ECS'ing it up, lost rendering though, bummer
This commit is contained in:
360
src/render.rs
360
src/render.rs
@@ -1,14 +1,19 @@
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use bytemuck::{Pod, Zeroable};
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use bytemuck::__core::mem;
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use wgpu::util::DeviceExt;
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use std::sync::Arc;
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use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
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use crate::{OPENGL_TO_WGPU_MATRIX, Velocity};
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use crate::light::LightRaw;
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use crate::geometry::{Vertex, import_mesh, create_plane};
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use wgpu::{Buffer, Device};
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use winit::dpi::Position;
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use winit::platform::unix::x11::ffi::Time;
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use bytemuck::__core::mem;
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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::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 futures::executor::LocalPool;
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#[repr(C)]
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#[derive(Clone, Copy)]
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@@ -44,7 +49,16 @@ pub struct Pass {
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}
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pub struct Renderer {
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device: Rc<Device>,
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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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device: Arc<Device>,
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queue: Arc<Queue>,
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size: PhysicalSize<u32>,
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surface: Arc<Surface>,
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lights_are_dirty: bool,
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shadow_pass: Pass,
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forward_pass: Pass,
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@@ -79,38 +93,178 @@ impl Renderer {
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}
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#[system(for_each)]
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pub fn render_test(pos: &mut Position, vel: &Velocity) {
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pub fn render_test(pos: &mut Position, vel: &Velocity, #[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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// 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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// }
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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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// queue.write_buffer(
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// &self.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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let mut encoder = renderer
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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encoder.push_debug_group("shadow passes");
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/*for (i, light) in self.lights.iter().enumerate() {
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encoder.push_debug_group(&format!(
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"shadow pass {} (light at position {:?})",
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i, light.pos
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));
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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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&self.light_uniform_buf,
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(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
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&self.shadow_pass.uniform_buf,
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0,
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64,
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);
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encoder.insert_debug_marker("render entities");
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[],
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depth_stencil_attachment: Some(
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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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});
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pass.set_pipeline(&self.shadow_pass.pipeline);
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pass.set_bind_group(0, &self.shadow_pass.bind_group, &[]);
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for entity in &self.entities {
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pass.set_bind_group(1, &entity.bind_group, &[]);
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pass.set_index_buffer(entity.index_buf.slice(..));
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pass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
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pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
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}
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}
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encoder.pop_debug_group();
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}*/
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encoder.pop_debug_group();
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// forward pass
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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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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 { r: 0.1, g: 0.2, b: 0.3, a: 1.0 }),
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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),
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store: false,
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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.forward_pass.pipeline);
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pass.set_bind_group(0, &renderer.forward_pass.bind_group, &[]);
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// for entity in &self.entities {
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// pass.set_bind_group(1, &entity.bind_group, &[]);
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// pass.set_index_buffer(entity.index_buf.slice(..));
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// pass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
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// pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
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// }
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}
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encoder.pop_debug_group();
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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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pub fn get_current_frame(&mut self) -> SwapChainFrame {
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// Update the renderers swapchain state
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match self.swapchain.get_current_frame() {
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Ok(frame) => frame,
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Err(_) => {
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self.swapchain = self.device.create_swap_chain(&self.surface, &self.swapchain_description);
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self.swapchain
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.get_current_frame()
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.expect("Failed to acquire next swap chain texture!")
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}
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}
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}
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pub fn create_buffer(device: &wgpu::Device,
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indices: Vec<u32>,
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vertices: Vec<Vertex>) -> (Rc<Buffer>, Rc<Buffer>) {
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pub fn create_buffer(
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device: &wgpu::Device,
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indices: Vec<u32>,
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vertices: Vec<Vertex>,
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) -> (Arc<Buffer>, Arc<Buffer>) {
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// Creates the vertex and index buffers for the cube
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let vertex_size = mem::size_of::<Vertex>();
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//import_mesh("/home/mrh/source/3d-min-viable-eng/resources/my_tree.obj");
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let vertex_buf = Rc::new(device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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let vertex_buf = Arc::new(
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("vertex-buffer"),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsage::VERTEX,
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},
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));
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}),
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);
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let index_buf = Rc::new(device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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let index_buf = Arc::new(
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("index-buffer"),
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contents: bytemuck::cast_slice(&indices),
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usage: wgpu::BufferUsage::INDEX,
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},
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));
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}),
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);
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// // Creates the vertex and index buffers for the plane
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// let (plane_vertex_data, plane_index_data) = create_plane(7.0);
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@@ -131,15 +285,109 @@ impl Renderer {
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(vertex_buf, index_buf)
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}
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pub fn load_mesh_to_buffer(device: Rc<wgpu::Device>, filepath: &str) -> (Rc<Buffer>, Rc<Buffer>) {
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pub fn load_mesh_to_buffer(&self, filepath: &str) -> (Arc<Buffer>, Arc<Buffer>) {
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let (vertices, indices) = import_mesh(filepath);
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Renderer::create_buffer(&device, indices, vertices)
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Renderer::create_buffer(&self.device, indices, vertices)
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}
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pub fn init(window: Window) -> Renderer {
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log::info!("Initializing the surface...");
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pub fn init(device: Rc<wgpu::Device>, sc_desc: &wgpu::SwapChainDescriptor) -> Renderer {
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// Grab the GPU instance, and query its features
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let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
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let (size, surface) = unsafe {
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let size = window.inner_size();
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let surface = instance.create_surface(&window);
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(size, surface)
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};
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let surface = Arc::new(surface);
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let adapter = instance.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: Some(&surface),
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});
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let adapter = futures::executor::block_on(adapter).unwrap();
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let optional_features = Renderer::optional_features();
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let required_features = Renderer::required_features();
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let adapter_features = adapter.features();
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// assert!(
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// adapter_features.contains(required_features),
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// "Adapter does not support required features for this example: {:?}",
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// required_features - adapter_features
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// );
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let needed_limits = wgpu::Limits::default(); //Renderer::required_limits();
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// Maybe for debug tracing???
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let trace_dir = std::env::var("WGPU_TRACE");
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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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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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let (device, queue) = futures::executor::block_on(device).unwrap();
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let queue = Arc::new(queue);
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let device = Arc::new(device);
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// This is some gross-ass web shit
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/*#[cfg(target_arch = "wasm32")]
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let spawner = {
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use futures::{future::LocalFutureObj, task::SpawnError};
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use winit::platform::web::WindowExtWebSys;
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struct WebSpawner {}
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impl LocalSpawn for WebSpawner {
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fn spawn_local_obj(
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&self,
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future: LocalFutureObj<'static, ()>,
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) -> Result<(), SpawnError> {
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Ok(wasm_bindgen_futures::spawn_local(future))
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}
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}
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std::panic::set_hook(Box::new(console_error_panic_hook::hook));
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// On wasm, append the canvas to the document body
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web_sys::window()
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.and_then(|win| win.document())
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.and_then(|doc| doc.body())
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.and_then(|body| {
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body.append_child(&web_sys::Element::from(window.canvas()))
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.ok()
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})
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.expect("couldn't append canvas to document body");
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WebSpawner {}
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};*/
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log::info!("Done doing the loading part...");
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let mut sc_desc = Arc::new(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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format: if cfg!(target_arch = "wasm32") {
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wgpu::TextureFormat::Bgra8Unorm
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} else {
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wgpu::TextureFormat::Bgra8UnormSrgb
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},
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width: size.width,
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height: size.height,
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// The presentation engine waits for the next vertical blanking period to update
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present_mode: wgpu::PresentMode::Mailbox,
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});
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let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
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let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
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let plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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@@ -239,8 +487,10 @@ impl Renderer {
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});
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// Create the render pipeline
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let vs_module = device.create_shader_module(wgpu::include_spirv!("../resources/bake.vert.spv"));
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let fs_module = device.create_shader_module(wgpu::include_spirv!("../resources/bake.frag.spv"));
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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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let fs_module =
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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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@@ -297,7 +547,8 @@ impl Renderer {
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dynamic: false,
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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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)
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as _),
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},
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count: None,
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@@ -346,7 +597,6 @@ impl Renderer {
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num_lights: [1 as u32, 0, 0, 0],
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};
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let uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Uniform Buffer"),
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contents: bytemuck::bytes_of(&forward_uniforms),
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@@ -380,7 +630,6 @@ impl Renderer {
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// shadow_target_views[0].take().unwrap(),
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// pub(crate) target_view: wgpu::TextureView,
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let shadow_view = shadow_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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@@ -395,7 +644,6 @@ impl Renderer {
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..Default::default()
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});
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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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@@ -421,8 +669,10 @@ impl Renderer {
|
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});
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// Create the render pipeline
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let vs_module = device.create_shader_module(wgpu::include_spirv!("../resources/forward.vert.spv"));
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let fs_module = device.create_shader_module(wgpu::include_spirv!("../resources/forward.frag.spv"));
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let vs_module =
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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"));
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("main"),
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@@ -479,18 +729,25 @@ impl Renderer {
|
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});
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|
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Renderer {
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window,
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swapchain: swap_chain,
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queue: queue,
|
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size,
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device: device,
|
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lights_are_dirty: false,
|
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shadow_pass,
|
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forward_pass,
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forward_depth: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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light_uniform_buf,
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// plane_uniform_buf,
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// plane_vertex_buf: (),
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// plane_index_buf: ()
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// plane_uniform_buf,
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// plane_vertex_buf: (),
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// plane_index_buf: ()
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swapchain_description: sc_desc,
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surface,
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instance: Arc::new(instance)
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}
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}
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//
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pub fn render(
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@@ -499,8 +756,7 @@ impl Renderer {
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device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
_spawner: &impl futures::task::LocalSpawn,
|
||||
)
|
||||
{
|
||||
) {
|
||||
// update uniforms
|
||||
// for entity in self.entities.iter_mut() {
|
||||
//
|
||||
@@ -622,6 +878,7 @@ impl Renderer {
|
||||
encoder.pop_debug_group();
|
||||
|
||||
queue.submit(iter::once(encoder.finish()));
|
||||
|
||||
}
|
||||
|
||||
pub(crate) fn required_features() -> wgpu::Features {
|
||||
@@ -632,26 +889,20 @@ impl Renderer {
|
||||
wgpu::Features::DEPTH_CLAMPING
|
||||
}
|
||||
|
||||
pub fn resize(
|
||||
&mut self,
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||||
sc_desc: &wgpu::SwapChainDescriptor,
|
||||
device: &wgpu::Device,
|
||||
queue: &wgpu::Queue,
|
||||
)
|
||||
{
|
||||
pub fn resize(&mut self, width: u32, height: u32) {
|
||||
// update view-projection matrix
|
||||
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
|
||||
let mx_total = Self::generate_matrix(width as f32 / height as f32);
|
||||
let mx_ref: &[f32; 16] = mx_total.as_ref();
|
||||
queue.write_buffer(
|
||||
self.queue.write_buffer(
|
||||
&self.forward_pass.uniform_buf,
|
||||
0,
|
||||
bytemuck::cast_slice(mx_ref),
|
||||
);
|
||||
|
||||
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
let depth_texture = self.device.create_texture(&wgpu::TextureDescriptor {
|
||||
size: wgpu::Extent3d {
|
||||
width: sc_desc.width,
|
||||
height: sc_desc.height,
|
||||
width: width,
|
||||
height: height,
|
||||
depth: 1,
|
||||
},
|
||||
mip_level_count: 1,
|
||||
@@ -664,4 +915,3 @@ impl Renderer {
|
||||
self.forward_depth = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user