some fixes

pull/94/head
Ben Hansen 4 years ago
parent 03c8ce0a59
commit 2ab37aa9b7

@ -480,7 +480,7 @@ impl State {
self.camera_controller.update_camera(&mut self.uniform_staging.camera);
self.uniform_staging.model_rotation += cgmath::Deg(2.0);
self.uniform_staging.update_uniforms(&mut self.uniforms);
self.queue.write_buffer(&self.uniform_buffer, 0, &bytemuck::cast_slice(&[self.uniforms]));
self.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]));
}
fn render(&mut self) {

@ -465,7 +465,7 @@ impl State {
fn update(&mut self) {
self.camera_controller.update_camera(&mut self.camera);
self.uniforms.update_view_proj(&self.camera);
self.queue.write_buffer(&self.uniform_buffer, 0, &bytemuck::cast_slice(&[self.uniforms]));
self.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]));
}
fn render(&mut self) {

@ -532,7 +532,7 @@ impl State {
fn update(&mut self) {
self.camera_controller.update_camera(&mut self.camera);
self.uniforms.update_view_proj(&self.camera);
self.queue.write_buffer(&self.uniform_buffer, 0, &bytemuck::cast_slice(&[self.uniforms]));
self.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]));
}
fn render(&mut self) {

@ -1,7 +1,6 @@
#version 450
layout(location=0) in vec2 v_tex_coords;
layout(location=1) in vec3 v_color;
layout(location=0) out vec4 f_color;

@ -736,7 +736,7 @@ impl State {
fn update(&mut self) {
self.camera_controller.update_camera(&mut self.camera);
self.uniforms.update_view_proj(&self.camera);
self.queue.write_buffer(&self.uniform_buffer, 0, &bytemuck::cast_slice(&[self.uniforms]));
self.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]));
}
fn render(&mut self) {

@ -550,7 +550,7 @@ impl State {
fn update(&mut self) {
self.camera_controller.update_camera(&mut self.camera);
self.uniforms.update_view_proj(&self.camera);
self.queue.write_buffer(&self.uniform_buffer, 0, &bytemuck::cast_slice(&[self.uniforms]));
self.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]));
}
fn render(&mut self) {

@ -468,7 +468,7 @@ impl State {
fn update(&mut self) {
self.camera_controller.update_camera(&mut self.camera);
self.uniforms.update_view_proj(&self.camera);
self.queue.write_buffer(&self.uniform_buffer, 0, &bytemuck::cast_slice(&[self.uniforms]));
self.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]));
}
fn render(&mut self) {

@ -573,14 +573,14 @@ impl State {
fn update(&mut self) {
self.camera_controller.update_camera(&mut self.camera);
self.uniforms.update_view_proj(&self.camera);
self.queue.write_buffer(&self.uniform_buffer, 0, &bytemuck::cast_slice(&[self.uniforms]));
self.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]));
// Update the light
let old_position = self.light.position;
self.light.position =
cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
* old_position;
self.queue.write_buffer(&self.light_buffer, 0, &bytemuck::cast_slice(&[self.light]));
self.queue.write_buffer(&self.light_buffer, 0, bytemuck::cast_slice(&[self.light]));
}
fn render(&mut self) {

@ -599,14 +599,14 @@ impl State {
fn update(&mut self) {
self.camera_controller.update_camera(&mut self.camera);
self.uniforms.update_view_proj(&self.camera);
self.queue.write_buffer(&self.uniform_buffer, 0, &bytemuck::cast_slice(&[self.uniforms]));
self.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]));
// Update the light
let old_position = self.light.position;
self.light.position =
cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
* old_position;
self.queue.write_buffer(&self.light_buffer, 0, &bytemuck::cast_slice(&[self.light]));
self.queue.write_buffer(&self.light_buffer, 0, bytemuck::cast_slice(&[self.light]));
}
fn render(&mut self) {
@ -633,7 +633,7 @@ impl State {
}
),
store: true,
}
git@github.com:EpicGames/UnrealEngine.git }
}],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
attachment: &self.depth_texture.view,

@ -520,14 +520,14 @@ impl State {
// UPDATED!
self.camera_controller.update_camera(&mut self.camera, dt);
self.uniforms.update_view_proj(&self.camera, &self.projection);
self.queue.write_buffer(&self.uniform_buffer, 0, &bytemuck::cast_slice(&[self.uniforms]));
self.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]));
// Update the light
let old_position = self.light.position;
self.light.position =
cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
* old_position;
self.queue.write_buffer(&self.light_buffer, 0, &bytemuck::cast_slice(&[self.light]));
self.queue.write_buffer(&self.light_buffer, 0, bytemuck::cast_slice(&[self.light]));
}
fn render(&mut self) {

@ -1 +1 @@
Subproject commit 0805068532ad485f5d9eb06cf1e8c4d1426e4596
Subproject commit bb9bc645150aa7e2cc61e1e7ed35eb4b6eb2b378

@ -59,7 +59,6 @@ impl State {
compatible_surface: Some(&surface),
},
).await.unwrap();
let size = window.inner_size();
```
The `surface` is used to create the `swap_chain`. Our `window` needs to implement [raw-window-handle](https://crates.io/crates/raw-window-handle)'s `HasRawWindowHandle` trait to access the native window implementation for `wgpu` to properly create the graphics backend. Fortunately, winit's `Window` fits the bill. We also need it to request our `adapter`.
@ -136,7 +135,6 @@ At the end of the method, we simply return the resulting struct.
```rust
Self {
surface,
adapter,
device,
queue,
sc_desc,

@ -402,7 +402,7 @@ We're going to use option number 3.
fn update(&mut self) {
self.camera_controller.update_camera(&mut self.camera);
self.uniforms.update_view_proj(&self.camera);
self.queue.write_buffer(&self.uniform_buffer, 0, &bytemuck::cast_slice(&[self.uniforms]));
self.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]));
}
```

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