
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],
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};
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renderer.queue.write_buffer(&mesh.uniform_buf, 0, bytemuck::bytes_of(&data));
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}
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// if self.lights_are_dirty {
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// self.lights_are_dirty = false;
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// for (i, light) in self.lights.iter().enumerate() {
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@@ -223,7 +223,6 @@ pub fn render_test(pos: &mut Position, vel: &Velocity, #[resource] renderer: &mu
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renderer.queue.submit(iter::once(encoder.finish()));
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renderer.window.request_redraw();
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}
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impl Renderer {
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@@ -285,9 +284,17 @@ impl Renderer {
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(vertex_buf, index_buf)
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}
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pub fn load_mesh_to_buffer(&self, filepath: &str) -> (Arc<Buffer>, Arc<Buffer>) {
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pub fn load_mesh_to_buffer(&self, filepath: &str) -> (Arc<Buffer>, Arc<Buffer>, Arc<Buffer>) {
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let (vertices, indices) = import_mesh(filepath);
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Renderer::create_buffer(&self.device, indices, vertices)
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let (vertex_buf, index_buf) = Renderer::create_buffer(&self.device, indices, vertices);
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let uniform_buf = Arc::new(self.device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: mem::size_of::<EntityUniforms>() as wgpu::BufferAddress,
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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, uniform_buf)
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}
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pub fn init(window: Window) -> Renderer {
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