refactor out to multiple files
This commit is contained in:
@@ -4,9 +4,9 @@ use std::time::{Duration, Instant};
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use cgmath::{Decomposed, InnerSpace, Matrix4, Point3, Rad, Vector3};
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use winit_24::dpi::{LogicalPosition, PhysicalPosition};
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use winit_24::event::{ElementState, MouseScrollDelta, VirtualKeyCode};
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use crate::render::OPENGL_TO_WGPU_MATRIX;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Camera {
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pub position: Point3<f32>,
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@@ -1,10 +1,10 @@
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use bytemuck::__core::ops::Range;
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use bytemuck::{Zeroable, Pod};
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use cgmath::Point3;
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use crate::render::OPENGL_TO_WGPU_MATRIX;
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use std::sync::Arc;
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use wgpu::TextureView;
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use crate::components::{RangeCopy, Position};
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use crate::render::OPENGL_TO_WGPU_MATRIX;
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#[repr(C)]
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19
src/main.rs
19
src/main.rs
@@ -49,8 +49,7 @@ use crate::components::{Collider, Color, ImguiWindow, LoopState, Physics, Positi
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use crate::imgui_supp::extended_winit_imgui_support;
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use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
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use crate::owned_event::{OwnedEvent, OwnedEventExtension};
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use crate::physics::PhysicsState;
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use crate::render::Renderer;
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use crate::physics::state::PhysicsState;
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mod camera;
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mod components;
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@@ -99,17 +98,17 @@ fn main() {
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let mut world = World::default();
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let mut imgui_prepare_schedule = Schedule::builder()
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.add_system(render::imgui_prepare_system())
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.add_system(render::system::imgui_prepare_system())
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.build();
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let mut render_schedule = Schedule::builder()
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.add_system(render::render_test_system())
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.add_system(render::system::render_test_system())
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.build();
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let mut update_schedule = Schedule::builder()
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.add_system(physics::update_camera_system())
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.add_system(physics::run_physics_system())
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.add_system(physics::update_models_system())
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.add_system(physics::system::update_camera_system())
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.add_system(physics::system::run_physics_system())
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.add_system(physics::system::update_models_system())
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// next system here, gamelogic update system?
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.build();
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@@ -156,7 +155,7 @@ fn main() {
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imgui_context.context.set_ini_filename(None);
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// The renderer
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let mut renderer = render::Renderer::init(&window, &mut imgui_context);
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let mut renderer = render::state::RenderState::init(&window, &mut imgui_context);
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entity_loading(&mut world, &mut renderer);
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resources.insert(renderer);
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@@ -286,7 +285,7 @@ fn main() {
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let height = size.height;
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resources
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.get_mut::<Renderer>()
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.get_mut::<render::state::RenderState>()
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.unwrap()
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.resize(width, height);
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}
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@@ -309,7 +308,7 @@ fn main() {
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});
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}
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pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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pub fn entity_loading(world: &mut World, renderer: &mut render::state::RenderState) {
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let monkey_mesh = renderer.load_mesh_to_buffer("./resources/monkey.obj");
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2
src/physics/mod.rs
Normal file
2
src/physics/mod.rs
Normal file
@@ -0,0 +1,2 @@
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pub mod state;
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pub mod system;
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41
src/physics/state.rs
Normal file
41
src/physics/state.rs
Normal file
@@ -0,0 +1,41 @@
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use std::time::Instant;
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use cgmath::{Euler, Quaternion};
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use legion::world::SubWorld;
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use legion::IntoQuery;
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use legion::*;
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use nalgebra::Quaternion as naQuaternion;
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use rapier3d::dynamics::{IntegrationParameters, JointSet, RigidBodySet};
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use rapier3d::geometry::{BroadPhase, ColliderSet, NarrowPhase};
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use rapier3d::pipeline::PhysicsPipeline;
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use crate::camera::{Camera, CameraController};
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use crate::components::{Collider, LoopState, Mesh, Physics, Position};
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use imgui::FontSource;
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pub struct PhysicsState {
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pub(in crate::physics) gravity: rapier3d::math::Vector<f32>,
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pub(in crate::physics) integration_parameters: IntegrationParameters,
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pub(in crate::physics) broad_phase: BroadPhase,
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pub(in crate::physics) narrow_phase: NarrowPhase,
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pub(in crate::physics) bodies: RigidBodySet,
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pub(in crate::physics) colliders: ColliderSet,
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pub(in crate::physics) joints: JointSet,
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}
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impl PhysicsState {
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pub fn build(gravity: rapier3d::math::Vector<f32>) -> (PhysicsPipeline, PhysicsState) {
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(
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PhysicsPipeline::new(),
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PhysicsState {
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gravity,
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integration_parameters: IntegrationParameters::default(),
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broad_phase: BroadPhase::new(),
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narrow_phase: NarrowPhase::new(),
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bodies: RigidBodySet::new(),
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colliders: ColliderSet::new(),
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joints: JointSet::new(),
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},
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)
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}
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}
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@@ -11,35 +11,9 @@ use rapier3d::pipeline::PhysicsPipeline;
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use crate::camera::{Camera, CameraController};
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use crate::components::{Collider, LoopState, Mesh, Physics, Position};
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use crate::render::{EntityUniforms, Renderer};
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use imgui::FontSource;
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use crate::physics::state::PhysicsState;
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pub struct PhysicsState {
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gravity: rapier3d::math::Vector<f32>,
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integration_parameters: IntegrationParameters,
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broad_phase: BroadPhase,
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narrow_phase: NarrowPhase,
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bodies: RigidBodySet,
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colliders: ColliderSet,
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joints: JointSet,
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}
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impl PhysicsState {
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pub fn build(gravity: rapier3d::math::Vector<f32>) -> (PhysicsPipeline, PhysicsState) {
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(
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PhysicsPipeline::new(),
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PhysicsState {
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gravity,
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integration_parameters: IntegrationParameters::default(),
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broad_phase: BroadPhase::new(),
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narrow_phase: NarrowPhase::new(),
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bodies: RigidBodySet::new(),
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colliders: ColliderSet::new(),
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joints: JointSet::new(),
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},
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)
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}
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}
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#[system]
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#[write_component(Collider)]
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68
src/render/mod.rs
Normal file
68
src/render/mod.rs
Normal file
@@ -0,0 +1,68 @@
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use wgpu::CommandEncoder;
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use bytemuck::{Pod, Zeroable};
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pub mod state;
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pub mod system;
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#[cfg_attr(rustfmt, rustfmt_skip)]
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#[allow(unused)]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.0, 0.0, 0.5, 1.0,
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);
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// I dont even wanna talk about this
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lazy_static! {
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static ref INTEL_DEBUG_SHINANIGANS : bool = std::env::var("INTEL_FIX").map_or(false, |a| true);
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}
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fn insert_debug_marker_checked(name: &str, command_encoder: &mut CommandEncoder) {
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if !*INTEL_DEBUG_SHINANIGANS {
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command_encoder.insert_debug_marker(name);
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}
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}
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fn push_debug_group_checked(name: &str, command_encoder: &mut CommandEncoder) {
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if !*INTEL_DEBUG_SHINANIGANS {
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command_encoder.push_debug_group(name);
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}
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}
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fn pop_debug_group_checked(command_encoder: &mut CommandEncoder) {
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if !*INTEL_DEBUG_SHINANIGANS {
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command_encoder.pop_debug_group();
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}
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}
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#[repr(C)]
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#[derive(Clone, Copy)]
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pub struct ForwardUniforms {
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proj: [[f32; 4]; 4],
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num_lights: [u32; 4],
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}
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unsafe impl Pod for ForwardUniforms {}
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unsafe impl Zeroable for ForwardUniforms {}
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#[repr(C)]
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#[derive(Clone, Copy, Debug)]
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pub struct EntityUniforms {
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model: [[f32; 4]; 4],
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color: [f32; 4],
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}
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unsafe impl Pod for EntityUniforms {}
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unsafe impl Zeroable for EntityUniforms {}
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#[repr(C)]
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#[derive(Clone, Copy, Debug)]
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pub struct ShadowUniforms {
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proj: [[f32; 4]; 4],
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}
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unsafe impl Pod for ShadowUniforms {}
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unsafe impl Zeroable for ShadowUniforms {}
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@@ -29,334 +29,48 @@ use crate::current_ui;
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use crate::geometry::{import_mesh, vertex, Vertex};
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use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
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use crate::light::{DirectionalLight, LightRaw};
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use crate::render::{EntityUniforms, ShadowUniforms, ForwardUniforms};
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#[cfg_attr(rustfmt, rustfmt_skip)]
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#[allow(unused)]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.0, 0.0, 0.5, 1.0,
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);
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#[repr(C)]
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#[derive(Clone, Copy)]
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pub struct ForwardUniforms {
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proj: [[f32; 4]; 4],
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num_lights: [u32; 4],
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}
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unsafe impl Pod for ForwardUniforms {}
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unsafe impl Zeroable for ForwardUniforms {}
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#[repr(C)]
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#[derive(Clone, Copy, Debug)]
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pub struct EntityUniforms {
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model: [[f32; 4]; 4],
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color: [f32; 4],
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}
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unsafe impl Pod for EntityUniforms {}
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unsafe impl Zeroable for EntityUniforms {}
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#[repr(C)]
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#[derive(Clone, Copy, Debug)]
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pub struct ShadowUniforms {
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proj: [[f32; 4]; 4],
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}
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unsafe impl Pod for ShadowUniforms {}
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unsafe impl Zeroable for ShadowUniforms {}
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/// A render pass consists of a pipeline, bindgroup, and uniform buf
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/// The uniform buf is just the ShadowUniforms or ForwardUniforms
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/// And the bindgroup is just the localbindgroup (the EntityUniforms) and the rest
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pub struct Pass {
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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uniform_buf: wgpu::Buffer,
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pub pipeline: wgpu::RenderPipeline,
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pub bind_group: wgpu::BindGroup,
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pub uniform_buf: wgpu::Buffer,
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}
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#[system]
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#[write_component(Camera)]
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pub fn imgui_prepare(
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world: &mut SubWorld,
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#[resource] winit_window: &mut Window,
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#[resource] imgui_context: &mut Arc<Mutex<ImguiContext>>,
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#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
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) {
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let mut imgui_context = &mut imgui_context.lock().unwrap().context;
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let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
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//imgui_state.context.io_mut().update_delta_time(Duration::new(0,160));
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imgui_platform
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.prepare_frame(imgui_context.io_mut(), &winit_window)
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.expect("Failed to prepare frame");
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pub struct RenderState {
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// get the frame and build a ui window
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unsafe { crate::CURRENT_UI = Some(std::mem::transmute(imgui_context.frame())) }
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}
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#[system]
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#[write_component(Camera)]
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#[write_component(Position)]
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#[write_component(Point3<f32>)]
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#[write_component(Mesh)]
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#[write_component(Color)]
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#[write_component(DirectionalLight)]
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pub fn render_test(
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world: &mut SubWorld,
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#[resource] renderer: &mut Renderer,
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#[resource] winit_window: &mut Window,
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#[resource] imgui_context: &mut Arc<Mutex<ImguiContext>>,
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#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
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) {
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let mut encoder = renderer
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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push_debug_group_checked("start render function", &mut encoder);
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let frame = renderer.get_current_frame();
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// Update the camera uniform buffers, need to make it support selection of
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// cameras
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let mut query = <(&mut Camera)>::query();
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for (camera) in query.iter_mut(world) {
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let matrix = camera.calc_matrix(renderer.camera_projection);
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let mx_ref: &[f32; 16] = matrix.as_ref();
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renderer.queue.write_buffer(
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&renderer.forward_pass.uniform_buf,
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0,
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bytemuck::cast_slice(mx_ref),
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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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let mut mesh_stack = Vec::new();
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// Update the entity uniforms
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for (pos, mesh, color) in query.iter_mut(world) {
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let d = Decomposed {
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scale: 1.0,
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rot: Quaternion::from(pos.rot),
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disp: Vector3::new(pos.x, pos.y, pos.z),
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};
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let m = Matrix4::from(d);
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let data = EntityUniforms {
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model: m.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
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.queue
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.write_buffer(&mesh.uniform_buffer, 0, bytemuck::bytes_of(&data));
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mesh_stack.push(mesh.clone());
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}
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if renderer.lights_are_dirty {
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renderer.lights_are_dirty = false;
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let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
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for (i, (light, pos)) in query.iter_mut(world).enumerate() {
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renderer.queue.write_buffer(
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&renderer.light_uniform_buf,
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(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
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bytemuck::bytes_of(&light.to_raw()),
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);
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}
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}
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push_debug_group_checked("shadow passes", &mut encoder);
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let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
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for (i, (light, pos)) in query.iter_mut(world).enumerate() {
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insert_debug_marker_checked(&format!("shadow pass {} (light at position {:?})", i, pos), &mut encoder);
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// The light uniform buffer already has the projection,
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// let's just copy it over to the shadow uniform buffer.
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encoder.copy_buffer_to_buffer(
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&renderer.light_uniform_buf,
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(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
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&renderer.shadow_pass.uniform_buf,
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0,
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64,
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);
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insert_debug_marker_checked("render entities", &mut encoder);
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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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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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});
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pass.set_pipeline(&renderer.shadow_pass.pipeline);
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pass.set_bind_group(0, &renderer.shadow_pass.bind_group, &[]);
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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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// 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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}
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pop_debug_group_checked(&mut encoder);
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// forward pass
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push_debug_group_checked("forward rendering pass", &mut encoder);
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|
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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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ops: wgpu::Operations {
|
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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}),
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store: true,
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},
|
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}],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
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attachment: &renderer.forward_depth,
|
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depth_ops: Some(wgpu::Operations {
|
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load: wgpu::LoadOp::Clear(1.0),
|
||||
store: false,
|
||||
}),
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||||
stencil_ops: None,
|
||||
}),
|
||||
});
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pass.set_pipeline(&renderer.forward_pass.pipeline);
|
||||
pass.set_bind_group(0, &renderer.forward_pass.bind_group, &[]);
|
||||
|
||||
let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
|
||||
|
||||
for (pos, mesh, color) in query.iter_mut(world) {
|
||||
pass.set_bind_group(1, &mesh.bind_group, &[]);
|
||||
// TODO: Pipe this in through the mesh
|
||||
pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
|
||||
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
|
||||
}
|
||||
}
|
||||
pop_debug_group_checked(&mut encoder);
|
||||
pop_debug_group_checked(&mut encoder);
|
||||
|
||||
{
|
||||
let mut imgui_context = &mut imgui_context.lock().unwrap().context;
|
||||
let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
|
||||
|
||||
//imgui_state.context.io_mut().update_delta_time(Duration::new(0,160));
|
||||
let ui = unsafe { crate::current_ui().unwrap() };
|
||||
|
||||
let window = imgui::Window::new(im_str!("Hello too"));
|
||||
window
|
||||
.size([400.0, 100.0], Condition::FirstUseEver)
|
||||
.position([50.0, 50.0], Condition::FirstUseEver)
|
||||
.build(&ui, || {
|
||||
ui.text(im_str!("Frametime: {:?}", 10.0));
|
||||
});
|
||||
|
||||
// ui.show_demo_window(&mut true);
|
||||
imgui_platform.prepare_render(&ui, &winit_window);
|
||||
|
||||
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: None,
|
||||
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &frame.output.view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Load,
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
depth_stencil_attachment: None,
|
||||
});
|
||||
|
||||
// We gotta do some jank shit here and manually pull the draw data from the UI
|
||||
let draw_data = unsafe {
|
||||
crate::CURRENT_UI = None; // This is where the drop() occurs
|
||||
imgui::sys::igRender();
|
||||
&*(imgui::sys::igGetDrawData() as *mut imgui::DrawData)
|
||||
};
|
||||
|
||||
renderer
|
||||
.imgui_renderer
|
||||
.render(draw_data, &renderer.queue, &renderer.device, &mut rpass)
|
||||
.expect("Rendering failed");
|
||||
}
|
||||
|
||||
renderer.queue.submit(iter::once(encoder.finish()));
|
||||
}
|
||||
lazy_static! {
|
||||
static ref INTEL_DEBUG_SHINANIGANS : bool = std::env::var("INTEL_FIX").map_or(false, |a| true);
|
||||
}
|
||||
|
||||
fn insert_debug_marker_checked(name: &str, command_encoder: &mut CommandEncoder) {
|
||||
if !*INTEL_DEBUG_SHINANIGANS {
|
||||
command_encoder.insert_debug_marker(name);
|
||||
}
|
||||
}
|
||||
|
||||
fn push_debug_group_checked(name: &str, command_encoder: &mut CommandEncoder) {
|
||||
if !*INTEL_DEBUG_SHINANIGANS {
|
||||
command_encoder.push_debug_group(name);
|
||||
}
|
||||
}
|
||||
|
||||
fn pop_debug_group_checked(command_encoder: &mut CommandEncoder) {
|
||||
if !*INTEL_DEBUG_SHINANIGANS {
|
||||
command_encoder.pop_debug_group();
|
||||
}
|
||||
}
|
||||
|
||||
pub struct Renderer {
|
||||
swapchain: SwapChain,
|
||||
swapchain_description: SwapChainDescriptor,
|
||||
instance: Arc<Instance>,
|
||||
device: Arc<Device>,
|
||||
queue: Arc<Queue>,
|
||||
pub(in crate::render) device: Arc<Device>,
|
||||
pub(in crate::render) queue: Arc<Queue>,
|
||||
|
||||
size: PhysicalSize<u32>,
|
||||
surface: Arc<Surface>,
|
||||
|
||||
lights_are_dirty: bool,
|
||||
shadow_pass: Pass,
|
||||
pub(in crate::render) lights_are_dirty: bool,
|
||||
pub(in crate::render) shadow_pass: Pass,
|
||||
shadow_target_views: Vec<Arc<TextureView>>,
|
||||
views_given: u32,
|
||||
|
||||
forward_pass: Pass,
|
||||
forward_depth: wgpu::TextureView,
|
||||
pub(in crate::render) forward_pass: Pass,
|
||||
pub(in crate::render) forward_depth: wgpu::TextureView,
|
||||
|
||||
entity_bind_group_layout: BindGroupLayout,
|
||||
|
||||
light_uniform_buf: wgpu::Buffer,
|
||||
pub(in crate::render) light_uniform_buf: wgpu::Buffer,
|
||||
|
||||
camera_projection: Matrix4<f32>,
|
||||
pub(in crate::render) camera_projection: Matrix4<f32>,
|
||||
|
||||
imgui_renderer: ImguiRenderer,
|
||||
pub(in crate::render) imgui_renderer: ImguiRenderer,
|
||||
}
|
||||
|
||||
impl Renderer {
|
||||
impl RenderState {
|
||||
const MAX_LIGHTS: usize = 10;
|
||||
const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
|
||||
const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
|
||||
@@ -459,7 +173,7 @@ impl Renderer {
|
||||
pub fn load_mesh_to_buffer(&self, filepath: &str) -> Mesh {
|
||||
let (vertices, indices) = import_mesh(filepath);
|
||||
let index_count = indices.len();
|
||||
let (vertex_buf, index_buf) = Renderer::create_buffer(&self.device, indices, vertices);
|
||||
let (vertex_buf, index_buf) = RenderState::create_buffer(&self.device, indices, vertices);
|
||||
|
||||
let uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
|
||||
|
||||
@@ -494,7 +208,7 @@ impl Renderer {
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init(window: &Window, imgui_context: &mut ImguiContext) -> Renderer {
|
||||
pub fn init(window: &Window, imgui_context: &mut ImguiContext) -> RenderState {
|
||||
// Grab the GPU instance, and query its features
|
||||
let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
|
||||
let (size, surface) = unsafe {
|
||||
@@ -510,8 +224,8 @@ impl Renderer {
|
||||
});
|
||||
|
||||
let adapter = futures::executor::block_on(adapter).unwrap();
|
||||
let optional_features = Renderer::optional_features();
|
||||
let required_features = Renderer::required_features();
|
||||
let optional_features = RenderState::optional_features();
|
||||
let required_features = RenderState::required_features();
|
||||
let adapter_features = adapter.features();
|
||||
let needed_limits = wgpu::Limits::default(); //Renderer::required_limits();
|
||||
|
||||
@@ -635,9 +349,9 @@ impl Renderer {
|
||||
|
||||
// Create the render pipeline
|
||||
let vs_module =
|
||||
device.create_shader_module(&wgpu::include_spirv!("../resources/bake.vert.spv"));
|
||||
device.create_shader_module(&wgpu::include_spirv!("../../resources/bake.vert.spv"));
|
||||
let fs_module =
|
||||
device.create_shader_module(&wgpu::include_spirv!("../resources/bake.frag.spv"));
|
||||
device.create_shader_module(&wgpu::include_spirv!("../../resources/bake.frag.spv"));
|
||||
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("shadow"),
|
||||
@@ -849,9 +563,9 @@ impl Renderer {
|
||||
|
||||
// Create the render pipeline
|
||||
let vs_module =
|
||||
device.create_shader_module(&wgpu::include_spirv!("../resources/forward.vert.spv"));
|
||||
device.create_shader_module(&wgpu::include_spirv!("../../resources/forward.vert.spv"));
|
||||
let fs_module =
|
||||
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"),
|
||||
@@ -911,7 +625,7 @@ impl Renderer {
|
||||
let mut imgui_renderer =
|
||||
ImguiRenderer::new(&mut imgui_context.context, &device, &queue, renderer_config);
|
||||
|
||||
Renderer {
|
||||
RenderState {
|
||||
swapchain: swap_chain,
|
||||
queue: queue,
|
||||
size,
|
||||
@@ -973,3 +687,10 @@ impl Renderer {
|
||||
self.camera_projection = mx_total;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
|
||||
|
||||
|
||||
*/
|
||||
265
src/render/system.rs
Normal file
265
src/render/system.rs
Normal file
@@ -0,0 +1,265 @@
|
||||
use std::cell::RefCell;
|
||||
use std::sync::{Arc, Mutex};
|
||||
use std::thread::current;
|
||||
use std::time::Duration;
|
||||
use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
|
||||
|
||||
use bytemuck::__core::mem;
|
||||
use bytemuck::{Pod, Zeroable};
|
||||
use cgmath::{
|
||||
vec3, Decomposed, Deg, Euler, InnerSpace, Matrix4, Point3, Quaternion, Rad, Rotation3,
|
||||
Transform, Vector3,
|
||||
};
|
||||
use futures::executor::LocalPool;
|
||||
use imgui::sys::ImGuiContext;
|
||||
use imgui::*;
|
||||
use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
|
||||
use legion::world::SubWorld;
|
||||
use legion::*;
|
||||
use rapier3d::parry::motion::RigidMotionComposition;
|
||||
use wgpu::util::DeviceExt;
|
||||
use wgpu::{BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, Device, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView, VertexState, CommandEncoder};
|
||||
use winit_24::dpi::PhysicalSize;
|
||||
use winit_24::platform::unix::x11::ffi::Time;
|
||||
use winit_24::window::Window;
|
||||
|
||||
use crate::camera::{Camera, CameraController};
|
||||
use crate::components::{Color, Mesh, Position, RangeCopy};
|
||||
use crate::current_ui;
|
||||
use crate::geometry::{import_mesh, vertex, Vertex};
|
||||
use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
|
||||
use crate::light::{DirectionalLight, LightRaw};
|
||||
use crate::render::state::{RenderState};
|
||||
use crate::render::{push_debug_group_checked, insert_debug_marker_checked, pop_debug_group_checked, EntityUniforms};
|
||||
|
||||
|
||||
#[system]
|
||||
#[write_component(Camera)]
|
||||
pub fn imgui_prepare(
|
||||
world: &mut SubWorld,
|
||||
#[resource] winit_window: &mut Window,
|
||||
#[resource] imgui_context: &mut Arc<Mutex<ImguiContext>>,
|
||||
#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
|
||||
) {
|
||||
let mut imgui_context = &mut imgui_context.lock().unwrap().context;
|
||||
let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
|
||||
|
||||
//imgui_state.context.io_mut().update_delta_time(Duration::new(0,160));
|
||||
imgui_platform
|
||||
.prepare_frame(imgui_context.io_mut(), &winit_window)
|
||||
.expect("Failed to prepare frame");
|
||||
|
||||
// get the frame and build a ui window
|
||||
unsafe { crate::CURRENT_UI = Some(std::mem::transmute(imgui_context.frame())) }
|
||||
}
|
||||
#[system]
|
||||
#[write_component(Camera)]
|
||||
#[write_component(Position)]
|
||||
#[write_component(Point3<f32>)]
|
||||
#[write_component(Mesh)]
|
||||
#[write_component(Color)]
|
||||
#[write_component(DirectionalLight)]
|
||||
pub fn render_test(
|
||||
world: &mut SubWorld,
|
||||
#[resource] renderer: &mut RenderState,
|
||||
#[resource] winit_window: &mut Window,
|
||||
#[resource] imgui_context: &mut Arc<Mutex<ImguiContext>>,
|
||||
#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
|
||||
) {
|
||||
let mut encoder = renderer
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||
|
||||
push_debug_group_checked("start render function", &mut encoder);
|
||||
|
||||
|
||||
let frame = renderer.get_current_frame();
|
||||
|
||||
// Update the camera uniform buffers, need to make it support selection of
|
||||
// cameras
|
||||
let mut query = <(&mut Camera)>::query();
|
||||
for (camera) in query.iter_mut(world) {
|
||||
let matrix = camera.calc_matrix(renderer.camera_projection);
|
||||
let mx_ref: &[f32; 16] = matrix.as_ref();
|
||||
renderer.queue.write_buffer(
|
||||
&renderer.forward_pass.uniform_buf,
|
||||
0,
|
||||
bytemuck::cast_slice(mx_ref),
|
||||
);
|
||||
}
|
||||
|
||||
let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
|
||||
let mut mesh_stack = Vec::new();
|
||||
|
||||
// Update the entity uniforms
|
||||
for (pos, mesh, color) in query.iter_mut(world) {
|
||||
let d = Decomposed {
|
||||
scale: 1.0,
|
||||
rot: Quaternion::from(pos.rot),
|
||||
disp: Vector3::new(pos.x, pos.y, pos.z),
|
||||
};
|
||||
let m = Matrix4::from(d);
|
||||
let data = EntityUniforms {
|
||||
model: m.into(),
|
||||
color: [
|
||||
color.r as f32,
|
||||
color.g as f32,
|
||||
color.b as f32,
|
||||
color.a as f32,
|
||||
],
|
||||
};
|
||||
renderer
|
||||
.queue
|
||||
.write_buffer(&mesh.uniform_buffer, 0, bytemuck::bytes_of(&data));
|
||||
|
||||
mesh_stack.push(mesh.clone());
|
||||
}
|
||||
|
||||
if renderer.lights_are_dirty {
|
||||
renderer.lights_are_dirty = false;
|
||||
let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
|
||||
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
|
||||
renderer.queue.write_buffer(
|
||||
&renderer.light_uniform_buf,
|
||||
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
|
||||
bytemuck::bytes_of(&light.to_raw()),
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
push_debug_group_checked("shadow passes", &mut encoder);
|
||||
|
||||
let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
|
||||
|
||||
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
|
||||
insert_debug_marker_checked(&format!("shadow pass {} (light at position {:?})", i, pos), &mut encoder);
|
||||
|
||||
|
||||
// The light uniform buffer already has the projection,
|
||||
// let's just copy it over to the shadow uniform buffer.
|
||||
encoder.copy_buffer_to_buffer(
|
||||
&renderer.light_uniform_buf,
|
||||
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
|
||||
&renderer.shadow_pass.uniform_buf,
|
||||
0,
|
||||
64,
|
||||
);
|
||||
|
||||
insert_debug_marker_checked("render entities", &mut encoder);
|
||||
|
||||
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("render pass"),
|
||||
color_attachments: &[],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment: &light.target_view,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: true,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
});
|
||||
pass.set_pipeline(&renderer.shadow_pass.pipeline);
|
||||
pass.set_bind_group(0, &renderer.shadow_pass.bind_group, &[]);
|
||||
|
||||
for mesh in &mesh_stack {
|
||||
pass.set_bind_group(1, &mesh.bind_group, &[]);
|
||||
// TODO, pipe through this index format through the mesh
|
||||
pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
|
||||
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
|
||||
}
|
||||
}
|
||||
|
||||
pop_debug_group_checked(&mut encoder);
|
||||
// forward pass
|
||||
push_debug_group_checked("forward rendering pass", &mut encoder);
|
||||
|
||||
{
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("forward render pass"),
|
||||
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &frame.output.view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
}),
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment: &renderer.forward_depth,
|
||||
depth_ops: Some(wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(1.0),
|
||||
store: false,
|
||||
}),
|
||||
stencil_ops: None,
|
||||
}),
|
||||
});
|
||||
pass.set_pipeline(&renderer.forward_pass.pipeline);
|
||||
pass.set_bind_group(0, &renderer.forward_pass.bind_group, &[]);
|
||||
|
||||
let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
|
||||
|
||||
for (pos, mesh, color) in query.iter_mut(world) {
|
||||
pass.set_bind_group(1, &mesh.bind_group, &[]);
|
||||
// TODO: Pipe this in through the mesh
|
||||
pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
|
||||
pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
|
||||
pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
|
||||
}
|
||||
}
|
||||
pop_debug_group_checked(&mut encoder);
|
||||
pop_debug_group_checked(&mut encoder);
|
||||
|
||||
{
|
||||
let mut imgui_context = &mut imgui_context.lock().unwrap().context;
|
||||
let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
|
||||
|
||||
//imgui_state.context.io_mut().update_delta_time(Duration::new(0,160));
|
||||
let ui = unsafe { crate::current_ui().unwrap() };
|
||||
|
||||
let window = imgui::Window::new(im_str!("Hello too"));
|
||||
window
|
||||
.size([400.0, 100.0], Condition::FirstUseEver)
|
||||
.position([50.0, 50.0], Condition::FirstUseEver)
|
||||
.build(&ui, || {
|
||||
ui.text(im_str!("Frametime: {:?}", 10.0));
|
||||
});
|
||||
|
||||
// ui.show_demo_window(&mut true);
|
||||
imgui_platform.prepare_render(&ui, &winit_window);
|
||||
|
||||
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: None,
|
||||
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &frame.output.view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Load,
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
depth_stencil_attachment: None,
|
||||
});
|
||||
|
||||
// We gotta do some jank shit here and manually pull the draw data from the UI
|
||||
let draw_data = unsafe {
|
||||
crate::CURRENT_UI = None; // This is where the drop() occurs
|
||||
imgui::sys::igRender();
|
||||
&*(imgui::sys::igGetDrawData() as *mut imgui::DrawData)
|
||||
};
|
||||
|
||||
renderer
|
||||
.imgui_renderer
|
||||
.render(draw_data, &renderer.queue, &renderer.device, &mut rpass)
|
||||
.expect("Rendering failed");
|
||||
}
|
||||
|
||||
renderer.queue.submit(iter::once(encoder.finish()));
|
||||
}
|
||||
Reference in New Issue
Block a user