upgraded to 0.7.0
This commit is contained in:
15
Cargo.toml
15
Cargo.toml
@@ -4,10 +4,7 @@ version = "0.1.0"
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authors = ["mitchellhansen <mitchellhansen0@gmail.com>"]
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edition = "2018"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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wgpu = "0.6.0"
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arrayvec = "0.5"
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futures = "0.3"
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parking_lot = "0.11"
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@@ -16,8 +13,6 @@ smallvec = "1"
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tracing = { version = "0.1", default-features = false, features = ["std"] }
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typed-arena = "2.0.1"
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serde = { version = "1", features = ["derive"], optional = true }
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gfx-backend-vulkan = { version = "0.6", features = ["x11"] }
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cgmath = "0.17"
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log = "0.4"
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png = "0.16"
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winit = { version = "0.22.1", features = ["web-sys"] }
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@@ -27,7 +22,11 @@ noise = "0.6"
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ddsfile = "0.4"
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wgpu-subscriber = "0.1.0"
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tobj = "2.0.3"
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legion = "0.3.1"
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nalgebra = "0.24.1"
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rapier3d = { version = "0.5.0", features = [ "simd-nightly", "parallel" ] }
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gilrs = "0.8.0"
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gfx-backend-vulkan = { version = "0.6", features = ["x11"] }
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cgmath = "0.18.0"
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rapier3d = { version = "0.5.0", features = ["simd-nightly", "parallel"] }
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nalgebra = "0.24.1"
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legion = "0.3.1"
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wgpu = "0.7.0"
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@@ -50,6 +50,7 @@ pub struct RangeCopy<Idx> {
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pub struct Mesh {
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pub index_buffer: Arc<Buffer>,
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pub index_count: usize,
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pub index_format: wgpu::IndexFormat,
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pub vertex_buffer: Arc<Buffer>,
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pub uniform_buffer: Arc<Buffer>,
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pub bind_group: Arc<BindGroup>,
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@@ -19,18 +19,12 @@ pub fn vertex(pos: [f32; 3], nor: [f32; 3]) -> Vertex {
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}
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pub fn import_mesh(mesh_path: &str) -> (Vec<Vertex>, Vec<u32>) {
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//let obj_file = "/home/mrh/source/3d-min-viable-eng/resources/Tree_01.obj";
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//let mtl_file = "/home/mrh/source/3d-min-viable-eng/resources/Tree_01.mtl";
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let (models, materials) = tobj::load_obj(mesh_path, false).expect("Failed to load file");
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//let q = tobj::load_mtl(mtl_file).unwrap();
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let (models, materials) = tobj::load_obj(mesh_path, false).expect("Failed to load file");
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println!("# of models: {}", models.len());
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println!("# of materials: {}", materials.len());
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//let model = models.get(2).unwrap();
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//let mesh = &model.mesh;
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let mut index_data : Vec<u32> = Vec::new();
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let mut vertex_data = Vec::new();
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@@ -44,13 +38,10 @@ pub fn import_mesh(mesh_path: &str) -> (Vec<Vertex>, Vec<u32>) {
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for i in face_indices {
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index_data.push(*i);
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}
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//println!(" face[{}] = {:?}", f, face_indices);
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next_face = end;
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}
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// Normals and texture coordinates are also loaded, but not printed in this example
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//println!("model[{}].vertices: {}", i, mesh.positions.len() / 3);
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assert!(mesh.positions.len() % 3 == 0);
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for v in 0..mesh.positions.len() / 3 {
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@@ -68,7 +59,6 @@ pub fn import_mesh(mesh_path: &str) -> (Vec<Vertex>, Vec<u32>) {
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));
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}
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}
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//println!("{:?}\n\n\n\n\n {:?}", vertex_data, index_data);
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(vertex_data.to_vec(), index_data.to_vec())
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}
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167
src/render.rs
167
src/render.rs
@@ -13,8 +13,9 @@ use legion::*;
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use rapier3d::parry::motion::RigidMotionComposition;
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use wgpu::util::DeviceExt;
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use wgpu::{
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BackendBit, BindGroup, BindGroupLayout, Buffer, Device, Instance, Queue, Surface, SwapChain,
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SwapChainDescriptor, SwapChainFrame, TextureView,
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BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, Device, FragmentState,
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Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView,
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VertexState,
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};
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use winit::dpi::PhysicalSize;
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use winit::platform::unix::x11::ffi::Time;
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@@ -160,6 +161,7 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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encoder.insert_debug_marker("render entities");
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("render pass"),
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color_attachments: &[],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
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attachment: &light.target_view,
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@@ -175,7 +177,8 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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for mesh in &mesh_stack {
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pass.set_bind_group(1, &mesh.bind_group, &[]);
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pass.set_index_buffer(mesh.index_buffer.slice(..));
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// TODO, pipe through this index format through the mesh
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pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
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}
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@@ -185,6 +188,7 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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encoder.push_debug_group("forward rendering pass");
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("forward render pass"),
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.output.view,
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resolve_target: None,
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@@ -214,7 +218,8 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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for (pos, mesh, color) in query.iter_mut(world) {
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pass.set_bind_group(1, &mesh.bind_group, &[]);
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pass.set_index_buffer(mesh.index_buffer.slice(..));
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// TODO: Pipe this in through the mesh
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pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
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}
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@@ -355,25 +360,33 @@ impl Renderer {
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let index_count = indices.len();
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let (vertex_buf, index_buf) = Renderer::create_buffer(&self.device, indices, vertices);
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let uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
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let uniform_buf = Arc::new(self.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Mesh Uniform Buf"),
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size: mem::size_of::<EntityUniforms>() as wgpu::BufferAddress,
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size: 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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let bind_group = Arc::new(self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Mesh Bind Group"),
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layout: &self.entity_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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offset: 0,
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size: wgpu::BufferSize::new(uniform_size),
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},
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}],
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label: Some("Mesh Bind Group"),
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}));
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Mesh {
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index_buffer: index_buf,
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index_count: index_count,
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// TODO: This is hardcoded by tobj, maybe think about doing something a little more clever?
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index_format: wgpu::IndexFormat::Uint32,
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vertex_buffer: vertex_buf,
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uniform_buffer: uniform_buf,
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bind_group: bind_group,
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@@ -407,9 +420,9 @@ impl Renderer {
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// And then get the device we want
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let device = adapter.request_device(
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&wgpu::DeviceDescriptor {
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label: Some("device descriptor"),
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features: (optional_features & adapter_features) | required_features,
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limits: needed_limits,
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shader_validation: true,
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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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@@ -421,7 +434,7 @@ impl Renderer {
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let mut sc_desc = (wgpu::SwapChainDescriptor {
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// Allows a texture to be a output attachment of a renderpass.
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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format: if cfg!(target_arch = "wasm32") {
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wgpu::TextureFormat::Bgra8Unorm
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} else {
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@@ -442,8 +455,8 @@ impl Renderer {
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// I wanted to get tricky with the 0,1 types
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let vertex_size = mem::size_of::<Vertex>();
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let vertex_attr = wgpu::vertex_attr_array![0 => Float4, 1 => Float4];
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let vb_desc = wgpu::VertexBufferDescriptor {
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stride: vertex_size as wgpu::BufferAddress,
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let vb_desc = wgpu::VertexBufferLayout {
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array_stride: vertex_size as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &vertex_attr,
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};
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@@ -456,11 +469,12 @@ impl Renderer {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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count: None,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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min_binding_size: wgpu::BufferSize::new(
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mem::size_of::<EntityUniforms>() as _
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),
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has_dynamic_offset: false,
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},
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}],
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});
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@@ -480,9 +494,10 @@ impl Renderer {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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min_binding_size: wgpu::BufferSize::new(uniform_size),
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has_dynamic_offset: false,
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},
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count: None,
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}],
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@@ -508,51 +523,56 @@ impl Renderer {
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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offset: 0,
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size: wgpu::BufferSize::new(uniform_size),
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},
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}],
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label: Some("Shadow uniform bind group"),
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});
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// Create the render pipeline
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let vs_module =
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device.create_shader_module(wgpu::include_spirv!("../resources/bake.vert.spv"));
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device.create_shader_module(&wgpu::include_spirv!("../resources/bake.vert.spv"));
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let fs_module =
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device.create_shader_module(wgpu::include_spirv!("../resources/bake.frag.spv"));
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device.create_shader_module(&wgpu::include_spirv!("../resources/bake.frag.spv"));
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("shadow"),
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layout: Some(&pipeline_layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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vertex: VertexState {
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module: &vs_module,
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entry_point: "main",
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buffers: &[vb_desc.clone()],
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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fragment: Some(FragmentState {
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module: &fs_module,
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entry_point: "main",
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targets: &[],
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 2, // corresponds to bilinear filtering
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depth_bias_slope_scale: 2.0,
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depth_bias_clamp: 0.0,
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clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING),
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[],
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depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::SHADOW_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilStateDescriptor::default(),
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}),
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint32,
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vertex_buffers: &[vb_desc.clone()],
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState {
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constant: 2, // corresponds to bilinear filtering
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slope_scale: 2.0,
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clamp: 0.0,
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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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clamp_depth: device.features().contains(
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wgpu::Features::DEPTH_CLAMPING
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),
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}),
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multisample: wgpu::MultisampleState::default(),
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});
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Pass {
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@@ -581,7 +601,7 @@ impl Renderer {
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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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usage: wgpu::TextureUsage::RENDER_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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label: Some("Shadow texture"),
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});
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@@ -615,39 +635,44 @@ impl Renderer {
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wgpu::BindGroupLayoutEntry {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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min_binding_size: wgpu::BufferSize::new(mem::size_of::<
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ForwardUniforms,
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>(
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)
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as _),
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has_dynamic_offset: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1, // lights
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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ty: wgpu::BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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min_binding_size: wgpu::BufferSize::new(light_uniform_size),
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has_dynamic_offset: false,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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component_type: wgpu::TextureComponentType::Float,
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dimension: wgpu::TextureViewDimension::D2Array,
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sample_type: wgpu::TextureSampleType::Depth,
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view_dimension: wgpu::TextureViewDimension::D2Array,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler { comparison: true },
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ty: wgpu::BindingType::Sampler {
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filtering: false,
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comparison: true,
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},
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count: None,
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||||
},
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],
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@@ -687,17 +712,29 @@ impl Renderer {
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let shadow_view = shadow_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let forward_uniform_size =
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wgpu::BufferSize::new(mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress);
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let light_uniform_size = wgpu::BufferSize::new(light_uniform_size);
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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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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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offset: 0,
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size: forward_uniform_size,
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},
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Buffer(light_uniform_buf.slice(..)),
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resource: wgpu::BindingResource::Buffer {
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buffer: &light_uniform_buf,
|
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offset: 0,
|
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size: light_uniform_size,
|
||||
},
|
||||
},
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||||
wgpu::BindGroupEntry {
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binding: 2,
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||||
@@ -713,41 +750,37 @@ impl Renderer {
|
||||
|
||||
// Create the render pipeline
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||||
let vs_module =
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device.create_shader_module(wgpu::include_spirv!("../resources/forward.vert.spv"));
|
||||
device.create_shader_module(&wgpu::include_spirv!("../resources/forward.vert.spv"));
|
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let fs_module =
|
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device.create_shader_module(wgpu::include_spirv!("../resources/forward.frag.spv"));
|
||||
device.create_shader_module(&wgpu::include_spirv!("../resources/forward.frag.spv"));
|
||||
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("main"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
||||
vertex: VertexState {
|
||||
module: &vs_module,
|
||||
entry_point: "main",
|
||||
buffers: &[vb_desc],
|
||||
},
|
||||
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
|
||||
fragment: Some(FragmentState {
|
||||
module: &fs_module,
|
||||
entry_point: "main",
|
||||
targets: &[sc_desc.format.into()],
|
||||
}),
|
||||
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
|
||||
primitive: wgpu::PrimitiveState {
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: wgpu::CullMode::Back,
|
||||
..Default::default()
|
||||
}),
|
||||
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
color_states: &[sc_desc.format.into()],
|
||||
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
|
||||
},
|
||||
depth_stencil: Some(wgpu::DepthStencilState {
|
||||
format: Self::DEPTH_FORMAT,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil: wgpu::StencilStateDescriptor::default(),
|
||||
stencil: wgpu::StencilState::default(),
|
||||
bias: wgpu::DepthBiasState::default(),
|
||||
clamp_depth: false,
|
||||
}),
|
||||
vertex_state: wgpu::VertexStateDescriptor {
|
||||
index_format: wgpu::IndexFormat::Uint32,
|
||||
vertex_buffers: &[vb_desc],
|
||||
},
|
||||
sample_count: 1,
|
||||
sample_mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
multisample: Default::default(),
|
||||
});
|
||||
|
||||
Pass {
|
||||
@@ -767,7 +800,7 @@ impl Renderer {
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
|
||||
label: Some("Depth Texture"),
|
||||
});
|
||||
|
||||
@@ -825,7 +858,7 @@ impl Renderer {
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
|
||||
label: Some("Depth Texture"),
|
||||
});
|
||||
self.forward_depth = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
Reference in New Issue
Block a user