mirror of
https://github.com/guilhermewerner/wgpu-renderer
synced 2025-06-15 13:24:20 +00:00
Test custom types with cubes example
This commit is contained in:
@ -9,7 +9,7 @@ use wgpu::util::DeviceExt;
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use winit::event::*;
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use winit::event::*;
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use Graphics::Camera::*;
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use Graphics::Camera::*;
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use Graphics::Render::*;
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use Graphics::Render::*;
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use Graphics::{Display, Runtime, State};
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use Graphics::{Runtime, State};
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struct Cubes {
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struct Cubes {
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render_pipeline: wgpu::RenderPipeline,
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render_pipeline: wgpu::RenderPipeline,
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@ -25,9 +25,9 @@ struct Cubes {
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}
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}
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impl State for Cubes {
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impl State for Cubes {
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fn Init(display: &Display) -> Result<Self> {
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fn Init(renderer: &mut Renderer) -> Result<Self> {
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let texture_bind_group_layout =
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let texture_bind_group_layout =
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display
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renderer
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.device
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.device
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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entries: &[
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@ -60,7 +60,7 @@ impl State for Cubes {
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eye: (0.0, 5.0, -10.0).into(),
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eye: (0.0, 5.0, -10.0).into(),
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target: (0.0, 0.0, 0.0).into(),
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target: (0.0, 0.0, 0.0).into(),
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up: cgmath::Vector3::unit_y(),
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up: cgmath::Vector3::unit_y(),
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aspect: display.config.width as f32 / display.config.height as f32,
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aspect: renderer.config.width as f32 / renderer.config.height as f32,
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fovy: 45.0,
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fovy: 45.0,
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znear: 0.1,
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znear: 0.1,
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zfar: 100.0,
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zfar: 100.0,
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@ -71,7 +71,7 @@ impl State for Cubes {
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let mut camera_uniform = CameraUniform::New();
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let mut camera_uniform = CameraUniform::New();
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camera_uniform.UpdateViewProjection(&camera);
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camera_uniform.UpdateViewProjection(&camera);
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let camera_buffer = display
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let camera_buffer = renderer
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.device
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.device
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.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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label: Some("Camera Buffer"),
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@ -104,7 +104,7 @@ impl State for Cubes {
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let instance_data = instances.iter().map(Instance::ToRaw).collect::<Vec<_>>();
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let instance_data = instances.iter().map(Instance::ToRaw).collect::<Vec<_>>();
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let instance_buffer =
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let instance_buffer =
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display
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renderer
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.device
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.device
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.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Instance Buffer"),
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label: Some("Instance Buffer"),
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@ -113,7 +113,7 @@ impl State for Cubes {
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});
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});
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let camera_bind_group_layout =
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let camera_bind_group_layout =
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display
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renderer
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.device
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.device
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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entries: &[wgpu::BindGroupLayoutEntry {
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@ -129,7 +129,7 @@ impl State for Cubes {
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label: Some("camera_bind_group_layout"),
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label: Some("camera_bind_group_layout"),
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});
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});
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let camera_bind_group = display
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let camera_bind_group = renderer
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.device
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.device
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.create_bind_group(&wgpu::BindGroupDescriptor {
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.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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layout: &camera_bind_group_layout,
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@ -143,8 +143,8 @@ impl State for Cubes {
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// Model
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// Model
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let obj_model = Model::Load(
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let obj_model = Model::Load(
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&display.device,
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&renderer.device,
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&display.queue,
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&renderer.queue,
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&texture_bind_group_layout,
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&texture_bind_group_layout,
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PathBuf::from("./Content/SM_Cube.obj"),
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PathBuf::from("./Content/SM_Cube.obj"),
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)
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)
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@ -152,7 +152,7 @@ impl State for Cubes {
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// Shader
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// Shader
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let shader = display
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let shader = renderer
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.device
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.device
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.create_shader_module(&wgpu::ShaderModuleDescriptor {
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.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("shader.wgsl"),
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label: Some("shader.wgsl"),
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@ -162,12 +162,12 @@ impl State for Cubes {
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// Texture
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// Texture
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let depth_texture =
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let depth_texture =
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Texture::CreateDepthTexture(&display.device, &display.config, "depth_texture");
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Texture::CreateDepthTexture(&renderer.device, &renderer.config, "depth_texture");
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// Pipeline
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// Pipeline
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let render_pipeline_layout =
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let render_pipeline_layout =
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display
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renderer
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.device
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.device
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.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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label: Some("Render Pipeline Layout"),
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@ -175,54 +175,70 @@ impl State for Cubes {
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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});
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});
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let render_pipeline =
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let render_pipeline = {
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display
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let mut layout = ModelVertex::GetLayout();
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.device
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.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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let attributes = layout
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label: Some("Render Pipeline"),
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.attributes
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layout: Some(&render_pipeline_layout),
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.drain(..)
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vertex: wgpu::VertexState {
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.map(|x| x.into())
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module: &shader,
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.collect::<Vec<_>>();
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entry_point: "main",
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buffers: &[ModelVertex::GetDescriptor(), InstanceRaw::GetDescriptor()],
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let wgpu_layout = wgpu::VertexBufferLayout {
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},
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array_stride: layout.stride as wgpu::BufferAddress,
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fragment: Some(wgpu::FragmentState {
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step_mode: layout.step_mode.into(),
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module: &shader,
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attributes: attributes.as_ref(),
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entry_point: "main",
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};
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targets: &[wgpu::ColorTargetState {
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format: display.config.format,
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renderer
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blend: Some(wgpu::BlendState {
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.device
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color: wgpu::BlendComponent::REPLACE,
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.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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alpha: wgpu::BlendComponent::REPLACE,
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label: Some("Render Pipeline"),
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}),
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layout: Some(&render_pipeline_layout),
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write_mask: wgpu::ColorWrites::ALL,
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vertex: wgpu::VertexState {
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}],
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module: &shader,
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}),
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entry_point: "main",
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primitive: wgpu::PrimitiveState {
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buffers: &[wgpu_layout, InstanceRaw::GetLayout()],
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topology: wgpu::PrimitiveTopology::TriangleList,
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},
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strip_index_format: None,
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fragment: Some(wgpu::FragmentState {
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front_face: wgpu::FrontFace::Ccw,
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module: &shader,
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cull_mode: Some(wgpu::Face::Back),
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entry_point: "main",
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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targets: &[wgpu::ColorTargetState {
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polygon_mode: wgpu::PolygonMode::Fill,
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format: renderer.config.format,
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// Requires Features::DEPTH_CLAMPING
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blend: Some(wgpu::BlendState {
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clamp_depth: false,
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color: wgpu::BlendComponent::REPLACE,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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alpha: wgpu::BlendComponent::REPLACE,
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conservative: false,
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}),
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},
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write_mask: wgpu::ColorWrites::ALL,
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depth_stencil: Some(wgpu::DepthStencilState {
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}],
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format: Texture::DEPTH_FORMAT,
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}),
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depth_write_enabled: true,
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primitive: wgpu::PrimitiveState {
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depth_compare: wgpu::CompareFunction::Less,
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topology: wgpu::PrimitiveTopology::TriangleList,
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stencil: wgpu::StencilState::default(),
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strip_index_format: None,
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bias: wgpu::DepthBiasState::default(),
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front_face: wgpu::FrontFace::Ccw,
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}),
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cull_mode: Some(wgpu::Face::Back),
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multisample: wgpu::MultisampleState {
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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count: 1,
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polygon_mode: wgpu::PolygonMode::Fill,
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mask: !0,
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// Requires Features::DEPTH_CLAMPING
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alpha_to_coverage_enabled: false,
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clamp_depth: false,
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},
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// Requires Features::CONSERVATIVE_RASTERIZATION
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});
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Texture::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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})
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};
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Ok(Self {
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Ok(Self {
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render_pipeline,
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render_pipeline,
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@ -238,32 +254,32 @@ impl State for Cubes {
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})
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})
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}
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}
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fn Input(&mut self, display: &Display, event: &WindowEvent) -> bool {
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fn Input(&mut self, renderer: &mut Renderer, event: &WindowEvent) -> bool {
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self.camera_controller.ProcessEvents(event)
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self.camera_controller.ProcessEvents(event)
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}
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}
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fn Update(&mut self, display: &Display, delta: Duration) {
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fn Update(&mut self, renderer: &mut Renderer, delta: Duration) {
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self.camera_controller.UpdateCamera(&mut self.camera);
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self.camera_controller.UpdateCamera(&mut self.camera);
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self.camera_uniform.UpdateViewProjection(&self.camera);
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self.camera_uniform.UpdateViewProjection(&self.camera);
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display.queue.write_buffer(
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renderer.queue.write_buffer(
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&self.camera_buffer,
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&self.camera_buffer,
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0,
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0,
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bytemuck::cast_slice(&[self.camera_uniform]),
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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);
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}
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}
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fn Resize(&mut self, display: &Display) {
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fn Resize(&mut self, renderer: &mut Renderer) {
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self.depth_texture =
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self.depth_texture =
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Texture::CreateDepthTexture(&display.device, &display.config, "depth_texture");
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Texture::CreateDepthTexture(&renderer.device, &renderer.config, "depth_texture");
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}
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}
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fn Draw(&mut self, display: &mut Display) -> Result<(), wgpu::SurfaceError> {
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fn Draw(&mut self, renderer: &mut Renderer) -> Result<(), wgpu::SurfaceError> {
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let output = display.surface.get_current_texture().unwrap();
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let output = renderer.surface.get_current_texture().unwrap();
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let view = output
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let view = output
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.texture
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = display
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let mut encoder = renderer
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.device
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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label: Some("Render Encoder"),
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@ -304,7 +320,7 @@ impl State for Cubes {
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);
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);
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}
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}
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display.queue.submit(std::iter::once(encoder.finish()));
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renderer.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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output.present();
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Ok(())
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Ok(())
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@ -60,7 +60,7 @@ struct Triangle {
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}
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}
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impl State for Triangle {
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impl State for Triangle {
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fn Init(renderer: &Renderer) -> Result<Self> {
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fn Init(renderer: &mut Renderer) -> Result<Self> {
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// Shader
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// Shader
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let shader = Shader::FromWgsl(include_str!("../Shaders/Triangle.wgsl"));
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let shader = Shader::FromWgsl(include_str!("../Shaders/Triangle.wgsl"));
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@ -99,12 +99,12 @@ impl State for Triangle {
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label: Some("RENDER_PIPELINE"),
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label: Some("RENDER_PIPELINE"),
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layout: Some(&render_pipeline_layout),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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vertex: wgpu::VertexState {
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module: &shader_module,
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module: renderer.shaders.get("Wgsl").unwrap(),
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entry_point: "main",
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entry_point: "main",
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buffers: &[wgpu_layout],
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buffers: &[wgpu_layout],
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},
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},
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fragment: Some(wgpu::FragmentState {
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fragment: Some(wgpu::FragmentState {
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module: &shader_module,
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module: renderer.shaders.get("Wgsl").unwrap(),
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entry_point: "main",
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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targets: &[wgpu::ColorTargetState {
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format: renderer.config.format,
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format: renderer.config.format,
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@ -154,20 +154,20 @@ impl State for Triangle {
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})
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})
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}
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}
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|
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fn Input(&mut self, renderer: &Renderer, event: &WindowEvent) -> bool {
|
fn Input(&mut self, renderer: &mut Renderer, event: &WindowEvent) -> bool {
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false
|
false
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}
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}
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|
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fn Update(&mut self, renderer: &Renderer, delta: Duration) {}
|
fn Update(&mut self, renderer: &mut Renderer, delta: Duration) {}
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|
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fn Resize(&mut self, renderer: &Renderer) {}
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fn Resize(&mut self, renderer: &mut Renderer) {}
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|
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fn Draw(&mut self, renderer: &mut Renderer) -> Result<(), wgpu::SurfaceError> {
|
fn Draw(&mut self, renderer: &mut Renderer) -> Result<(), wgpu::SurfaceError> {
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renderer
|
renderer
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.Draw(
|
.Draw(
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&self.render_pipeline,
|
&self.render_pipeline,
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&self.vertex_buffer,
|
"Vertex Buffer",
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&self.index_buffer,
|
"Index Buffer",
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self.num_indices,
|
self.num_indices,
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)
|
)
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.unwrap();
|
.unwrap();
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|
@ -6,8 +6,8 @@ pub const NUM_INSTANCES: u32 = NUM_INSTANCES_PER_ROW * NUM_INSTANCES_PER_ROW;
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|
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pub const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(
|
pub const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
|
NUM_INSTANCES_PER_ROW as f32 * 0.5,
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0.0,
|
|
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
|
NUM_INSTANCES_PER_ROW as f32 * 0.5,
|
||||||
|
0.0
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||||||
);
|
);
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|
|
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pub struct Instance {
|
pub struct Instance {
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@ -32,7 +32,7 @@ pub struct InstanceRaw {
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}
|
}
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|
|
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impl InstanceRaw {
|
impl InstanceRaw {
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pub fn GetDescriptor<'a>() -> wgpu::VertexBufferLayout<'a> {
|
pub fn GetLayout<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
|
wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
|
array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
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// We need to switch from using a step mode of Vertex to Instance
|
// We need to switch from using a step mode of Vertex to Instance
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||||||
|
@ -1,5 +1,6 @@
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use super::Texture;
|
use super::{
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use super::{Material, Mesh, Vertex};
|
Material, Mesh, StepMode, Texture, Vertex, VertexAttribute, VertexBufferLayout, VertexFormat,
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||||||
|
};
|
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use anyhow::Result;
|
use anyhow::Result;
|
||||||
use bytemuck::{Pod, Zeroable};
|
use bytemuck::{Pod, Zeroable};
|
||||||
use std::path::Path;
|
use std::path::Path;
|
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@ -112,26 +113,30 @@ pub struct ModelVertex {
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|||||||
}
|
}
|
||||||
|
|
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impl Vertex for ModelVertex {
|
impl Vertex for ModelVertex {
|
||||||
fn GetDescriptor<'a>() -> wgpu::VertexBufferLayout<'a> {
|
fn GetLayout() -> VertexBufferLayout {
|
||||||
use std::mem;
|
use std::mem;
|
||||||
wgpu::VertexBufferLayout {
|
VertexBufferLayout {
|
||||||
array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
|
label: "Model".into(),
|
||||||
step_mode: wgpu::VertexStepMode::Vertex,
|
stride: mem::size_of::<ModelVertex>(),
|
||||||
attributes: &[
|
step_mode: StepMode::Vertex,
|
||||||
wgpu::VertexAttribute {
|
attributes: vec![
|
||||||
|
VertexAttribute {
|
||||||
|
label: "Position".into(),
|
||||||
|
format: VertexFormat::Float32x3,
|
||||||
offset: 0,
|
offset: 0,
|
||||||
shader_location: 0,
|
shader_location: 0,
|
||||||
format: wgpu::VertexFormat::Float32x3,
|
|
||||||
},
|
},
|
||||||
wgpu::VertexAttribute {
|
VertexAttribute {
|
||||||
offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
|
label: "Position".into(),
|
||||||
shader_location: 1,
|
shader_location: 1,
|
||||||
format: wgpu::VertexFormat::Float32x2,
|
offset: mem::size_of::<[f32; 3]>(),
|
||||||
|
format: VertexFormat::Float32x2,
|
||||||
},
|
},
|
||||||
wgpu::VertexAttribute {
|
VertexAttribute {
|
||||||
offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
|
label: "Color".into(),
|
||||||
shader_location: 2,
|
shader_location: 2,
|
||||||
format: wgpu::VertexFormat::Float32x3,
|
offset: mem::size_of::<[f32; 5]>(),
|
||||||
|
format: VertexFormat::Float32x3,
|
||||||
},
|
},
|
||||||
],
|
],
|
||||||
}
|
}
|
||||||
|
@ -5,5 +5,4 @@ pub struct PipelineDescriptor {
|
|||||||
pub label: Cow<'static, str>,
|
pub label: Cow<'static, str>,
|
||||||
pub layout: Option<String>,
|
pub layout: Option<String>,
|
||||||
pub shader_stages: String,
|
pub shader_stages: String,
|
||||||
|
|
||||||
}
|
}
|
||||||
|
@ -22,12 +22,12 @@ impl Renderer {
|
|||||||
pub async fn New(window: Window) -> Result<Self> {
|
pub async fn New(window: Window) -> Result<Self> {
|
||||||
let size = window.inner_size();
|
let size = window.inner_size();
|
||||||
|
|
||||||
let instance = wgpu::Instance::new(wgpu::Backends::all());
|
let instance = wgpu::Instance::new(wgpu::Backends::PRIMARY);
|
||||||
let surface = unsafe { instance.create_surface(&window) };
|
let surface = unsafe { instance.create_surface(&window) };
|
||||||
|
|
||||||
let adapter = instance
|
let adapter = instance
|
||||||
.request_adapter(&wgpu::RequestAdapterOptions {
|
.request_adapter(&wgpu::RequestAdapterOptions {
|
||||||
power_preference: wgpu::PowerPreference::default(),
|
power_preference: wgpu::PowerPreference::HighPerformance,
|
||||||
compatible_surface: Some(&surface),
|
compatible_surface: Some(&surface),
|
||||||
force_fallback_adapter: false,
|
force_fallback_adapter: false,
|
||||||
})
|
})
|
||||||
@ -122,10 +122,13 @@ impl Renderer {
|
|||||||
pub fn Draw(
|
pub fn Draw(
|
||||||
&self,
|
&self,
|
||||||
pipeline: &wgpu::RenderPipeline,
|
pipeline: &wgpu::RenderPipeline,
|
||||||
vertex_buffer: &wgpu::Buffer,
|
vertex_buffer: &str,
|
||||||
index_buffer: &wgpu::Buffer,
|
index_buffer: &str,
|
||||||
num_indices: u32,
|
num_indices: u32,
|
||||||
) -> Result<()> {
|
) -> Result<()> {
|
||||||
|
let vertex_buffer = self.vertex_buffers.get(vertex_buffer).unwrap();
|
||||||
|
let index_buffer = self.index_buffers.get(index_buffer).unwrap();
|
||||||
|
|
||||||
let output = self.surface.get_current_texture()?;
|
let output = self.surface.get_current_texture()?;
|
||||||
|
|
||||||
let view = output
|
let view = output
|
||||||
|
@ -1,24 +1,24 @@
|
|||||||
pub mod Pipeline;
|
pub mod Pipeline;
|
||||||
|
|
||||||
//#[path = "DrawModel.rs"]
|
#[path = "DrawModel.rs"]
|
||||||
//mod _DrawModel;
|
mod _DrawModel;
|
||||||
//pub use self::_DrawModel::*;
|
pub use self::_DrawModel::*;
|
||||||
|
|
||||||
#[path = "IndexFormat.rs"]
|
#[path = "IndexFormat.rs"]
|
||||||
mod _IndexFormat;
|
mod _IndexFormat;
|
||||||
pub use self::_IndexFormat::*;
|
pub use self::_IndexFormat::*;
|
||||||
|
|
||||||
//#[path = "Instance.rs"]
|
#[path = "Instance.rs"]
|
||||||
//mod _Instance;
|
mod _Instance;
|
||||||
//pub use self::_Instance::*;
|
pub use self::_Instance::*;
|
||||||
|
|
||||||
//#[path = "Material.rs"]
|
#[path = "Material.rs"]
|
||||||
//mod _Material;
|
mod _Material;
|
||||||
//pub use self::_Material::*;
|
pub use self::_Material::*;
|
||||||
|
|
||||||
//#[path = "Model.rs"]
|
#[path = "Model.rs"]
|
||||||
//mod _Model;
|
mod _Model;
|
||||||
//pub use self::_Model::*;
|
pub use self::_Model::*;
|
||||||
|
|
||||||
#[path = "Renderer.rs"]
|
#[path = "Renderer.rs"]
|
||||||
mod _Renderer;
|
mod _Renderer;
|
||||||
@ -28,13 +28,13 @@ pub use self::_Renderer::*;
|
|||||||
mod _StepMode;
|
mod _StepMode;
|
||||||
pub use self::_StepMode::*;
|
pub use self::_StepMode::*;
|
||||||
|
|
||||||
//#[path = "Mesh.rs"]
|
#[path = "Mesh.rs"]
|
||||||
//mod _Mesh;
|
mod _Mesh;
|
||||||
//pub use self::_Mesh::*;
|
pub use self::_Mesh::*;
|
||||||
|
|
||||||
//#[path = "Texture.rs"]
|
#[path = "Texture.rs"]
|
||||||
//mod _Texture;
|
mod _Texture;
|
||||||
//pub use self::_Texture::*;
|
pub use self::_Texture::*;
|
||||||
|
|
||||||
#[path = "Vertex.rs"]
|
#[path = "Vertex.rs"]
|
||||||
mod _Vertex;
|
mod _Vertex;
|
||||||
|
@ -23,7 +23,7 @@ impl Runtime {
|
|||||||
|
|
||||||
let mut renderer = pollster::block_on(Renderer::New(window))?;
|
let mut renderer = pollster::block_on(Renderer::New(window))?;
|
||||||
|
|
||||||
let mut app = T::Init(&renderer)?;
|
let mut app = T::Init(&mut renderer)?;
|
||||||
|
|
||||||
let mut last_update = Instant::now();
|
let mut last_update = Instant::now();
|
||||||
|
|
||||||
@ -47,7 +47,7 @@ impl Runtime {
|
|||||||
let delta = now - last_update;
|
let delta = now - last_update;
|
||||||
last_update = now;
|
last_update = now;
|
||||||
|
|
||||||
app.Update(&renderer, delta);
|
app.Update(&mut renderer, delta);
|
||||||
|
|
||||||
match app.Draw(&mut renderer) {
|
match app.Draw(&mut renderer) {
|
||||||
Ok(_) => {}
|
Ok(_) => {}
|
||||||
@ -55,7 +55,7 @@ impl Runtime {
|
|||||||
Err(wgpu::SurfaceError::Lost) => {
|
Err(wgpu::SurfaceError::Lost) => {
|
||||||
let size = renderer.window.inner_size();
|
let size = renderer.window.inner_size();
|
||||||
renderer.Resize(size.width, size.height);
|
renderer.Resize(size.width, size.height);
|
||||||
app.Resize(&renderer);
|
app.Resize(&mut renderer);
|
||||||
}
|
}
|
||||||
// The system is out of memory, we should probably quit
|
// The system is out of memory, we should probably quit
|
||||||
Err(wgpu::SurfaceError::OutOfMemory) => {
|
Err(wgpu::SurfaceError::OutOfMemory) => {
|
||||||
@ -78,7 +78,7 @@ impl Runtime {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
Event::WindowEvent { event, window_id } if window_id == renderer.window.id() => {
|
Event::WindowEvent { event, window_id } if window_id == renderer.window.id() => {
|
||||||
if !app.Input(&renderer, &event) {
|
if !app.Input(&mut renderer, &event) {
|
||||||
match event {
|
match event {
|
||||||
WindowEvent::CloseRequested
|
WindowEvent::CloseRequested
|
||||||
| WindowEvent::KeyboardInput {
|
| WindowEvent::KeyboardInput {
|
||||||
@ -93,11 +93,11 @@ impl Runtime {
|
|||||||
WindowEvent::Focused(focused) => is_focused = focused,
|
WindowEvent::Focused(focused) => is_focused = focused,
|
||||||
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
||||||
renderer.Resize(new_inner_size.width, new_inner_size.height);
|
renderer.Resize(new_inner_size.width, new_inner_size.height);
|
||||||
app.Resize(&renderer);
|
app.Resize(&mut renderer);
|
||||||
}
|
}
|
||||||
WindowEvent::Resized(physical_size) => {
|
WindowEvent::Resized(physical_size) => {
|
||||||
renderer.Resize(physical_size.width, physical_size.height);
|
renderer.Resize(physical_size.width, physical_size.height);
|
||||||
app.Resize(&renderer);
|
app.Resize(&mut renderer);
|
||||||
}
|
}
|
||||||
_ => {}
|
_ => {}
|
||||||
}
|
}
|
||||||
|
@ -30,7 +30,7 @@ impl Shader {
|
|||||||
|
|
||||||
pub fn FromGlsl(stage: ShaderStage, glsl: &str) -> Self {
|
pub fn FromGlsl(stage: ShaderStage, glsl: &str) -> Self {
|
||||||
Self {
|
Self {
|
||||||
label: "".into(),
|
label: "Glsl".into(),
|
||||||
source: ShaderSource::Glsl(glsl.to_string()),
|
source: ShaderSource::Glsl(glsl.to_string()),
|
||||||
stage,
|
stage,
|
||||||
}
|
}
|
||||||
@ -38,7 +38,7 @@ impl Shader {
|
|||||||
|
|
||||||
pub fn FromWgsl(wgsl: &str) -> Self {
|
pub fn FromWgsl(wgsl: &str) -> Self {
|
||||||
Self {
|
Self {
|
||||||
label: "".into(),
|
label: "Wgsl".into(),
|
||||||
source: ShaderSource::Wgsl(wgsl.to_string()),
|
source: ShaderSource::Wgsl(wgsl.to_string()),
|
||||||
stage: ShaderStage::Multiple,
|
stage: ShaderStage::Multiple,
|
||||||
}
|
}
|
||||||
|
@ -5,9 +5,9 @@ use winit::event::*;
|
|||||||
|
|
||||||
/// Represents a application with reactive state.
|
/// Represents a application with reactive state.
|
||||||
pub trait State: Sized + 'static {
|
pub trait State: Sized + 'static {
|
||||||
fn Init(renderer: &Renderer) -> Result<Self>;
|
fn Init(renderer: &mut Renderer) -> Result<Self>;
|
||||||
fn Input(&mut self, renderer: &Renderer, event: &WindowEvent) -> bool;
|
fn Input(&mut self, renderer: &mut Renderer, event: &WindowEvent) -> bool;
|
||||||
fn Update(&mut self, renderer: &Renderer, delta: Duration);
|
fn Update(&mut self, renderer: &mut Renderer, delta: Duration);
|
||||||
fn Resize(&mut self, renderer: &Renderer);
|
fn Resize(&mut self, renderer: &mut Renderer);
|
||||||
fn Draw(&mut self, renderer: &mut Renderer) -> Result<(), wgpu::SurfaceError>;
|
fn Draw(&mut self, renderer: &mut Renderer) -> Result<(), wgpu::SurfaceError>;
|
||||||
}
|
}
|
||||||
|
Reference in New Issue
Block a user