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use winit::{
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event::*,
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event_loop::{EventLoop, ControlFlow},
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window::{Window, WindowBuilder},
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};
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use cgmath::prelude::*;
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mod texture;
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#[repr(C)]
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#[derive(Copy, Clone, Debug)]
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struct Vertex {
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position: [f32; 3],
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tex_coords: [f32; 2],
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}
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unsafe impl bytemuck::Pod for Vertex {}
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unsafe impl bytemuck::Zeroable for Vertex {}
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impl Vertex {
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fn desc<'a>() -> wgpu::VertexBufferDescriptor<'a> {
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use std::mem;
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wgpu::VertexBufferDescriptor {
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stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float3,
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},
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wgpu::VertexAttributeDescriptor {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float2,
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},
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]
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}
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}
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}
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const VERTICES: &[Vertex] = &[
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Vertex { position: [-0.0868241, -0.49240386, 0.0], tex_coords: [1.0 - 0.4131759, 1.0 - 0.00759614], }, // A
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Vertex { position: [-0.49513406, -0.06958647, 0.0], tex_coords: [1.0 - 0.0048659444, 1.0 - 0.43041354], }, // B
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Vertex { position: [-0.21918549, 0.44939706, 0.0], tex_coords: [1.0 - 0.28081453, 1.0 - 0.949397057], }, // C
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Vertex { position: [0.35966998, 0.3473291, 0.0], tex_coords: [1.0 - 0.85967, 1.0 - 0.84732911], }, // D
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Vertex { position: [0.44147372, -0.2347359, 0.0], tex_coords: [1.0 - 0.9414737, 1.0 - 0.2652641], }, // E
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];
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const INDICES: &[u16] = &[
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0, 1, 4,
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1, 2, 4,
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2, 3, 4,
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];
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const DEPTH_VERTICES: &[Vertex] = &[
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Vertex { position: [0.0, 0.0, 0.0], tex_coords: [0.0, 1.0]},
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Vertex { position: [1.0, 0.0, 0.0], tex_coords: [1.0, 1.0]},
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Vertex { position: [1.0, 1.0, 0.0], tex_coords: [1.0, 0.0]},
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Vertex { position: [0.0, 1.0, 0.0], tex_coords: [0.0, 0.0]},
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];
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const DEPTH_INDICES: &[u16] = &[
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0, 1, 2,
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0, 2, 3,
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];
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#[cfg_attr(rustfmt, rustfmt_skip)]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.0, 0.0, 0.5, 1.0,
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);
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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#[allow(dead_code)]
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const NUM_INSTANCES: u32 = NUM_INSTANCES_PER_ROW * NUM_INSTANCES_PER_ROW;
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const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(NUM_INSTANCES_PER_ROW as f32 * 0.5, 0.0, NUM_INSTANCES_PER_ROW as f32 * 0.5);
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struct Camera {
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eye: cgmath::Point3<f32>,
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target: cgmath::Point3<f32>,
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up: cgmath::Vector3<f32>,
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aspect: f32,
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fovy: f32,
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znear: f32,
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zfar: f32,
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}
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impl Camera {
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fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
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let view = cgmath::Matrix4::look_at(self.eye, self.target, self.up);
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let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
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return proj * view;
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone)]
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struct Uniforms {
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view_proj: cgmath::Matrix4<f32>,
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}
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unsafe impl bytemuck::Pod for Uniforms {}
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unsafe impl bytemuck::Zeroable for Uniforms {}
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impl Uniforms {
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fn new() -> Self {
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Self {
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view_proj: cgmath::Matrix4::identity(),
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}
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}
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fn update_view_proj(&mut self, camera: &Camera) {
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self.view_proj = OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix();
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}
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}
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struct CameraController {
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speed: f32,
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is_up_pressed: bool,
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is_down_pressed: bool,
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is_forward_pressed: bool,
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is_backward_pressed: bool,
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is_left_pressed: bool,
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is_right_pressed: bool,
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}
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impl CameraController {
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fn new(speed: f32) -> Self {
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Self {
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speed,
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is_up_pressed: false,
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is_down_pressed: false,
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is_forward_pressed: false,
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is_backward_pressed: false,
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is_left_pressed: false,
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is_right_pressed: false,
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}
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}
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fn process_events(&mut self, event: &WindowEvent) -> bool {
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match event {
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WindowEvent::KeyboardInput {
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input: KeyboardInput {
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state,
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virtual_keycode: Some(keycode),
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..
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},
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..
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} => {
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let is_pressed = *state == ElementState::Pressed;
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match keycode {
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VirtualKeyCode::Space => {
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self.is_up_pressed = is_pressed;
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true
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}
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VirtualKeyCode::LShift => {
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self.is_down_pressed = is_pressed;
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true
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}
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VirtualKeyCode::W | VirtualKeyCode::Up => {
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self.is_forward_pressed = is_pressed;
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true
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}
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VirtualKeyCode::A | VirtualKeyCode::Left => {
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self.is_left_pressed = is_pressed;
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true
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}
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VirtualKeyCode::S | VirtualKeyCode::Down => {
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self.is_backward_pressed = is_pressed;
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true
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}
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VirtualKeyCode::D | VirtualKeyCode::Right => {
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self.is_right_pressed = is_pressed;
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true
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}
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_ => false,
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}
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}
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_ => false,
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}
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}
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fn update_camera(&self, camera: &mut Camera) {
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let forward = (camera.target - camera.eye).normalize();
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if self.is_forward_pressed {
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camera.eye += forward * self.speed;
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}
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if self.is_backward_pressed {
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camera.eye -= forward * self.speed;
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}
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let right = forward.cross(camera.up);
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if self.is_right_pressed {
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camera.eye += right * self.speed;
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}
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if self.is_left_pressed {
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camera.eye -= right * self.speed;
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}
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}
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}
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struct Instance {
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position: cgmath::Vector3<f32>,
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rotation: cgmath::Quaternion<f32>,
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}
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impl Instance {
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fn to_raw(&self) -> InstanceRaw {
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InstanceRaw {
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model: cgmath::Matrix4::from_translation(self.position) * cgmath::Matrix4::from(self.rotation),
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}
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone)]
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struct InstanceRaw {
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model: cgmath::Matrix4<f32>,
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}
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unsafe impl bytemuck::Pod for InstanceRaw {}
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unsafe impl bytemuck::Zeroable for InstanceRaw {}
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struct DepthPass {
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texture: texture::Texture,
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bind_group: wgpu::BindGroup,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_depth_indices: u32,
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render_pipeline: wgpu::RenderPipeline,
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has_saved_to_file: bool,
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}
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impl DepthPass {
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fn new(device: &wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor, texture_bind_group_layout: &wgpu::BindGroupLayout) -> Self {
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let texture = texture::Texture::create_depth_texture(device, sc_desc, "depth_texture");
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: texture_bind_group_layout,
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bindings: &[
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wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&texture.view),
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},
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wgpu::Binding {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&texture.sampler),
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}
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],
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label: Some("depth_pass.bind_group"),
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});
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let vertex_buffer = device.create_buffer_with_data(
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bytemuck::cast_slice(DEPTH_VERTICES),
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wgpu::BufferUsage::VERTEX
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);
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let index_buffer = device.create_buffer_with_data(
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bytemuck::cast_slice(DEPTH_INDICES),
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wgpu::BufferUsage::INDEX,
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);
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[texture_bind_group_layout],
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});
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let vs_src = include_str!("challenge.vert");
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let fs_src = include_str!("challenge.frag");
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let mut compiler = shaderc::Compiler::new().unwrap();
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let vs_spirv = compiler.compile_into_spirv(vs_src, shaderc::ShaderKind::Vertex, "challenge.vert", "main", None).unwrap();
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let fs_spirv = compiler.compile_into_spirv(fs_src, shaderc::ShaderKind::Fragment, "challenge.frag", "main", None).unwrap();
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let vs_data = wgpu::read_spirv(std::io::Cursor::new(vs_spirv.as_binary_u8())).unwrap();
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let fs_data = wgpu::read_spirv(std::io::Cursor::new(fs_spirv.as_binary_u8())).unwrap();
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let vs_module = device.create_shader_module(&vs_data);
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let fs_module = device.create_shader_module(&fs_data);
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[
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wgpu::ColorStateDescriptor {
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format: sc_desc.format,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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},
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],
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|
depth_stencil_state: None,
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|
|
vertex_state: wgpu::VertexStateDescriptor {
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|
|
index_format: wgpu::IndexFormat::Uint16,
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|
|
vertex_buffers: &[
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Vertex::desc(),
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],
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},
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|
|
sample_count: 1,
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|
|
sample_mask: !0,
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|
|
alpha_to_coverage_enabled: false,
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});
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Self {
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texture, bind_group,
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vertex_buffer, index_buffer,
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num_depth_indices: DEPTH_INDICES.len() as u32,
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render_pipeline,
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|
has_saved_to_file: false,
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}
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|
}
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|
|
|
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fn resize(&mut self, device: &wgpu::Device, sc_desc: &wgpu::SwapChainDescriptor, texture_bind_group_layout: &wgpu::BindGroupLayout) {
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|
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self.texture = texture::Texture::create_depth_texture(device, sc_desc, "depth_texture");
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|
|
self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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|
|
|
layout: texture_bind_group_layout,
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|
|
|
bindings: &[
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|
|
|
wgpu::Binding {
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|
|
binding: 0,
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|
|
resource: wgpu::BindingResource::TextureView(&self.texture.view),
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|
|
},
|
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|
|
wgpu::Binding {
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|
|
binding: 1,
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|
|
resource: wgpu::BindingResource::Sampler(&self.texture.sampler),
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|
|
}
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|
],
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|
|
label: Some("depth_pass.bind_group"),
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|
|
});
|
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|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
struct State {
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|
|
|
surface: wgpu::Surface,
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|
|
device: wgpu::Device,
|
|
|
|
queue: wgpu::Queue,
|
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|
|
sc_desc: wgpu::SwapChainDescriptor,
|
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|
|
swap_chain: wgpu::SwapChain,
|
|
|
|
|
|
|
|
render_pipeline: wgpu::RenderPipeline,
|
|
|
|
|
|
|
|
vertex_buffer: wgpu::Buffer,
|
|
|
|
index_buffer: wgpu::Buffer,
|
|
|
|
num_indices: u32,
|
|
|
|
|
|
|
|
diffuse_texture: texture::Texture,
|
|
|
|
diffuse_bind_group: wgpu::BindGroup,
|
|
|
|
texture_bind_group_layout: wgpu::BindGroupLayout,
|
|
|
|
|
|
|
|
camera: Camera,
|
|
|
|
camera_controller: CameraController,
|
|
|
|
uniforms: Uniforms,
|
|
|
|
uniform_buffer: wgpu::Buffer,
|
|
|
|
uniform_bind_group: wgpu::BindGroup,
|
|
|
|
|
|
|
|
size: winit::dpi::PhysicalSize<u32>,
|
|
|
|
|
|
|
|
instances: Vec<Instance>,
|
|
|
|
instance_buffer: wgpu::Buffer,
|
|
|
|
|
|
|
|
depth_pass: DepthPass,
|
|
|
|
}
|
|
|
|
|
|
|
|
impl State {
|
|
|
|
async fn new(window: &Window) -> Self {
|
|
|
|
let size = window.inner_size();
|
|
|
|
|
|
|
|
let surface = wgpu::Surface::create(window);
|
|
|
|
|
|
|
|
let adapter = wgpu::Adapter::request(
|
|
|
|
&wgpu::RequestAdapterOptions {
|
|
|
|
power_preference: wgpu::PowerPreference::Default,
|
|
|
|
compatible_surface: Some(&surface),
|
|
|
|
},
|
|
|
|
wgpu::BackendBit::PRIMARY, // Vulkan + Metal + DX12 + Browser WebGPU
|
|
|
|
).await.unwrap();
|
|
|
|
|
|
|
|
let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
|
|
|
|
extensions: wgpu::Extensions {
|
|
|
|
anisotropic_filtering: false,
|
|
|
|
},
|
|
|
|
limits: Default::default(),
|
|
|
|
}).await;
|
|
|
|
|
|
|
|
let sc_desc = wgpu::SwapChainDescriptor {
|
|
|
|
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
|
|
|
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
|
|
|
width: size.width,
|
|
|
|
height: size.height,
|
|
|
|
present_mode: wgpu::PresentMode::Fifo,
|
|
|
|
};
|
|
|
|
let swap_chain = device.create_swap_chain(&surface, &sc_desc);
|
|
|
|
|
|
|
|
let diffuse_bytes = include_bytes!("happy-tree.png");
|
|
|
|
let (diffuse_texture, cmds) = texture::Texture::from_bytes(&device, diffuse_bytes, "happy-tree.png").unwrap();
|
|
|
|
queue.submit(&[cmds]);
|
|
|
|
|
|
|
|
let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
|
|
bindings: &[
|
|
|
|
wgpu::BindGroupLayoutEntry {
|
|
|
|
binding: 0,
|
|
|
|
visibility: wgpu::ShaderStage::FRAGMENT,
|
|
|
|
ty: wgpu::BindingType::SampledTexture {
|
|
|
|
multisampled: false,
|
|
|
|
dimension: wgpu::TextureViewDimension::D2,
|
|
|
|
component_type: wgpu::TextureComponentType::Uint,
|
|
|
|
},
|
|
|
|
},
|
|
|
|
wgpu::BindGroupLayoutEntry {
|
|
|
|
binding: 1,
|
|
|
|
visibility: wgpu::ShaderStage::FRAGMENT,
|
|
|
|
ty: wgpu::BindingType::Sampler {
|
|
|
|
comparison: true,
|
|
|
|
},
|
|
|
|
},
|
|
|
|
],
|
|
|
|
label: Some("texture_bind_group_layout"),
|
|
|
|
});
|
|
|
|
|
|
|
|
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
|
|
layout: &texture_bind_group_layout,
|
|
|
|
bindings: &[
|
|
|
|
wgpu::Binding {
|
|
|
|
binding: 0,
|
|
|
|
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
|
|
|
|
},
|
|
|
|
wgpu::Binding {
|
|
|
|
binding: 1,
|
|
|
|
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
|
|
|
|
}
|
|
|
|
],
|
|
|
|
label: Some("diffuse_bind_group"),
|
|
|
|
});
|
|
|
|
|
|
|
|
let camera = Camera {
|
|
|
|
eye: (0.0, 5.0, -10.0).into(),
|
|
|
|
target: (0.0, 0.0, 0.0).into(),
|
|
|
|
up: cgmath::Vector3::unit_y(),
|
|
|
|
aspect: sc_desc.width as f32 / sc_desc.height as f32,
|
|
|
|
fovy: 45.0,
|
|
|
|
znear: 0.1,
|
|
|
|
zfar: 100.0,
|
|
|
|
};
|
|
|
|
let camera_controller = CameraController::new(0.2);
|
|
|
|
|
|
|
|
let mut uniforms = Uniforms::new();
|
|
|
|
uniforms.update_view_proj(&camera);
|
|
|
|
|
|
|
|
let uniform_buffer = device.create_buffer_with_data(
|
|
|
|
bytemuck::cast_slice(&[uniforms]),
|
|
|
|
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
|
|
|
);
|
|
|
|
|
|
|
|
let instances = (0..NUM_INSTANCES_PER_ROW).flat_map(|z| {
|
|
|
|
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
|
|
|
|
let position = cgmath::Vector3 { x: x as f32, y: 0.0, z: z as f32 } - INSTANCE_DISPLACEMENT;
|
|
|
|
|
|
|
|
let rotation = if position.is_zero() {
|
|
|
|
// this is needed so an object at (0, 0, 0) won't get scaled to zero
|
|
|
|
// as Quaternions can effect scale if they're not create correctly
|
|
|
|
cgmath::Quaternion::from_axis_angle(cgmath::Vector3::unit_z(), cgmath::Deg(0.0))
|
|
|
|
} else {
|
|
|
|
cgmath::Quaternion::from_axis_angle(position.clone().normalize(), cgmath::Deg(45.0))
|
|
|
|
};
|
|
|
|
|
|
|
|
Instance {
|
|
|
|
position, rotation,
|
|
|
|
}
|
|
|
|
})
|
|
|
|
}).collect::<Vec<_>>();
|
|
|
|
|
|
|
|
let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
|
|
|
|
let instance_buffer_size = instance_data.len() * std::mem::size_of::<cgmath::Matrix4<f32>>();
|
|
|
|
let instance_buffer = device.create_buffer_with_data(
|
|
|
|
bytemuck::cast_slice(&instance_data),
|
|
|
|
wgpu::BufferUsage::STORAGE_READ,
|
|
|
|
);
|
|
|
|
|
|
|
|
let uniform_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
|
|
bindings: &[
|
|
|
|
wgpu::BindGroupLayoutEntry {
|
|
|
|
binding: 0,
|
|
|
|
visibility: wgpu::ShaderStage::VERTEX,
|
|
|
|
ty: wgpu::BindingType::UniformBuffer {
|
|
|
|
dynamic: false,
|
|
|
|
},
|
|
|
|
},
|
|
|
|
wgpu::BindGroupLayoutEntry {
|
|
|
|
binding: 1,
|
|
|
|
visibility: wgpu::ShaderStage::VERTEX,
|
|
|
|
ty: wgpu::BindingType::StorageBuffer {
|
|
|
|
dynamic: false,
|
|
|
|
readonly: true,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
],
|
|
|
|
label: Some("uniform_bind_group_layout"),
|
|
|
|
});
|
|
|
|
|
|
|
|
let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
|
|
layout: &uniform_bind_group_layout,
|
|
|
|
bindings: &[
|
|
|
|
wgpu::Binding {
|
|
|
|
binding: 0,
|
|
|
|
resource: wgpu::BindingResource::Buffer {
|
|
|
|
buffer: &uniform_buffer,
|
|
|
|
range: 0..std::mem::size_of_val(&uniforms) as wgpu::BufferAddress,
|
|
|
|
}
|
|
|
|
},
|
|
|
|
wgpu::Binding {
|
|
|
|
binding: 1,
|
|
|
|
resource: wgpu::BindingResource::Buffer {
|
|
|
|
buffer: &instance_buffer,
|
|
|
|
range: 0..instance_buffer_size as wgpu::BufferAddress,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
],
|
|
|
|
label: Some("uniform_bind_group"),
|
|
|
|
});
|
|
|
|
|
|
|
|
let vs_src = include_str!("shader.vert");
|
|
|
|
let fs_src = include_str!("shader.frag");
|
|
|
|
let mut compiler = shaderc::Compiler::new().unwrap();
|
|
|
|
let vs_spirv = compiler.compile_into_spirv(vs_src, shaderc::ShaderKind::Vertex, "shader.vert", "main", None).unwrap();
|
|
|
|
let fs_spirv = compiler.compile_into_spirv(fs_src, shaderc::ShaderKind::Fragment, "shader.frag", "main", None).unwrap();
|
|
|
|
let vs_data = wgpu::read_spirv(std::io::Cursor::new(vs_spirv.as_binary_u8())).unwrap();
|
|
|
|
let fs_data = wgpu::read_spirv(std::io::Cursor::new(fs_spirv.as_binary_u8())).unwrap();
|
|
|
|
let vs_module = device.create_shader_module(&vs_data);
|
|
|
|
let fs_module = device.create_shader_module(&fs_data);
|
|
|
|
|
|
|
|
let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
|
|
bind_group_layouts: &[&texture_bind_group_layout, &uniform_bind_group_layout],
|
|
|
|
});
|
|
|
|
|
|
|
|
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
|
|
layout: &render_pipeline_layout,
|
|
|
|
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
|
|
|
module: &vs_module,
|
|
|
|
entry_point: "main",
|
|
|
|
},
|
|
|
|
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
|
|
|
|
module: &fs_module,
|
|
|
|
entry_point: "main",
|
|
|
|
}),
|
|
|
|
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
|
|
|
|
front_face: wgpu::FrontFace::Ccw,
|
|
|
|
cull_mode: wgpu::CullMode::Back,
|
|
|
|
depth_bias: 0,
|
|
|
|
depth_bias_slope_scale: 0.0,
|
|
|
|
depth_bias_clamp: 0.0,
|
|
|
|
}),
|
|
|
|
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
|
|
|
color_states: &[
|
|
|
|
wgpu::ColorStateDescriptor {
|
|
|
|
format: sc_desc.format,
|
|
|
|
color_blend: wgpu::BlendDescriptor::REPLACE,
|
|
|
|
alpha_blend: wgpu::BlendDescriptor::REPLACE,
|
|
|
|
write_mask: wgpu::ColorWrite::ALL,
|
|
|
|
},
|
|
|
|
],
|
|
|
|
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
|
|
|
|
format: texture::Texture::DEPTH_FORMAT,
|
|
|
|
depth_write_enabled: true,
|
|
|
|
depth_compare: wgpu::CompareFunction::Less,
|
|
|
|
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
|
|
|
|
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
|
|
|
|
stencil_read_mask: 0,
|
|
|
|
stencil_write_mask: 0,
|
|
|
|
}),
|
|
|
|
vertex_state: wgpu::VertexStateDescriptor {
|
|
|
|
index_format: wgpu::IndexFormat::Uint16,
|
|
|
|
vertex_buffers: &[
|
|
|
|
Vertex::desc(),
|
|
|
|
],
|
|
|
|
},
|
|
|
|
sample_count: 1,
|
|
|
|
sample_mask: !0,
|
|
|
|
alpha_to_coverage_enabled: false,
|
|
|
|
});
|
|
|
|
|
|
|
|
let vertex_buffer = device.create_buffer_with_data(
|
|
|
|
bytemuck::cast_slice(VERTICES),
|
|
|
|
wgpu::BufferUsage::VERTEX,
|
|
|
|
);
|
|
|
|
let index_buffer = device.create_buffer_with_data(
|
|
|
|
bytemuck::cast_slice(INDICES),
|
|
|
|
wgpu::BufferUsage::INDEX,
|
|
|
|
);
|
|
|
|
let num_indices = INDICES.len() as u32;
|
|
|
|
|
|
|
|
let depth_pass = DepthPass::new(&device, &sc_desc, &texture_bind_group_layout);
|
|
|
|
|
|
|
|
Self {
|
|
|
|
surface,
|
|
|
|
device,
|
|
|
|
queue,
|
|
|
|
sc_desc,
|
|
|
|
swap_chain,
|
|
|
|
render_pipeline,
|
|
|
|
vertex_buffer,
|
|
|
|
index_buffer,
|
|
|
|
num_indices,
|
|
|
|
diffuse_texture,
|
|
|
|
diffuse_bind_group,
|
|
|
|
texture_bind_group_layout,
|
|
|
|
camera,
|
|
|
|
camera_controller,
|
|
|
|
uniform_buffer,
|
|
|
|
uniform_bind_group,
|
|
|
|
uniforms,
|
|
|
|
size,
|
|
|
|
instances,
|
|
|
|
instance_buffer,
|
|
|
|
depth_pass,
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
|
|
|
self.size = new_size;
|
|
|
|
self.sc_desc.width = new_size.width;
|
|
|
|
self.sc_desc.height = new_size.height;
|
|
|
|
self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
|
|
|
|
|
|
|
|
self.depth_pass.resize(&self.device, &self.sc_desc, &self.texture_bind_group_layout);
|
|
|
|
|
|
|
|
// self.depth_pass.texture = create_depth_texture(&self.device, &self.sc_desc);
|
|
|
|
// self.depth_pass.view = self.depth_pass.texture.create_default_view();
|
|
|
|
|
|
|
|
self.camera.aspect = self.sc_desc.width as f32 / self.sc_desc.height as f32;
|
|
|
|
}
|
|
|
|
|
|
|
|
fn input(&mut self, event: &WindowEvent) -> bool {
|
|
|
|
self.camera_controller.process_events(event)
|
|
|
|
}
|
|
|
|
|
|
|
|
fn update(&mut self) {
|
|
|
|
self.camera_controller.update_camera(&mut self.camera);
|
|
|
|
self.uniforms.update_view_proj(&self.camera);
|
|
|
|
|
|
|
|
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
|
|
label: Some("update encoder"),
|
|
|
|
});
|
|
|
|
|
|
|
|
let staging_buffer = self.device.create_buffer_with_data(
|
|
|
|
bytemuck::cast_slice(&[self.uniforms]),
|
|
|
|
wgpu::BufferUsage::COPY_SRC,
|
|
|
|
);
|
|
|
|
|
|
|
|
encoder.copy_buffer_to_buffer(&staging_buffer, 0, &self.uniform_buffer, 0, std::mem::size_of::<Uniforms>() as wgpu::BufferAddress);
|
|
|
|
|
|
|
|
self.queue.submit(&[encoder.finish()]);
|
|
|
|
}
|
|
|
|
|
|
|
|
fn render(&mut self) {
|
|
|
|
let frame = self.swap_chain.get_next_texture()
|
|
|
|
.expect("Timeout getting texture");
|
|
|
|
|
|
|
|
let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
|
|
label: Some("Render Encoder"),
|
|
|
|
});
|
|
|
|
|
|
|
|
{
|
|
|
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
|
|
color_attachments: &[
|
|
|
|
wgpu::RenderPassColorAttachmentDescriptor {
|
|
|
|
attachment: &frame.view,
|
|
|
|
resolve_target: None,
|
|
|
|
load_op: wgpu::LoadOp::Clear,
|
|
|
|
store_op: wgpu::StoreOp::Store,
|
|
|
|
clear_color: wgpu::Color {
|
|
|
|
r: 0.1,
|
|
|
|
g: 0.2,
|
|
|
|
b: 0.3,
|
|
|
|
a: 1.0,
|
|
|
|
},
|
|
|
|
}
|
|
|
|
],
|
|
|
|
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
|
|
|
attachment: &self.depth_pass.texture.view,
|
|
|
|
depth_load_op: wgpu::LoadOp::Clear,
|
|
|
|
depth_store_op: wgpu::StoreOp::Store,
|
|
|
|
clear_depth: 1.0,
|
|
|
|
stencil_load_op: wgpu::LoadOp::Clear,
|
|
|
|
stencil_store_op: wgpu::StoreOp::Store,
|
|
|
|
clear_stencil: 0,
|
|
|
|
}),
|
|
|
|
});
|
|
|
|
|
|
|
|
render_pass.set_pipeline(&self.render_pipeline);
|
|
|
|
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
|
|
|
|
render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
|
|
|
|
render_pass.set_vertex_buffer(0, &self.vertex_buffer, 0, 0);
|
|
|
|
render_pass.set_index_buffer(&self.index_buffer, 0, 0);
|
|
|
|
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as u32);
|
|
|
|
}
|
|
|
|
|
|
|
|
{
|
|
|
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
|
|
color_attachments: &[
|
|
|
|
wgpu::RenderPassColorAttachmentDescriptor {
|
|
|
|
attachment: &frame.view,
|
|
|
|
resolve_target: None,
|
|
|
|
load_op: wgpu::LoadOp::Load,
|
|
|
|
store_op: wgpu::StoreOp::Store,
|
|
|
|
clear_color: wgpu::Color::BLACK,
|
|
|
|
}
|
|
|
|
],
|
|
|
|
depth_stencil_attachment: None,
|
|
|
|
});
|
|
|
|
render_pass.set_pipeline(&self.depth_pass.render_pipeline);
|
|
|
|
render_pass.set_bind_group(0, &self.depth_pass.bind_group, &[]);
|
|
|
|
render_pass.set_vertex_buffer(0, &self.depth_pass.vertex_buffer, 0, 0);
|
|
|
|
render_pass.set_index_buffer(&self.depth_pass.index_buffer, 0, 0);
|
|
|
|
render_pass.draw_indexed(0..self.depth_pass.num_depth_indices, 0, 0..1);
|
|
|
|
}
|
|
|
|
|
|
|
|
let buffer = if !self.depth_pass.has_saved_to_file {
|
|
|
|
const U32_SIZE: u32 = std::mem::size_of::<u32>() as u32;
|
|
|
|
let buffer_size = (U32_SIZE * self.sc_desc.width * self.sc_desc.height) as wgpu::BufferAddress;
|
|
|
|
let buffer_desc = wgpu::BufferDescriptor {
|
|
|
|
size: buffer_size,
|
|
|
|
usage: wgpu::BufferUsage::COPY_DST
|
|
|
|
| wgpu::BufferUsage::MAP_READ,
|
|
|
|
label: Some("screenshot_buffer"),
|
|
|
|
};
|
|
|
|
|
|
|
|
let buffer = self.device.create_buffer(&buffer_desc);
|
|
|
|
|
|
|
|
encoder.copy_texture_to_buffer(
|
|
|
|
wgpu::TextureCopyView {
|
|
|
|
texture: &self.depth_pass.texture.texture,
|
|
|
|
mip_level: 0,
|
|
|
|
array_layer: 0,
|
|
|
|
origin: wgpu::Origin3d::ZERO,
|
|
|
|
},
|
|
|
|
wgpu::BufferCopyView {
|
|
|
|
buffer: &buffer,
|
|
|
|
offset: 0,
|
|
|
|
bytes_per_row: U32_SIZE * self.sc_desc.width,
|
|
|
|
rows_per_image: self.sc_desc.height,
|
|
|
|
},
|
|
|
|
wgpu::Extent3d {
|
|
|
|
width: self.sc_desc.width,
|
|
|
|
height: self.sc_desc.height,
|
|
|
|
depth: 1,
|
|
|
|
},
|
|
|
|
);
|
|
|
|
self.depth_pass.has_saved_to_file = true;
|
|
|
|
|
|
|
|
Some((buffer, buffer_size))
|
|
|
|
} else {
|
|
|
|
None
|
|
|
|
};
|
|
|
|
|
|
|
|
self.queue.submit(&[
|
|
|
|
encoder.finish()
|
|
|
|
]);
|
|
|
|
|
|
|
|
|
|
|
|
if let Some((buffer, buffer_size)) = buffer {
|
|
|
|
let width = self.sc_desc.width;
|
|
|
|
let height = self.sc_desc.height;
|
|
|
|
let near = self.camera.znear;
|
|
|
|
let far = self.camera.zfar;
|
|
|
|
|
|
|
|
std::thread::spawn(move || {
|
|
|
|
use futures::executor::block_on;
|
|
|
|
let mapping_future = buffer.map_read(0, buffer_size);
|
|
|
|
let mapping = block_on(mapping_future).unwrap();
|
|
|
|
|
|
|
|
let data = mapping.as_slice();
|
|
|
|
let pixels: &[f32] = bytemuck::try_cast_slice(data).unwrap();
|
|
|
|
|
|
|
|
use image::{ImageBuffer, Rgba, Pixel};
|
|
|
|
let mut buffer = ImageBuffer::<Rgba<u8>, _>::new(
|
|
|
|
width,
|
|
|
|
height,
|
|
|
|
);
|
|
|
|
|
|
|
|
let mut x = 0;
|
|
|
|
let mut y = 0;
|
|
|
|
for pixel in pixels {
|
|
|
|
let z = pixel * 2.0 - 1.0;
|
|
|
|
let r = (2.0 * near * far) / (far + near - z * (far - near));
|
|
|
|
let p = (r.floor() * 255.0 / far) as u8;
|
|
|
|
|
|
|
|
buffer.put_pixel(x, y, Pixel::from_channels(
|
|
|
|
p, p, p, 255,
|
|
|
|
));
|
|
|
|
|
|
|
|
x += 1;
|
|
|
|
if x >= width {
|
|
|
|
x = 0;
|
|
|
|
y += 1;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
buffer.save("image.png").unwrap();
|
|
|
|
});
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
fn main() {
|
|
|
|
let event_loop = EventLoop::new();
|
|
|
|
let window = WindowBuilder::new()
|
|
|
|
.build(&event_loop)
|
|
|
|
.unwrap();
|
|
|
|
|
|
|
|
use futures::executor::block_on;
|
|
|
|
|
|
|
|
// Since main can't be async, we're going to need to block
|
|
|
|
let mut state = block_on(State::new(&window));
|
|
|
|
|
|
|
|
event_loop.run(move |event, _, control_flow| {
|
|
|
|
match event {
|
|
|
|
Event::WindowEvent {
|
|
|
|
ref event,
|
|
|
|
window_id,
|
|
|
|
} if window_id == window.id() => if !state.input(event) {
|
|
|
|
match event {
|
|
|
|
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
|
|
|
|
WindowEvent::KeyboardInput {
|
|
|
|
input,
|
|
|
|
..
|
|
|
|
} => {
|
|
|
|
match input {
|
|
|
|
KeyboardInput {
|
|
|
|
state: ElementState::Pressed,
|
|
|
|
virtual_keycode: Some(VirtualKeyCode::Escape),
|
|
|
|
..
|
|
|
|
} => *control_flow = ControlFlow::Exit,
|
|
|
|
_ => {}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
WindowEvent::Resized(physical_size) => {
|
|
|
|
state.resize(*physical_size);
|
|
|
|
}
|
|
|
|
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
|
|
|
// new_inner_size is &mut so w have to dereference it twice
|
|
|
|
state.resize(**new_inner_size);
|
|
|
|
}
|
|
|
|
_ => {}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
Event::RedrawRequested(_) => {
|
|
|
|
state.update();
|
|
|
|
state.render();
|
|
|
|
}
|
|
|
|
Event::MainEventsCleared => {
|
|
|
|
// RedrawRequested will only trigger once, unless we manually
|
|
|
|
// request it.
|
|
|
|
window.request_redraw();
|
|
|
|
}
|
|
|
|
_ => {}
|
|
|
|
}
|
|
|
|
});
|
|
|
|
}
|