and the problem was a query that I mis-typed. damn
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@@ -1,6 +1,7 @@
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use bytemuck::__core::ops::Range;
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use bytemuck::__core::ops::Range;
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use bytemuck::{Zeroable, Pod};
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use bytemuck::{Zeroable, Pod};
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use crate::{OPENGL_TO_WGPU_MATRIX, DirectionalLight, Position};
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use crate::{OPENGL_TO_WGPU_MATRIX, DirectionalLight, Position};
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use cgmath::Point3;
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#[repr(C)]
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#[repr(C)]
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@@ -16,10 +17,10 @@ unsafe impl Pod for LightRaw {}
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unsafe impl Zeroable for LightRaw {}
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unsafe impl Zeroable for LightRaw {}
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impl DirectionalLight {
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impl DirectionalLight {
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pub fn to_raw(&self, pos: Position) -> LightRaw {
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pub fn to_raw(&self, pos: Point3<f32>) -> LightRaw {
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use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
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use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
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let pos = cgmath::Point3::new(pos.x, pos.y, pos.z);
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//let pos = cgmath::Point3::new(pos.x, pos.y, pos.z);
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let mx_view = Matrix4::look_at(pos, Point3::origin(), Vector3::unit_z());
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let mx_view = Matrix4::look_at(pos, Point3::origin(), Vector3::unit_z());
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let projection = PerspectiveFov {
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let projection = PerspectiveFov {
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fovy: Deg(self.fov).into(),
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fovy: Deg(self.fov).into(),
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@@ -118,8 +118,8 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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// Update the entity uniforms
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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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for (pos, mesh, color) in query.iter_mut(world) {
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// let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(1.0));
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let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(2.0));
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// pos.mx = pos.mx * rotation;
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pos.mx = pos.mx * rotation;
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let data = EntityUniforms {
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let data = EntityUniforms {
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model: pos.mx.into(),
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model: pos.mx.into(),
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@@ -139,7 +139,7 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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if renderer.lights_are_dirty {
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if renderer.lights_are_dirty {
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//renderer.lights_are_dirty = false;
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//renderer.lights_are_dirty = false;
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let mut query = <(&mut DirectionalLight, &mut Position)>::query();
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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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for (i, (light, pos)) in query.iter_mut(world).enumerate() {
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renderer.queue.write_buffer(
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renderer.queue.write_buffer(
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&renderer.light_uniform_buf,
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&renderer.light_uniform_buf,
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