mirror of https://github.com/sotrh/learn-wgpu
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660 lines
24 KiB
Rust
660 lines
24 KiB
Rust
use cgmath::prelude::*;
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use rayon::prelude::*;
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use std::iter;
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use wgpu::util::DeviceExt;
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use winit::{
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dpi::PhysicalPosition,
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event::*,
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event_loop::{ControlFlow, EventLoop},
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window::Window,
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};
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mod camera;
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mod model;
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mod pipeline; // NEW!
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mod texture;
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use model::{DrawLight, DrawModel, Vertex};
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use pipeline::create_render_pipeline;
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct CameraUniform {
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view_position: [f32; 4],
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view_proj: [[f32; 4]; 4],
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}
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impl CameraUniform {
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fn new() -> Self {
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Self {
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view_position: [0.0; 4],
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view_proj: cgmath::Matrix4::identity().into(),
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}
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}
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// UPDATED!
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fn update_view_proj(&mut self, camera: &camera::Camera, projection: &camera::Projection) {
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self.view_position = camera.position.to_homogeneous().into();
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self.view_proj = (projection.calc_matrix() * camera.calc_matrix()).into()
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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)
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* cgmath::Matrix4::from(self.rotation))
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.into(),
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normal: cgmath::Matrix3::from(self.rotation).into(),
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}
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}
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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#[allow(dead_code)]
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struct InstanceRaw {
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model: [[f32; 4]; 4],
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normal: [[f32; 3]; 3],
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}
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impl model::Vertex for InstanceRaw {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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use std::mem;
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wgpu::VertexBufferLayout {
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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
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// This means that our shaders will only change to use the next
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// instance when the shader starts processing a new instance
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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// While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
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// be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
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shader_location: 5,
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format: wgpu::VertexFormat::Float32x4,
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},
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// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
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// for each vec4. We don't have to do this in code though.
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
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shader_location: 6,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
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shader_location: 7,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 16]>() as wgpu::BufferAddress,
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shader_location: 9,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 19]>() as wgpu::BufferAddress,
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shader_location: 10,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 22]>() as wgpu::BufferAddress,
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shader_location: 11,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}
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}
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct LightUniform {
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position: [f32; 3],
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// Due to uniforms requiring 16 byte (4 float) spacing, we need to use a padding field here
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_padding: u32,
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color: [f32; 3],
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_padding2: u32,
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}
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struct State {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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render_pipeline: wgpu::RenderPipeline,
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obj_model: model::Model,
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camera: camera::Camera,
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projection: camera::Projection,
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camera_controller: camera::CameraController,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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instances: Vec<Instance>,
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#[allow(dead_code)]
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instance_buffer: wgpu::Buffer,
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depth_texture: texture::Texture,
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size: winit::dpi::PhysicalSize<u32>,
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light_uniform: LightUniform,
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light_buffer: wgpu::Buffer,
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light_bind_group: wgpu::BindGroup,
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light_render_pipeline: wgpu::RenderPipeline,
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#[allow(dead_code)]
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debug_material: model::Material,
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last_mouse_pos: PhysicalPosition<f64>,
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mouse_pressed: bool,
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}
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impl State {
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async fn new(window: &Window) -> Self {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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features: wgpu::Features::empty(),
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// WebGL doesn't support all of wgpu's features, so if
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// we're building for the web we'll have to disable some.
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limits: if cfg!(target_arch = "wasm32") {
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wgpu::Limits::downlevel_webgl2_defaults()
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} else {
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wgpu::Limits::default()
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},
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},
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None, // Trace path
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)
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.await
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.unwrap();
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_supported_formats(&adapter)[0],
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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};
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surface.configure(&device, &config);
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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// normal map
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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// UPDATED!
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let camera = camera::Camera::new((0.0, 5.0, 10.0), cgmath::Deg(-90.0), cgmath::Deg(-20.0));
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let projection =
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camera::Projection::new(config.width, config.height, cgmath::Deg(45.0), 0.1, 100.0);
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let camera_controller = camera::CameraController::new(4.0, 0.4);
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let mut camera_uniform = CameraUniform::new();
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camera_uniform.update_view_proj(&camera, &projection);
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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const SPACE_BETWEEN: f32 = 3.0;
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let instances = (0..NUM_INSTANCES_PER_ROW)
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.into_par_iter() // NEW!
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.flat_map(|z| {
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// UPDATED!
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(0..NUM_INSTANCES_PER_ROW).into_par_iter().map(move |x| {
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let x = SPACE_BETWEEN * (x as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
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let z = SPACE_BETWEEN * (z as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
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let position = cgmath::Vector3 { x, y: 0.0, z };
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let rotation = if position.is_zero() {
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cgmath::Quaternion::from_axis_angle(
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cgmath::Vector3::unit_z(),
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cgmath::Deg(0.0),
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)
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} else {
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cgmath::Quaternion::from_axis_angle(position.normalize(), cgmath::Deg(45.0))
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};
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Instance { position, rotation }
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})
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})
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.collect::<Vec<_>>();
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let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
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let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Instance Buffer"),
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contents: bytemuck::cast_slice(&instance_data),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let camera_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("camera_bind_group_layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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});
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let res_dir = std::path::Path::new(env!("OUT_DIR")).join("res");
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let model_loader = model::ModelLoader::new(&device);
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// UPDATED!
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let obj_model = model_loader
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.load(
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&device,
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&queue,
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&texture_bind_group_layout,
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res_dir.join("cube.obj"),
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)
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.unwrap();
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let light_uniform = LightUniform {
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position: [2.0, 2.0, 2.0],
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_padding: 0,
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color: [1.0, 1.0, 1.0],
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_padding2: 0,
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};
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let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Light VB"),
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contents: bytemuck::cast_slice(&[light_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let light_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: None,
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});
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let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &light_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: light_buffer.as_entire_binding(),
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}],
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label: None,
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});
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let depth_texture =
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texture::Texture::create_depth_texture(&device, &config, "depth_texture");
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[
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&texture_bind_group_layout,
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&camera_bind_group_layout,
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&light_bind_group_layout,
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],
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push_constant_ranges: &[],
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});
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println!("Creating RENDER pipeline");
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let render_pipeline = create_render_pipeline(
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&device,
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&render_pipeline_layout,
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config.format,
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Some(texture::Texture::DEPTH_FORMAT),
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&[model::ModelVertex::desc(), InstanceRaw::desc()],
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wgpu::include_wgsl!("shader.vert.wgsl"),
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wgpu::include_wgsl!("shader.frag.wgsl"),
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);
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println!("Creating LIGHT pipeline");
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let light_render_pipeline = {
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Light Pipeline Layout"),
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bind_group_layouts: &[&camera_bind_group_layout, &light_bind_group_layout],
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push_constant_ranges: &[],
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});
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create_render_pipeline(
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&device,
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&layout,
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config.format,
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Some(texture::Texture::DEPTH_FORMAT),
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&[model::ModelVertex::desc()],
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wgpu::include_wgsl!("light.vert.wgsl"),
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wgpu::include_wgsl!("light.frag.wgsl"),
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)
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};
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let debug_material = {
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let diffuse_bytes = include_bytes!("../res/cobble-diffuse.png");
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let normal_bytes = include_bytes!("../res/cobble-normal.png");
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let diffuse_texture = texture::Texture::from_bytes(
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&device,
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&queue,
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diffuse_bytes,
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"res/alt-diffuse.png",
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false,
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)
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.unwrap();
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let normal_texture = texture::Texture::from_bytes(
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&device,
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&queue,
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normal_bytes,
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"res/alt-normal.png",
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true,
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)
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.unwrap();
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model::Material::new(
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&device,
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"alt-material",
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diffuse_texture,
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normal_texture,
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&texture_bind_group_layout,
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)
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};
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Self {
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surface,
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device,
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queue,
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config,
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render_pipeline,
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obj_model,
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camera,
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projection,
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camera_controller,
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camera_buffer,
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camera_bind_group,
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camera_uniform,
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instances,
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instance_buffer,
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depth_texture,
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size,
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light_uniform,
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light_buffer,
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light_bind_group,
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light_render_pipeline,
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#[allow(dead_code)]
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debug_material,
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last_mouse_pos: (0.0, 0.0).into(),
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mouse_pressed: false,
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}
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}
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|
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fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.projection.resize(new_size.width, new_size.height);
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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self.depth_texture =
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texture::Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
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}
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}
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|
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fn input(&mut self, event: &WindowEvent) -> bool {
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match event {
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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virtual_keycode: Some(key),
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state,
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..
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},
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..
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} => self.camera_controller.process_keyboard(*key, *state),
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WindowEvent::MouseWheel { delta, .. } => {
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self.camera_controller.process_scroll(delta);
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true
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}
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WindowEvent::MouseInput {
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button: MouseButton::Left,
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state,
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..
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} => {
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self.mouse_pressed = *state == ElementState::Pressed;
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true
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}
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|
WindowEvent::CursorMoved { position, .. } => {
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let mouse_dx = position.x - self.last_mouse_pos.x;
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let mouse_dy = position.y - self.last_mouse_pos.y;
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self.last_mouse_pos = *position;
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if self.mouse_pressed {
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self.camera_controller.process_mouse(mouse_dx, mouse_dy);
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}
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true
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}
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_ => false,
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}
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}
|
|
|
|
fn update(&mut self, dt: std::time::Duration) {
|
|
self.camera_controller.update_camera(&mut self.camera, dt);
|
|
self.camera_uniform
|
|
.update_view_proj(&self.camera, &self.projection);
|
|
self.queue.write_buffer(
|
|
&self.camera_buffer,
|
|
0,
|
|
bytemuck::cast_slice(&[self.camera_uniform]),
|
|
);
|
|
|
|
// Update the light
|
|
let old_position: cgmath::Vector3<_> = self.light_uniform.position.into();
|
|
self.light_uniform.position =
|
|
(cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
|
|
* old_position)
|
|
.into();
|
|
self.queue.write_buffer(
|
|
&self.light_buffer,
|
|
0,
|
|
bytemuck::cast_slice(&[self.light_uniform]),
|
|
);
|
|
}
|
|
|
|
fn render(&mut self) {
|
|
let frame = self.surface.get_current_texture();
|
|
|
|
match frame {
|
|
Ok(output) => {
|
|
let view = output
|
|
.texture
|
|
.create_view(&wgpu::TextureViewDescriptor::default());
|
|
let mut encoder =
|
|
self.device
|
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
label: Some("Render Encoder"),
|
|
});
|
|
|
|
{
|
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
label: Some("Render Pass"),
|
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
|
view: &view,
|
|
resolve_target: None,
|
|
ops: wgpu::Operations {
|
|
load: wgpu::LoadOp::Clear(wgpu::Color {
|
|
r: 0.1,
|
|
g: 0.2,
|
|
b: 0.3,
|
|
a: 1.0,
|
|
}),
|
|
store: true,
|
|
},
|
|
})],
|
|
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
|
|
view: &self.depth_texture.view,
|
|
depth_ops: Some(wgpu::Operations {
|
|
load: wgpu::LoadOp::Clear(1.0),
|
|
store: true,
|
|
}),
|
|
stencil_ops: None,
|
|
}),
|
|
});
|
|
|
|
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
|
|
render_pass.set_pipeline(&self.light_render_pipeline);
|
|
render_pass.draw_light_model(
|
|
&self.obj_model,
|
|
&self.camera_bind_group,
|
|
&self.light_bind_group,
|
|
);
|
|
|
|
render_pass.set_pipeline(&self.render_pipeline);
|
|
render_pass.draw_model_instanced(
|
|
&self.obj_model,
|
|
0..self.instances.len() as u32,
|
|
&self.camera_bind_group,
|
|
&self.light_bind_group,
|
|
);
|
|
}
|
|
self.queue.submit(iter::once(encoder.finish()));
|
|
output.present();
|
|
}
|
|
Err(e) => {
|
|
eprintln!("{:?}", e);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
fn main() {
|
|
pollster::block_on(run());
|
|
}
|
|
|
|
async fn run() {
|
|
env_logger::init();
|
|
let event_loop = EventLoop::new();
|
|
let title = env!("CARGO_PKG_NAME");
|
|
let window = winit::window::WindowBuilder::new()
|
|
.with_title(title)
|
|
.build(&event_loop)
|
|
.unwrap();
|
|
let mut state = State::new(&window).await; // NEW!
|
|
let mut last_render_time = std::time::Instant::now();
|
|
event_loop.run(move |event, _, control_flow| {
|
|
*control_flow = ControlFlow::Poll;
|
|
match event {
|
|
Event::MainEventsCleared => window.request_redraw(),
|
|
Event::WindowEvent {
|
|
ref event,
|
|
window_id,
|
|
} if window_id == window.id() => {
|
|
if !state.input(event) {
|
|
match event {
|
|
WindowEvent::CloseRequested
|
|
| WindowEvent::KeyboardInput {
|
|
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, .. } => {
|
|
state.resize(**new_inner_size);
|
|
}
|
|
_ => {}
|
|
}
|
|
}
|
|
}
|
|
Event::RedrawRequested(window_id) if window_id == window.id() => {
|
|
let now = std::time::Instant::now();
|
|
let dt = now - last_render_time;
|
|
last_render_time = now;
|
|
state.update(dt);
|
|
state.render();
|
|
}
|
|
_ => {}
|
|
}
|
|
});
|
|
}
|