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https://github.com/guilhermewerner/wgpu-renderer
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3d camera
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@ -1,8 +1,12 @@
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#![allow(non_snake_case)]
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#[path = "Camera.rs"]
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mod _Camera;
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use _Camera::*;
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#[path = "Texture.rs"]
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mod _Texture;
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use _Texture::Texture;
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use _Texture::*;
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use bytemuck::{Pod, Zeroable};
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use image::GenericImageView;
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@ -83,6 +87,11 @@ struct State {
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num_indices: u32,
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diffuse_bind_group: wgpu::BindGroup,
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diffuse_texture: Texture,
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camera: Camera,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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camera_controller: CameraController,
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}
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impl State {
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@ -223,6 +232,57 @@ impl State {
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label: Some("diffuse_bind_group"),
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});
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// Camera
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let camera = Camera {
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// position the camera one unit up and 2 units back
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// +z is out of the screen
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eye: (0.0, 1.0, 2.0).into(),
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// have it look at the origin
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target: (0.0, 0.0, 0.0).into(),
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// which way is "up"
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up: cgmath::Vector3::unit_y(),
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aspect: config.width as f32 / config.height as f32,
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fovy: 45.0,
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znear: 0.1,
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zfar: 100.0,
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};
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let camera_controller = CameraController::new(0.2);
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let mut camera_uniform = CameraUniform::new();
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camera_uniform.update_view_proj(&camera);
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let camera_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("camera_bind_group_layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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});
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// Shader
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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@ -235,7 +295,7 @@ impl State {
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout],
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bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
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push_constant_ranges: &[],
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});
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@ -306,6 +366,11 @@ impl State {
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num_indices,
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diffuse_bind_group,
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diffuse_texture,
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camera,
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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camera_controller,
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}
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}
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@ -319,10 +384,18 @@ impl State {
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}
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fn input(&mut self, event: &WindowEvent) -> bool {
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false
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self.camera_controller.process_events(event)
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}
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fn update(&mut self) {}
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fn update(&mut self) {
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self.camera_controller.update_camera(&mut self.camera);
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self.camera_uniform.update_view_proj(&self.camera);
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self.queue.write_buffer(
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&self.camera_buffer,
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0,
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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@ -359,9 +432,13 @@ impl State {
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
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}
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