mirror of https://github.com/sotrh/learn-wgpu
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700 lines
23 KiB
Rust
700 lines
23 KiB
Rust
use cgmath::prelude::*;
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use futures::executor::block_on;
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use std::path::Path;
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use std::time::{Duration, Instant};
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use winit::{
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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 model;
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mod pipeline;
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mod texture;
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use model::{DrawLight, DrawModel, Vertex};
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#[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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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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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_position: cgmath::Vector4<f32>,
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view_proj: cgmath::Matrix4<f32>,
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}
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impl Uniforms {
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fn new() -> Self {
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Self {
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view_position: Zero::zero(),
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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_position = camera.eye.to_homogeneous();
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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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unsafe impl bytemuck::Zeroable for Uniforms {}
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unsafe impl bytemuck::Pod for Uniforms {}
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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:
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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;
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let forward_norm = forward.normalize();
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let forward_mag = forward.magnitude();
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// Prevents glitching when camera gets too close to the
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// center of the scene.
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if self.is_forward_pressed && forward_mag > self.speed {
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camera.eye += forward_norm * self.speed;
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}
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if self.is_backward_pressed {
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camera.eye -= forward_norm * self.speed;
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}
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let right = forward_norm.cross(camera.up);
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// Redo radius calc in case the up/ down is pressed.
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let forward = camera.target - camera.eye;
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let forward_mag = forward.magnitude();
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if self.is_right_pressed {
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// Rescale the distance between the target and eye so
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// that it doesn't change. The eye therefore still
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// lies on the circle made by the target and eye.
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camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
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}
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if self.is_left_pressed {
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camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
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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)
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* cgmath::Matrix4::from(self.rotation),
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}
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}
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}
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#[derive(Copy, Clone)]
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struct InstanceRaw {
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#[allow(dead_code)]
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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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#[repr(C)]
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#[derive(Debug, Copy, Clone)]
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struct Light {
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position: cgmath::Vector3<f32>,
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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: cgmath::Vector3<f32>,
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}
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unsafe impl bytemuck::Zeroable for Light {}
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unsafe impl bytemuck::Pod for Light {}
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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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sc_desc: wgpu::SwapChainDescriptor,
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swap_chain: wgpu::SwapChain,
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render_pipeline: wgpu::RenderPipeline,
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obj_model: model::Model,
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camera: Camera,
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camera_controller: CameraController,
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uniforms: Uniforms,
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uniform_buffer: wgpu::Buffer,
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uniform_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: Light,
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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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}
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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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let surface = wgpu::Surface::create(window);
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let adapter = wgpu::Adapter::request(
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&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::Default,
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compatible_surface: Some(&surface),
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},
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wgpu::BackendBit::PRIMARY, // Vulkan + Metal + DX12 + Browser WebGPU
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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(&wgpu::DeviceDescriptor {
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extensions: wgpu::Extensions {
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anisotropic_filtering: false,
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},
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limits: Default::default(),
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})
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.await;
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let sc_desc = wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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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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};
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let swap_chain = device.create_swap_chain(&surface, &sc_desc);
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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component_type: wgpu::TextureComponentType::Float,
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dimension: wgpu::TextureViewDimension::D2,
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},
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler { comparison: false },
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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::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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component_type: wgpu::TextureComponentType::Float,
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dimension: wgpu::TextureViewDimension::D2,
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},
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler { comparison: false },
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},
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],
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label: None,
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});
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let camera = Camera {
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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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up: cgmath::Vector3::unit_y(),
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aspect: sc_desc.width as f32 / sc_desc.height as f32,
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fovy: 45.0,
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znear: 0.1,
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zfar: 100.0,
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};
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let camera_controller = CameraController::new(0.2);
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let mut uniforms = Uniforms::new();
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uniforms.update_view_proj(&camera);
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let uniform_buffer = device.create_buffer_with_data(
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bytemuck::cast_slice(&[uniforms]),
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::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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.flat_map(|z| {
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(0..NUM_INSTANCES_PER_ROW).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(
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position.clone().normalize(),
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cgmath::Deg(45.0),
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)
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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_size =
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instance_data.len() * std::mem::size_of::<cgmath::Matrix4<f32>>();
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let instance_buffer = device.create_buffer_with_data(
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bytemuck::cast_slice(&instance_data),
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wgpu::BufferUsage::STORAGE_READ | wgpu::BufferUsage::COPY_DST,
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);
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let uniform_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::StorageBuffer {
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dynamic: false,
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readonly: true,
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},
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},
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],
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label: None,
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});
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let uniform_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &uniform_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::Buffer {
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buffer: &uniform_buffer,
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range: 0..std::mem::size_of_val(&uniforms) as wgpu::BufferAddress,
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},
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},
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wgpu::Binding {
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binding: 1,
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resource: wgpu::BindingResource::Buffer {
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buffer: &instance_buffer,
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range: 0..instance_buffer_size as wgpu::BufferAddress,
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},
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},
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],
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label: None,
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});
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let res_dir = Path::new(env!("OUT_DIR")).join("res");
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let (obj_model, cmds) = model::Model::load(
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&device,
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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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queue.submit(&cmds);
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let light = Light {
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position: (2.0, 2.0, 2.0).into(),
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_padding: 0,
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color: (1.0, 1.0, 1.0).into(),
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};
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let light_buffer = device.create_buffer_with_data(
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bytemuck::cast_slice(&[light]),
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::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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bindings: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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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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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &light_buffer,
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range: 0..std::mem::size_of_val(&light) as wgpu::BufferAddress,
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},
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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, &sc_desc, "depth_texture");
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[
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&texture_bind_group_layout,
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&uniform_bind_group_layout,
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&light_bind_group_layout,
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],
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});
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let render_pipeline = pipeline::RenderPipelineBuilder::new()
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.layout(&render_pipeline_layout)
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.color_solid(sc_desc.format)
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.depth_format(texture::Texture::DEPTH_FORMAT)
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.vertex_buffer(model::ModelVertex::desc())
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.vertex_shader(include_bytes!("shader.vert.spv"))
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.fragment_shader(include_bytes!("shader.frag.spv"))
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.build(&device)
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.unwrap();
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let light_render_pipeline = {
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&uniform_bind_group_layout, &light_bind_group_layout],
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});
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pipeline::RenderPipelineBuilder::new()
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.layout(&layout)
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.color_solid(sc_desc.format)
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.depth_format(texture::Texture::DEPTH_FORMAT)
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.vertex_buffer(model::ModelVertex::desc())
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.vertex_shader(include_bytes!("light.vert.spv"))
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.fragment_shader(include_bytes!("light.frag.spv"))
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.build(&device)
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.unwrap()
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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 mut command_buffers = vec![];
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let (diffuse_texture, cmds) =
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texture::Texture::from_bytes(&device, diffuse_bytes, "res/alt-diffuse.png", false)
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.unwrap();
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command_buffers.push(cmds);
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let (normal_texture, cmds) =
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texture::Texture::from_bytes(&device, normal_bytes, "res/alt-normal.png", true)
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.unwrap();
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command_buffers.push(cmds);
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queue.submit(&command_buffers);
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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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|
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Self {
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surface,
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device,
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queue,
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sc_desc,
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swap_chain,
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render_pipeline,
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obj_model,
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camera,
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camera_controller,
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uniform_buffer,
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uniform_bind_group,
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uniforms,
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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,
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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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}
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}
|
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|
|
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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self.camera.aspect = self.sc_desc.width as f32 / self.sc_desc.height as f32;
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self.size = new_size;
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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_texture =
|
|
texture::Texture::create_depth_texture(&self.device, &self.sc_desc, "depth_texture");
|
|
}
|
|
|
|
fn input(&mut self, event: &WindowEvent) -> bool {
|
|
self.camera_controller.process_events(event)
|
|
}
|
|
|
|
fn update(&mut self, dt: Duration) {
|
|
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: None });
|
|
|
|
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,
|
|
);
|
|
|
|
// 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(45.0) * dt.as_secs_f32(),
|
|
) * old_position;
|
|
|
|
let staging_buffer = self.device.create_buffer_with_data(
|
|
bytemuck::cast_slice(&[self.light]),
|
|
wgpu::BufferUsage::COPY_SRC,
|
|
);
|
|
encoder.copy_buffer_to_buffer(
|
|
&staging_buffer,
|
|
0,
|
|
&self.light_buffer,
|
|
0,
|
|
std::mem::size_of::<Light>() 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: None });
|
|
|
|
{
|
|
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_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.light_render_pipeline);
|
|
render_pass.draw_light_model(
|
|
&self.obj_model,
|
|
&self.uniform_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.uniform_bind_group,
|
|
&self.light_bind_group,
|
|
);
|
|
}
|
|
self.queue.submit(&[encoder.finish()]);
|
|
}
|
|
}
|
|
|
|
fn main() {
|
|
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 = block_on(State::new(&window));
|
|
let mut is_focused = false;
|
|
let mut last_update = Instant::now();
|
|
event_loop.run(move |event, _, control_flow| {
|
|
*control_flow = if is_focused {
|
|
ControlFlow::Poll
|
|
} else {
|
|
ControlFlow::Wait
|
|
};
|
|
match event {
|
|
Event::MainEventsCleared => {
|
|
if is_focused {
|
|
window.request_redraw();
|
|
}
|
|
}
|
|
Event::WindowEvent {
|
|
ref event,
|
|
window_id,
|
|
} if window_id == window.id() => {
|
|
if !state.input(event) {
|
|
match event {
|
|
WindowEvent::Focused(focused) => is_focused = *focused,
|
|
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, .. } => {
|
|
state.resize(**new_inner_size);
|
|
}
|
|
_ => {}
|
|
}
|
|
}
|
|
}
|
|
Event::RedrawRequested(_) => {
|
|
let now = Instant::now();
|
|
let dt = now - last_update;
|
|
state.update(dt);
|
|
last_update = now;
|
|
state.render();
|
|
}
|
|
_ => {}
|
|
}
|
|
});
|
|
}
|