ECS'ing it up, lost rendering though, bummer
This commit is contained in:
@@ -68,7 +68,7 @@ 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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//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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213
src/main.rs
213
src/main.rs
@@ -19,6 +19,7 @@ use std::rc::Rc;
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use wgpu::Buffer;
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use winit::platform::unix::x11::ffi::Time;
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use legion::*;
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use std::sync::Arc;
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mod framework;
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mod geometry;
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@@ -118,8 +119,8 @@ struct DirectionalLight {
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#[derive(Clone, Debug)]
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struct Mesh {
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index_buffer: Rc<Buffer>,
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vertex_buffer: Rc<Buffer>,
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index_buffer: Arc<Buffer>,
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vertex_buffer: Arc<Buffer>,
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}
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fn main() {
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@@ -138,31 +139,6 @@ fn main() {
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use legion::*;
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let mut world = World::default();
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// This could be used for relationships between entities...???
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let entity: Entity = world.push((
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cgmath::Point3 {
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x: -5.0,
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y: 7.0,
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z: 10.0,
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},
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DirectionalLight {
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color: wgpu::Color {
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r: 1.0,
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g: 0.5,
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b: 0.5,
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a: 1.0,
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},
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fov: 45.0,
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depth: RangeCopy { start: 1.0, end: 20.0 },
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}
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));
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let entities: &[Entity] = world.extend(vec![
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(Position { x: 0.0, y: 0.0 }, Velocity { dx: 0.0, dy: 0.0 }),
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(Position { x: 1.0, y: 1.0 }, Velocity { dx: 0.0, dy: 0.0 }),
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(Position { x: 2.0, y: 2.0 }, Velocity { dx: 0.0, dy: 0.0 }),
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]);
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/*
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Querying entities by their handle
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@@ -180,8 +156,14 @@ fn main() {
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}
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*/
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// construct a schedule (you should do this on init)
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let mut schedule = Schedule::builder()
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#[cfg(not(target_arch = "wasm32"))]
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let (mut pool, spawner) = {
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let local_pool = futures::executor::LocalPool::new();
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let spawner = local_pool.spawner();
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(local_pool, spawner)
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};
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let mut render_schedule = Schedule::builder()
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.add_system(render::render_test_system())
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.build();
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@@ -193,7 +175,7 @@ fn main() {
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// you can then iterate through the components found in the world
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for position in query.iter(&world) {
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println!("{:?}", position);
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//println!("{:?}", position);
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}
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let event_loop = EventLoop::new();
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@@ -207,109 +189,10 @@ fn main() {
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builder = builder.with_no_redirection_bitmap(true);
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}
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// I think right here is where I can start pulling everything into the renderer
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let window = builder.build(&event_loop).unwrap();
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log::info!("Initializing the surface...");
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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 adapter =
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instance
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.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
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.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 device = Rc::new(device);
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#[cfg(not(target_arch = "wasm32"))]
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let (mut pool, spawner) = {
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let local_pool = futures::executor::LocalPool::new();
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let spawner = local_pool.spawner();
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(local_pool, spawner)
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};
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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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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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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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log::info!("Done doing the loading part...");
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// Not sure why this is guarded, maybe we don't handle the event loop timing?
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#[cfg(not(target_arch = "wasm32"))]
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@@ -318,12 +201,49 @@ fn main() {
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log::info!("Entering render loop...");
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// Load up the renderer (and the resources)
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let mut renderer = render::Renderer::init(device.clone(), &sc_desc);
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let mut renderer = render::Renderer::init(window);
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let (plane_vertex_buffer, plane_index_buffer) = Renderer::load_mesh_to_buffer(device.clone(), "./resources/untitled.obj");
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let (plane_vertex_buffer, plane_index_buffer) = renderer.load_mesh_to_buffer("./resources/untitled.obj");
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// This could be used for relationships between entities...???
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let light_entity: Entity = world.push((
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cgmath::Point3 {
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x: -5.0,
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y: 7.0,
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z: 10.0,
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},
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DirectionalLight {
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color: wgpu::Color {
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r: 1.0,
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g: 0.5,
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b: 0.5,
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a: 1.0,
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},
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fov: 45.0,
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depth: RangeCopy { start: 1.0, end: 20.0 },
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}
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));
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let mesh_entity: Entity = world.push((
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cgmath::Point3 {
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x: -5.0,
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y: 7.0,
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z: 10.0,
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},
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Mesh {
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index_buffer: plane_index_buffer,
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vertex_buffer: plane_vertex_buffer,
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}
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));
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let entities: &[Entity] = world.extend(vec![
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(Position { x: 0.0, y: 0.0 }, Velocity { dx: 0.0, dy: 0.0 }),
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(Position { x: 1.0, y: 1.0 }, Velocity { dx: 0.0, dy: 0.0 }),
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(Position { x: 2.0, y: 2.0 }, Velocity { dx: 0.0, dy: 0.0 }),
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]);
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// Init, this wants the references to the buffers...
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let mut runtime = runtime::Runtime::init(&sc_desc, &device, &queue);
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let mut runtime = runtime::Runtime::init();
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let mut resources = Resources::default();
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resources.insert(runtime);
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@@ -331,7 +251,7 @@ fn main() {
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// This is just an winit event loop
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event_loop.run(move |event, _, control_flow| {
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let _ = (&instance, &adapter); // force ownership by the closure (wtf??)
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//let _ = (&instance, &adapter); // force ownership by the closure (wtf??)
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// Override the control flow behaviour based on our system
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*control_flow = if cfg!(feature = "metal-auto-capture") {
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@@ -355,8 +275,8 @@ fn main() {
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{
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// ask for a redraw every 20 millis
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if last_update_inst.elapsed() > Duration::from_millis(20) {
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schedule.execute(&mut world, &mut resources);
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window.request_redraw();
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render_schedule.execute(&mut world, &mut resources);
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//window.request_redraw();
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last_update_inst = Instant::now();
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}
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@@ -373,12 +293,12 @@ fn main() {
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..
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} => {
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log::info!("Resizing to {:?}", size);
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sc_desc.width = size.width;
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sc_desc.height = size.height;
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let width = size.width;
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let height = size.height;
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resources.get_mut::<Renderer>().unwrap().resize(&sc_desc, &device, &queue);
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resources.get_mut::<Renderer>().unwrap().resize(width, height);
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swap_chain = device.create_swap_chain(&surface, &sc_desc);
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//swap_chain = device.create_swap_chain(&surface, &sc_desc);
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}
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event::Event::WindowEvent { event, .. } => match event {
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WindowEvent::KeyboardInput {
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@@ -398,17 +318,8 @@ fn main() {
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}
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},
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event::Event::RedrawRequested(_) => {
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let frame = match swap_chain.get_current_frame() {
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Ok(frame) => frame,
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Err(_) => {
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swap_chain = device.create_swap_chain(&surface, &sc_desc);
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swap_chain
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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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resources.get_mut::<Renderer>().unwrap().render(&frame.output, &device, &queue, &spawner);
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//resources.get_mut::<Renderer>().unwrap().render();
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}
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_ => {}
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}
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352
src/render.rs
352
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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|
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size: PhysicalSize<u32>,
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surface: Arc<Surface>,
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|
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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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|
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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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|
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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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|
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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
|
||||
// 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,
|
||||
// entity.color.b as f32,
|
||||
// entity.color.a as f32,
|
||||
// ],
|
||||
// };
|
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// queue.write_buffer(&entity.uniform_buf, 0, bytemuck::bytes_of(&data));
|
||||
// }
|
||||
|
||||
// if self.lights_are_dirty {
|
||||
// self.lights_are_dirty = false;
|
||||
// for (i, light) in self.lights.iter().enumerate() {
|
||||
// queue.write_buffer(
|
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// &self.light_uniform_buf,
|
||||
// (i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
|
||||
// bytemuck::bytes_of(&light.to_raw()),
|
||||
// );
|
||||
// }
|
||||
// }
|
||||
|
||||
let mut encoder = renderer
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||
|
||||
encoder.push_debug_group("shadow passes");
|
||||
/*for (i, light) in self.lights.iter().enumerate() {
|
||||
encoder.push_debug_group(&format!(
|
||||
"shadow pass {} (light at position {:?})",
|
||||
i, light.pos
|
||||
));
|
||||
|
||||
// The light uniform buffer already has the projection,
|
||||
// let's just copy it over to the shadow uniform buffer.
|
||||
encoder.copy_buffer_to_buffer(
|
||||
&self.light_uniform_buf,
|
||||
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
|
||||
&self.shadow_pass.uniform_buf,
|
||||
0,
|
||||
64,
|
||||
);
|
||||
|
||||
encoder.insert_debug_marker("render entities");
|
||||
{
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
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(&self.shadow_pass.pipeline);
|
||||
pass.set_bind_group(0, &self.shadow_pass.bind_group, &[]);
|
||||
|
||||
for entity in &self.entities {
|
||||
pass.set_bind_group(1, &entity.bind_group, &[]);
|
||||
pass.set_index_buffer(entity.index_buf.slice(..));
|
||||
pass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
|
||||
pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
|
||||
}
|
||||
}
|
||||
|
||||
encoder.pop_debug_group();
|
||||
}*/
|
||||
encoder.pop_debug_group();
|
||||
|
||||
// forward pass
|
||||
encoder.push_debug_group("forward rendering pass");
|
||||
{
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
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, &[]);
|
||||
|
||||
// for entity in &self.entities {
|
||||
// pass.set_bind_group(1, &entity.bind_group, &[]);
|
||||
// pass.set_index_buffer(entity.index_buf.slice(..));
|
||||
// pass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
|
||||
// pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
|
||||
// }
|
||||
}
|
||||
encoder.pop_debug_group();
|
||||
|
||||
renderer.queue.submit(iter::once(encoder.finish()));
|
||||
|
||||
renderer.window.request_redraw();
|
||||
}
|
||||
|
||||
impl Renderer {
|
||||
|
||||
pub fn get_current_frame(&mut self) -> SwapChainFrame {
|
||||
// Update the renderers swapchain state
|
||||
match self.swapchain.get_current_frame() {
|
||||
Ok(frame) => frame,
|
||||
Err(_) => {
|
||||
self.swapchain = self.device.create_swap_chain(&self.surface, &self.swapchain_description);
|
||||
self.swapchain
|
||||
.get_current_frame()
|
||||
.expect("Failed to acquire next swap chain texture!")
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
pub fn create_buffer(device: &wgpu::Device,
|
||||
pub fn create_buffer(
|
||||
device: &wgpu::Device,
|
||||
indices: Vec<u32>,
|
||||
vertices: Vec<Vertex>) -> (Rc<Buffer>, Rc<Buffer>) {
|
||||
|
||||
vertices: Vec<Vertex>,
|
||||
) -> (Arc<Buffer>, Arc<Buffer>) {
|
||||
// Creates the vertex and index buffers for the cube
|
||||
let vertex_size = mem::size_of::<Vertex>();
|
||||
//import_mesh("/home/mrh/source/3d-min-viable-eng/resources/my_tree.obj");
|
||||
|
||||
let vertex_buf = Rc::new(device.create_buffer_init(
|
||||
&wgpu::util::BufferInitDescriptor {
|
||||
let vertex_buf = Arc::new(
|
||||
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("vertex-buffer"),
|
||||
contents: bytemuck::cast_slice(&vertices),
|
||||
usage: wgpu::BufferUsage::VERTEX,
|
||||
},
|
||||
));
|
||||
}),
|
||||
);
|
||||
|
||||
let index_buf = Rc::new(device.create_buffer_init(
|
||||
&wgpu::util::BufferInitDescriptor {
|
||||
let index_buf = Arc::new(
|
||||
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("index-buffer"),
|
||||
contents: bytemuck::cast_slice(&indices),
|
||||
usage: wgpu::BufferUsage::INDEX,
|
||||
},
|
||||
));
|
||||
}),
|
||||
);
|
||||
|
||||
// // Creates the vertex and index buffers for the plane
|
||||
// let (plane_vertex_data, plane_index_data) = create_plane(7.0);
|
||||
@@ -131,15 +285,109 @@ impl Renderer {
|
||||
(vertex_buf, index_buf)
|
||||
}
|
||||
|
||||
|
||||
pub fn load_mesh_to_buffer(device: Rc<wgpu::Device>, filepath: &str) -> (Rc<Buffer>, Rc<Buffer>) {
|
||||
pub fn load_mesh_to_buffer(&self, filepath: &str) -> (Arc<Buffer>, Arc<Buffer>) {
|
||||
let (vertices, indices) = import_mesh(filepath);
|
||||
Renderer::create_buffer(&device, indices, vertices)
|
||||
Renderer::create_buffer(&self.device, indices, vertices)
|
||||
}
|
||||
|
||||
pub fn init(window: Window) -> Renderer {
|
||||
log::info!("Initializing the surface...");
|
||||
|
||||
pub fn init(device: Rc<wgpu::Device>, sc_desc: &wgpu::SwapChainDescriptor) -> Renderer {
|
||||
// Grab the GPU instance, and query its features
|
||||
let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
|
||||
let (size, surface) = unsafe {
|
||||
let size = window.inner_size();
|
||||
let surface = instance.create_surface(&window);
|
||||
(size, surface)
|
||||
};
|
||||
let surface = Arc::new(surface);
|
||||
|
||||
let adapter = instance.request_adapter(&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::HighPerformance,
|
||||
compatible_surface: Some(&surface),
|
||||
});
|
||||
|
||||
let adapter = futures::executor::block_on(adapter).unwrap();
|
||||
|
||||
let optional_features = Renderer::optional_features();
|
||||
let required_features = Renderer::required_features();
|
||||
let adapter_features = adapter.features();
|
||||
// assert!(
|
||||
// adapter_features.contains(required_features),
|
||||
// "Adapter does not support required features for this example: {:?}",
|
||||
// required_features - adapter_features
|
||||
// );
|
||||
|
||||
let needed_limits = wgpu::Limits::default(); //Renderer::required_limits();
|
||||
|
||||
// Maybe for debug tracing???
|
||||
let trace_dir = std::env::var("WGPU_TRACE");
|
||||
|
||||
// And then get the device we want
|
||||
let device = adapter.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
features: (optional_features & adapter_features) | required_features,
|
||||
limits: needed_limits,
|
||||
shader_validation: true,
|
||||
},
|
||||
trace_dir.ok().as_ref().map(std::path::Path::new),
|
||||
);
|
||||
|
||||
let (device, queue) = futures::executor::block_on(device).unwrap();
|
||||
|
||||
let queue = Arc::new(queue);
|
||||
let device = Arc::new(device);
|
||||
|
||||
|
||||
|
||||
// This is some gross-ass web shit
|
||||
/*#[cfg(target_arch = "wasm32")]
|
||||
let spawner = {
|
||||
use futures::{future::LocalFutureObj, task::SpawnError};
|
||||
use winit::platform::web::WindowExtWebSys;
|
||||
|
||||
struct WebSpawner {}
|
||||
impl LocalSpawn for WebSpawner {
|
||||
fn spawn_local_obj(
|
||||
&self,
|
||||
future: LocalFutureObj<'static, ()>,
|
||||
) -> Result<(), SpawnError> {
|
||||
Ok(wasm_bindgen_futures::spawn_local(future))
|
||||
}
|
||||
}
|
||||
|
||||
std::panic::set_hook(Box::new(console_error_panic_hook::hook));
|
||||
|
||||
// On wasm, append the canvas to the document body
|
||||
web_sys::window()
|
||||
.and_then(|win| win.document())
|
||||
.and_then(|doc| doc.body())
|
||||
.and_then(|body| {
|
||||
body.append_child(&web_sys::Element::from(window.canvas()))
|
||||
.ok()
|
||||
})
|
||||
.expect("couldn't append canvas to document body");
|
||||
|
||||
WebSpawner {}
|
||||
};*/
|
||||
|
||||
log::info!("Done doing the loading part...");
|
||||
|
||||
let mut sc_desc = Arc::new(wgpu::SwapChainDescriptor {
|
||||
// Allows a texture to be a output attachment of a renderpass.
|
||||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||
format: if cfg!(target_arch = "wasm32") {
|
||||
wgpu::TextureFormat::Bgra8Unorm
|
||||
} else {
|
||||
wgpu::TextureFormat::Bgra8UnormSrgb
|
||||
},
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
// The presentation engine waits for the next vertical blanking period to update
|
||||
present_mode: wgpu::PresentMode::Mailbox,
|
||||
});
|
||||
|
||||
let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
|
||||
|
||||
let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
|
||||
let plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
|
||||
@@ -239,8 +487,10 @@ impl Renderer {
|
||||
});
|
||||
|
||||
// Create the render pipeline
|
||||
let vs_module = 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"));
|
||||
let vs_module =
|
||||
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"));
|
||||
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("shadow"),
|
||||
@@ -297,7 +547,8 @@ impl Renderer {
|
||||
dynamic: false,
|
||||
min_binding_size: wgpu::BufferSize::new(mem::size_of::<
|
||||
ForwardUniforms,
|
||||
>()
|
||||
>(
|
||||
)
|
||||
as _),
|
||||
},
|
||||
count: None,
|
||||
@@ -346,7 +597,6 @@ impl Renderer {
|
||||
num_lights: [1 as u32, 0, 0, 0],
|
||||
};
|
||||
|
||||
|
||||
let uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Uniform Buffer"),
|
||||
contents: bytemuck::bytes_of(&forward_uniforms),
|
||||
@@ -380,7 +630,6 @@ impl Renderer {
|
||||
// shadow_target_views[0].take().unwrap(),
|
||||
// pub(crate) target_view: wgpu::TextureView,
|
||||
|
||||
|
||||
let shadow_view = shadow_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
|
||||
@@ -395,7 +644,6 @@ impl Renderer {
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
|
||||
// Create bind group
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &bind_group_layout,
|
||||
@@ -421,8 +669,10 @@ impl Renderer {
|
||||
});
|
||||
|
||||
// Create the render pipeline
|
||||
let vs_module = 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"));
|
||||
let vs_module =
|
||||
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"));
|
||||
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("main"),
|
||||
@@ -479,6 +729,10 @@ impl Renderer {
|
||||
});
|
||||
|
||||
Renderer {
|
||||
window,
|
||||
swapchain: swap_chain,
|
||||
queue: queue,
|
||||
size,
|
||||
device: device,
|
||||
lights_are_dirty: false,
|
||||
shadow_pass,
|
||||
@@ -488,9 +742,12 @@ impl Renderer {
|
||||
// plane_uniform_buf,
|
||||
// plane_vertex_buf: (),
|
||||
// plane_index_buf: ()
|
||||
|
||||
swapchain_description: sc_desc,
|
||||
surface,
|
||||
instance: Arc::new(instance)
|
||||
}
|
||||
}
|
||||
//
|
||||
|
||||
|
||||
pub fn render(
|
||||
@@ -499,8 +756,7 @@ impl Renderer {
|
||||
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,
|
||||
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());
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -39,9 +39,10 @@ pub struct Runtime {
|
||||
|
||||
impl Runtime {
|
||||
pub fn init(
|
||||
sc_desc: &wgpu::SwapChainDescriptor,
|
||||
device: &wgpu::Device,
|
||||
_queue: &wgpu::Queue, ) -> Self
|
||||
// sc_desc: &wgpu::SwapChainDescriptor,
|
||||
// device: &wgpu::Device,
|
||||
// _queue: &wgpu::Queue,
|
||||
) -> Self
|
||||
{
|
||||
|
||||
// https://sotrh.github.io/learn-wgpu/beginner/tutorial5-textures/#the-bindgroup
|
||||
@@ -72,21 +73,21 @@ impl Runtime {
|
||||
*/
|
||||
|
||||
// Defines the Uniform buffer for the Vertex and Fragment shaders
|
||||
let local_bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
ty: wgpu::BindingType::UniformBuffer {
|
||||
dynamic: false,
|
||||
min_binding_size: wgpu::BufferSize::new(
|
||||
mem::size_of::<EntityUniforms>() as _
|
||||
),
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: None,
|
||||
});
|
||||
// let local_bind_group_layout =
|
||||
// device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
// entries: &[wgpu::BindGroupLayoutEntry {
|
||||
// binding: 0,
|
||||
// visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
||||
// ty: wgpu::BindingType::UniformBuffer {
|
||||
// dynamic: false,
|
||||
// min_binding_size: wgpu::BufferSize::new(
|
||||
// mem::size_of::<EntityUniforms>() as _
|
||||
// ),
|
||||
// },
|
||||
// count: None,
|
||||
// }],
|
||||
// label: None,
|
||||
// });
|
||||
|
||||
|
||||
let mut entities = Vec::default();
|
||||
|
||||
Reference in New Issue
Block a user