resizing fixed
This commit is contained in:
122
src/main.rs
122
src/main.rs
@@ -1,5 +1,6 @@
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extern crate tobj;
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extern crate winit;
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extern crate ncollide3d;
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use std::rc::Rc;
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use std::sync::Arc;
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@@ -19,6 +20,7 @@ use winit::{
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};
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use crate::render::Renderer;
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use winit::event::DeviceEvent::MouseMotion;
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mod framework;
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mod geometry;
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@@ -124,66 +126,28 @@ pub struct Mesh {
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bind_group: Arc<BindGroup>,
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}
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//log::info!("");
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fn main() {
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// #[cfg(not(target_arch = "wasm32"))]
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// {
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// let chrome_tracing_dir = std::env::var("WGPU_CHROME_TRACE");
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// wgpu_subscriber::initialize_default_subscriber(
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// chrome_tracing_dir.as_ref().map(std::path::Path::new).ok(),
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// );
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// };
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// #[cfg(target_arch = "wasm32")]
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// console_log::init().expect("could not initialize logger");
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use legion::*;
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let mut world = World::default();
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/*
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Querying entities by their handle
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// entries return `None` if the entity does not exist
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if let Some(mut entry) = world.entry(entity) {
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// access information about the entity's archetype
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//println!("{:?} has {:?}", entity, entry.archetype().layout().component_types());
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// add an extra component
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//entry.add_component(12f32);
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// access the entity's components, returns `None` if the entity does not have the component
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//assert_eq!(entry.get_component::<f32>().unwrap(), &12f32);
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}
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*/
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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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// Schedule for the render systen
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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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// run our schedule (you should do this each update)
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//schedule.execute(&mut world, &mut resources);
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// Querying entities by component is just defining the component type!
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let mut query = Read::<Position>::query();
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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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}
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// TODO schedule for the update system and others
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let event_loop = EventLoop::new();
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let mut builder = winit::window::WindowBuilder::new();
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builder = builder.with_title("title");
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builder = builder.with_title("MVGE");
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// I don't know what they are doing here
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#[cfg(windows_OFF)] // TODO
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@@ -192,66 +156,48 @@ 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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// 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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let mut last_update_inst = Instant::now();
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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(window);
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entity_loading(&mut world, &mut renderer);
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let mut renderer = {
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let mut renderer = render::Renderer::init(&window);
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entity_loading(&mut world, &mut renderer);
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renderer
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};
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let mut resources = Resources::default();
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resources.insert(renderer);
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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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// 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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ControlFlow::Exit
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} else {
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#[cfg(not(target_arch = "wasm32"))]
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{
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// Artificially slows the loop rate to 10 millis
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// This is called after redraw events cleared
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ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10))
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}
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#[cfg(target_arch = "wasm32")]
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{
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ControlFlow::Poll
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}
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};
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event_loop.run(move |event, _, control_flow| {
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// Artificially slows the loop rate to 10 millis
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// This is called after redraw events cleared
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*control_flow = ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10));
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match event {
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event::Event::MainEventsCleared => {
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#[cfg(not(target_arch = "wasm32"))]
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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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//window.request_redraw();
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resources
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.get_mut::<Renderer>()
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.unwrap()
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.window
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.request_redraw();
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last_update_inst = Instant::now();
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}
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pool.run_until_stalled();
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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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window.request_redraw();
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last_update_inst = Instant::now();
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}
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#[cfg(target_arch = "wasm32")]
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window.request_redraw();
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pool.run_until_stalled();
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}
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event::Event::DeviceEvent {
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event: MouseMotion{ delta },
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..
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} => {
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resources
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.get_mut::<Renderer>()
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.unwrap()
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.cam_look_delta((delta.0, delta.1));
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//swap_chain = device.create_swap_chain(&surface, &sc_desc);
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},
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// Resizing will queue a request_redraw
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event::Event::WindowEvent {
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event: WindowEvent::Resized(size),
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@@ -267,7 +213,7 @@ fn main() {
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.resize(width, height);
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//swap_chain = device.create_swap_chain(&surface, &sc_desc);
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}
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},
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event::Event::WindowEvent { event, .. } => match event {
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WindowEvent::KeyboardInput {
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input:
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@@ -286,8 +232,8 @@ fn main() {
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}
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},
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event::Event::RedrawRequested(_) => {
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// Call the render system
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render_schedule.execute(&mut world, &mut resources);
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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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@@ -3,7 +3,7 @@ use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
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use bytemuck::__core::mem;
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use bytemuck::{Pod, Zeroable};
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use cgmath::Point3;
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use cgmath::{Point3, Matrix4, Transform, vec3};
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use futures::executor::LocalPool;
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use legion::world::SubWorld;
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use legion::*;
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@@ -54,9 +54,9 @@ pub struct Pass {
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}
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pub struct Renderer {
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pub window: Window,
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swapchain: SwapChain,
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swapchain_description: Arc<SwapChainDescriptor>,
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swapchain_description: 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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@@ -66,14 +66,18 @@ pub struct Renderer {
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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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forward_depth: wgpu::TextureView,
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entity_bind_group_layout: BindGroupLayout,
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shadow_target_views: Vec<Arc<TextureView>>,
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views_given: u32,
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forward_pass: Pass,
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forward_depth: wgpu::TextureView,
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entity_bind_group_layout: BindGroupLayout,
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light_uniform_buf: wgpu::Buffer,
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camera_projection: Matrix4<f32>,
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}
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impl Renderer {
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@@ -87,12 +91,15 @@ impl Renderer {
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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pub(crate) fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
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// Specifies the aspect ratio that determines the field of view in the x direction.
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// The aspect ratio is the ratio of x (width) to y (height).
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let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0);
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let mx_view = cgmath::Matrix4::look_at(
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cgmath::Point3::new(3.0f32, -10.0, 6.0),
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cgmath::Point3::new(3.0f32, -9.0, 6.0),
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cgmath::Point3::new(0f32, 0.0, 0.0),
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cgmath::Vector3::unit_z(),
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);
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let mx_correction = OPENGL_TO_WGPU_MATRIX;
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mx_correction * mx_projection * mx_view
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}
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@@ -239,6 +246,7 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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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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@@ -367,14 +375,14 @@ impl Renderer {
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}
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}
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pub fn init(window: Window) -> Renderer {
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pub fn init(window: &Window) -> Renderer {
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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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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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@@ -443,7 +451,7 @@ impl Renderer {
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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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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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@@ -624,6 +632,9 @@ impl Renderer {
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})
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.collect::<Vec<_>>();
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let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
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let forward_pass = {
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// Create pipeline layout
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let bind_group_layout =
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@@ -677,8 +688,6 @@ impl Renderer {
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push_constant_ranges: &[],
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});
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let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
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// I need to know the number of lights...
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let forward_uniforms = ForwardUniforms {
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proj: *mx_total.as_ref(),
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@@ -791,7 +800,6 @@ impl Renderer {
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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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@@ -807,10 +815,11 @@ impl Renderer {
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surface,
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instance: Arc::new(instance),
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views_given: 0,
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camera_projection: mx_total,
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}
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}
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pub(crate) fn required_features() -> wgpu::Features {
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pub fn required_features() -> wgpu::Features {
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wgpu::Features::empty()
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}
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@@ -818,7 +827,36 @@ impl Renderer {
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wgpu::Features::DEPTH_CLAMPING
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}
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pub fn cam_look_delta(&mut self, delta: (f64, f64)) {
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// let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0);
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// let mx_view = cgmath::Matrix4::look_at(
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// cgmath::Point3::new(3.0f32, -9.0, 6.0),
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// cgmath::Point3::new(0f32, 0.0, 0.0),
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// cgmath::Vector3::unit_z(),
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// );
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// let mx_correction = OPENGL_TO_WGPU_MATRIX;
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// let mx_total = mx_correction * mx_projection * mx_view;
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let mut mx_total = self.camera_projection.clone();
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let q = vec3(delta.0 as f32, delta.1 as f32, 1.0);
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mx_total.transform_vector(q);
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let mx_ref: &[f32; 16] = mx_total.as_ref();
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self.queue.write_buffer(
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&self.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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pub fn resize(&mut self, width: u32, height: u32) {
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self.swapchain_description.width = width;
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self.swapchain_description.height = height;
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self.swapchain = self.device.create_swap_chain(
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&self.surface, &self.swapchain_description.clone()
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);
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// update view-projection matrix
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let mx_total = Self::generate_matrix(width as f32 / height as f32);
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let mx_ref: &[f32; 16] = mx_total.as_ref();
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@@ -842,5 +880,8 @@ impl Renderer {
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label: Some("Depth Texture"),
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});
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self.forward_depth = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
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self.camera_projection = mx_total;
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}
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}
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