Refactoring | Not finished
This commit is contained in:
parent
9e24702770
commit
7f2a43700a
5 changed files with 41 additions and 390 deletions
390
src/lib.rs
390
src/lib.rs
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@ -1,16 +1,16 @@
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use std::{sync::Arc, ops::Deref};
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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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event::*,
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event_loop::{ControlFlow, EventLoop},
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window::Window,
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};
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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use crate::render::{Renderer, DefaultState, State};
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mod camera;
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mod model;
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mod resources;
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@ -18,8 +18,6 @@ mod texture;
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mod render;
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use model::{DrawLight, DrawModel};
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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#[repr(C)]
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@ -131,355 +129,6 @@ struct LightUniform {
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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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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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#[allow(dead_code)]
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debug_material: model::Material,
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mouse_pressed: bool,
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pipelines: render::Pipelines
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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_preferred_format(&adapter).unwrap(),
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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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surface.configure(&device, &config);
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let global_bind_layout = render::GlobalBindLayout::new(&device);
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let pipelines = render::Pipelines::new(&global_bind_layout, &device, &config);
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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 iter = {
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cfg_if::cfg_if! {
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if #[cfg(target_arch = "wasm32")] {
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(0..NUM_INSTANCES_PER_ROW)
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.into_iter()
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} else {
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(0..NUM_INSTANCES_PER_ROW)
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.into_par_iter()
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}
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}
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};
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let instances = iter
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.clone()
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.flat_map(|z| {
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// UPDATED!
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iter.clone().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 = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: global_bind_layout.get_camera_bind_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 obj_model =
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resources::load_model("cube.obj", &device, &queue, global_bind_layout.get_texture_bind_layout())
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.await
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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 = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: global_bind_layout.get_light_bind_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 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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global_bind_layout.get_texture_bind_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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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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#[allow(dead_code)]
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debug_material,
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mouse_pressed: false,
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pipelines
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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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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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_ => false,
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}
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}
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fn update(&mut self, dt: instant::Duration) {
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self.camera_controller.update_camera(&mut self.camera, dt);
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self.camera_uniform
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.update_view_proj(&self.camera, &self.projection);
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self.queue.write_buffer(
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&self.camera_buffer,
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0,
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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// Update the light
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let old_position: cgmath::Vector3<_> = self.light_uniform.position.into();
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self.light_uniform.position =
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(cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
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* old_position)
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.into();
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self.queue.write_buffer(
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&self.light_buffer,
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0,
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bytemuck::cast_slice(&[self.light_uniform]),
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);
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}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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}),
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store: true,
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},
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}],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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});
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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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render_pass.set_pipeline(self.pipelines.get_light_pipeline());
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render_pass.draw_light_model(
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&self.obj_model,
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&self.camera_bind_group,
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&self.light_bind_group,
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);
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render_pass.set_pipeline(self.pipelines.get_render_pipeline());
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render_pass.draw_model_instanced(
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&self.obj_model,
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0..self.instances.len() as u32,
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&self.camera_bind_group,
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&self.light_bind_group,
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);
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}
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self.queue.submit(iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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#[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
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pub async fn run() {
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cfg_if::cfg_if! {
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@ -517,24 +166,25 @@ pub async fn run() {
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.expect("Couldn't append canvas to document body.");
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}
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let mut state = State::new(&window).await; // NEW!
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let mut renderer = Arc::from(Renderer::new(&window).await);
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let default_state = Box::from(DefaultState::new(renderer.deref()));
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Arc::get_mut(&mut renderer).unwrap().set_state(Some(default_state));
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let mut last_render_time = instant::Instant::now();
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event_loop.run(move |event, _, control_flow| {
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*control_flow = ControlFlow::Poll;
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let renderer = Arc::get_mut(&mut renderer).unwrap();
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match event {
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Event::MainEventsCleared => window.request_redraw(),
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// NEW!
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Event::DeviceEvent {
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event: DeviceEvent::MouseMotion{ delta, },
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.. // We're not using device_id currently
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} => if state.mouse_pressed {
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state.camera_controller.process_mouse(delta.0, delta.1)
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}
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// UPDATED!
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// Event::DeviceEvent {
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// event: DeviceEvent::MouseMotion{ delta, },
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// .. // We're not using device_id currently
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// } => if state.mouse_pressed {
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// state.camera_controller.process_mouse(delta.0, delta.1)
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// }
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == window.id() && !state.input(event) => {
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} if window_id == window.id() && !renderer.input(event) => {
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match event {
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#[cfg(not(target_arch="wasm32"))]
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WindowEvent::CloseRequested
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|
@ -548,10 +198,10 @@ pub async fn run() {
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..
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} => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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renderer.resize(*physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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state.resize(**new_inner_size);
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renderer.resize(**new_inner_size);
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}
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_ => {}
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}
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|
@ -560,11 +210,11 @@ pub async fn run() {
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let now = instant::Instant::now();
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let dt = now - last_render_time;
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last_render_time = now;
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state.update(dt);
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match state.render() {
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renderer.update(dt);
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match renderer.render() {
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Ok(_) => {}
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// Reconfigure the surface if it's lost or outdated
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Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => state.resize(state.size),
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Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => renderer.resize(renderer.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// We're ignoring timeouts
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|
|
|
@ -3,4 +3,5 @@ mod pipelines;
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pub use pipelines::utils::create_render_pipeline;
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pub use pipelines::{GlobalBindLayout, Pipelines};
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mod renderer;
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mod renderer;
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pub use renderer::{Renderer, DefaultState, State};
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@ -12,7 +12,6 @@ use crate::{
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use super::Renderer;
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pub struct DefaultState {
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renderer: Box<Renderer>,
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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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|
@ -34,7 +33,7 @@ pub struct DefaultState {
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}
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impl super::State for DefaultState {
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fn new(renderer: Box<Renderer>) -> Self
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fn new(renderer: &Renderer) -> Self
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where
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Self: Sized,
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{
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|
@ -206,20 +205,19 @@ impl super::State for DefaultState {
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debug_material,
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mouse_pressed: false,
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pipelines,
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renderer,
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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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fn resize(&mut self, renderer: &Renderer, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
self.projection.resize(new_size.width, new_size.height);
|
||||
self.depth_texture = texture::Texture::create_depth_texture(
|
||||
&self.renderer.device,
|
||||
&self.renderer.config,
|
||||
&renderer.device,
|
||||
&renderer.config,
|
||||
"depth_texture",
|
||||
);
|
||||
}
|
||||
|
||||
fn input(&mut self, event: &winit::event::WindowEvent) -> bool {
|
||||
fn input(&mut self, renderer: &Renderer, event: &winit::event::WindowEvent) -> bool {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
|
@ -246,11 +244,11 @@ impl super::State for DefaultState {
|
|||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, dt: instant::Duration) {
|
||||
fn update(&mut self, renderer: &Renderer, dt: instant::Duration) {
|
||||
self.camera_controller.update_camera(&mut self.camera, dt);
|
||||
self.camera_uniform
|
||||
.update_view_proj(&self.camera, &self.projection);
|
||||
self.renderer.queue.write_buffer(
|
||||
renderer.queue.write_buffer(
|
||||
&self.camera_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.camera_uniform]),
|
||||
|
@ -262,7 +260,7 @@ impl super::State for DefaultState {
|
|||
(cgmath::Quaternion::from_axis_angle((0.0, 1.0, 0.0).into(), cgmath::Deg(1.0))
|
||||
* old_position)
|
||||
.into();
|
||||
self.renderer.queue.write_buffer(
|
||||
renderer.queue.write_buffer(
|
||||
&self.light_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&[self.light_uniform]),
|
||||
|
@ -271,6 +269,7 @@ impl super::State for DefaultState {
|
|||
|
||||
fn render(
|
||||
&mut self,
|
||||
renderer: &Renderer,
|
||||
view: &wgpu::TextureView,
|
||||
encoder: &mut wgpu::CommandEncoder,
|
||||
) -> Result<(), wgpu::SurfaceError> {
|
||||
|
|
|
@ -1,4 +1,5 @@
|
|||
mod renderer;
|
||||
|
||||
pub use renderer::Renderer;
|
||||
|
||||
mod default_state;
|
||||
|
@ -8,9 +9,9 @@ use wgpu::{TextureView, CommandEncoder};
|
|||
use winit::event::WindowEvent;
|
||||
|
||||
pub trait State {
|
||||
fn new(renderer: Box<Renderer>) -> Self where Self: Sized;
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>);
|
||||
fn input(&mut self, event: &WindowEvent) -> bool;
|
||||
fn update(&mut self, dt: instant::Duration);
|
||||
fn render(&mut self, view: &TextureView, encoder: &mut CommandEncoder) -> Result<(), wgpu::SurfaceError>;
|
||||
fn new(renderer: &Renderer) -> Self where Self: Sized;
|
||||
fn resize(&mut self, renderer: &Renderer, new_size: winit::dpi::PhysicalSize<u32>);
|
||||
fn input(&mut self, renderer: &Renderer, event: &WindowEvent) -> bool;
|
||||
fn update(&mut self, renderer: &Renderer, dt: instant::Duration);
|
||||
fn render(&mut self, renderer: &Renderer, view: &TextureView, encoder: &mut CommandEncoder) -> Result<(), wgpu::SurfaceError>;
|
||||
}
|
|
@ -75,21 +75,21 @@ impl Renderer {
|
|||
self.surface.configure(&self.device, &self.config);
|
||||
|
||||
if let Some(state) = self.state.as_mut() {
|
||||
state.resize(new_size);
|
||||
// state.resize(new_size);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
if let Some(state) = self.state.as_mut() {
|
||||
return state.input(event);
|
||||
// return state.input(event);
|
||||
}
|
||||
false
|
||||
}
|
||||
|
||||
pub fn update(&mut self, dt: instant::Duration) {
|
||||
if let Some(state) = self.state.as_mut() {
|
||||
state.update(dt);
|
||||
// state.update(dt);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -106,7 +106,7 @@ impl Renderer {
|
|||
});
|
||||
|
||||
if let Some(state) = self.state.as_mut() {
|
||||
state.render(&view, &mut encoder)?;
|
||||
// state.render(&view, &mut encoder)?;
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
|
|
Loading…
Reference in a new issue