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This commit is contained in:
Florian RICHER 2022-06-14 21:55:12 +02:00
parent c2c3e4fd46
commit 44e027f76f

View file

@ -1,7 +1,10 @@
use super::vertex::Vertex;
use cgmath::prelude::*;
use wgpu::util::DeviceExt;
use winit::{event::{WindowEvent, KeyboardInput, VirtualKeyCode, ElementState}, window::Window};
use winit::{
event::{ElementState, KeyboardInput, VirtualKeyCode, WindowEvent},
window::Window,
};
const VERTICES: &[Vertex] = &[
Vertex {
@ -63,7 +66,7 @@ pub struct State {
#[allow(dead_code)]
diffuse_texture: super::texture::Texture,
depth_texture: super::texture::Texture,
toggle: bool
toggle: bool,
}
impl State {
@ -120,11 +123,7 @@ impl State {
};
surface.configure(&device, &config);
let diffuse_bytes = include_bytes!("happy-tree.png");
let diffuse_texture =
super::texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png")
.unwrap();
// Binding des textures
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
@ -148,6 +147,11 @@ impl State {
label: Some("texture_bind_group_layout"),
});
let diffuse_bytes = include_bytes!("happy-tree.png");
let diffuse_texture =
super::texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png")
.unwrap();
let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
@ -164,35 +168,16 @@ impl State {
});
let diffuse_bytes_pikachu = include_bytes!("pikachu.png");
let diffuse_texture_pikachu =
super::texture::Texture::from_bytes(&device, &queue, diffuse_bytes_pikachu, "pikachu.png")
.unwrap();
let texture_bind_group_layout_pikachu =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let diffuse_texture_pikachu = super::texture::Texture::from_bytes(
&device,
&queue,
diffuse_bytes_pikachu,
"pikachu.png",
)
.unwrap();
let diffuse_bind_group_pikachu = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout_pikachu,
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
@ -205,21 +190,7 @@ impl State {
],
label: Some("diffuse_bind_group"),
});
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
// let num_vertices = VERTICES.len() as u32;
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(INDICES),
usage: wgpu::BufferUsages::INDEX,
});
let num_indices = INDICES.len() as u32;
// FIN Binding des textures
let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
@ -275,13 +246,6 @@ impl State {
let camera_controller = super::camera::CameraController::new(0.2);
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
push_constant_ranges: &[],
});
let instances = (0..NUM_INSTANCES_PER_ROW)
.flat_map(|z| {
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
@ -317,7 +281,15 @@ impl State {
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
});
let depth_texture = super::texture::Texture::create_depth_texture(&device, &config, "depth_texture");
let depth_texture =
super::texture::Texture::create_depth_texture(&device, &config, "depth_texture");
let render_pipeline_layout =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
push_constant_ranges: &[],
});
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
@ -351,8 +323,8 @@ impl State {
depth_stencil: Some(wgpu::DepthStencilState {
format: super::texture::Texture::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::Less, // 1.
stencil: wgpu::StencilState::default(), // 2.
depth_compare: wgpu::CompareFunction::Less,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState {
@ -363,6 +335,21 @@ impl State {
multiview: None,
});
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
usage: wgpu::BufferUsages::VERTEX,
});
// let num_vertices = VERTICES.len() as u32;
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
contents: bytemuck::cast_slice(INDICES),
usage: wgpu::BufferUsages::INDEX,
});
let num_indices = INDICES.len() as u32;
Self {
surface,
device,
@ -397,7 +384,11 @@ impl State {
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
}
self.depth_texture = super::texture::Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
self.depth_texture = super::texture::Texture::create_depth_texture(
&self.device,
&self.config,
"depth_texture",
);
}
pub fn input(&mut self, event: &WindowEvent) -> bool {
@ -487,7 +478,7 @@ impl State {
store: true,
}),
stencil_ops: None,
})
}),
});
render_pass.set_pipeline(&self.render_pipeline);