[CAMERA] Add from tutorial
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4 changed files with 221 additions and 7 deletions
139
engine_core/src/camera.rs
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139
engine_core/src/camera.rs
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use winit::event::{WindowEvent, KeyboardInput, ElementState, VirtualKeyCode};
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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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pub struct Camera {
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pub eye: cgmath::Point3<f32>,
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pub target: cgmath::Point3<f32>,
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pub up: cgmath::Vector3<f32>,
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pub aspect: f32,
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pub fovy: f32,
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pub znear: f32,
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pub 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_rh(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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return OPENGL_TO_WGPU_MATRIX * proj * view;
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}
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}
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// We need this for Rust to store our data correctly for the shaders
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#[repr(C)]
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// This is so we can store this in a buffer
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct CameraUniform {
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// We can't use cgmath with bytemuck directly so we'll have
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// to convert the Matrix4 into a 4x4 f32 array
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view_proj: [[f32; 4]; 4],
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}
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impl CameraUniform {
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pub fn new() -> Self {
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use cgmath::SquareMatrix;
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Self {
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view_proj: cgmath::Matrix4::identity().into(),
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}
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}
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pub fn update_view_proj(&mut self, camera: &Camera) {
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self.view_proj = camera.build_view_projection_matrix().into();
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}
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}
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pub struct CameraController {
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speed: f32,
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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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pub fn new(speed: f32) -> Self {
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Self {
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speed,
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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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pub 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::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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pub fn update_camera(&self, camera: &mut Camera) {
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use cgmath::InnerSpace;
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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 fowrard/backward 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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@ -1,6 +1,7 @@
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mod state;
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pub(self) mod vertex;
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pub(self) mod texture;
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pub(self) mod camera;
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use winit::{
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event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent},
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@ -1,3 +1,9 @@
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struct CameraUniform {
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view_proj: mat4x4<f32>;
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};
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[[group(1), binding(0)]]
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var<uniform> camera: CameraUniform;
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struct VertexInput {
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[[location(0)]] position: vec3<f32>;
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[[location(1)]] tex_coords: vec2<f32>;
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = vec4<f32>(model.position, 1.0);
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out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0);
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return out;
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}
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@ -35,6 +35,11 @@ pub struct State {
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pub size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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camera: super::camera::Camera,
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camera_uniform: super::camera::CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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camera_controller: super::camera::CameraController,
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// num_vertices: u32,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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@ -160,10 +165,64 @@ impl State {
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let camera = super::camera::Camera {
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// position the camera one unit up and 2 units back
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// +z is out of the screen
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eye: (0.0, 1.0, 2.0).into(),
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// have it look at the origin
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target: (0.0, 0.0, 0.0).into(),
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// which way is "up"
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up: cgmath::Vector3::unit_y(),
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aspect: config.width as f32 / config.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 mut camera_uniform = super::camera::CameraUniform::new();
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camera_uniform.update_view_proj(&camera);
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let camera_buffer = device.create_buffer_init(
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&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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);
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let camera_bind_group_layout = 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::VERTEX,
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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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],
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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: &[
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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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],
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label: Some("camera_bind_group"),
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});
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let camera_controller = super::camera::CameraController::new(0.2);
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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: &[&texture_bind_group_layout],
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bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
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push_constant_ranges: &[],
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});
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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});
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Self {
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surface,
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size,
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render_pipeline,
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vertex_buffer,
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camera,
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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camera_controller,
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// num_vertices,
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index_buffer,
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num_indices,
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}
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}
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pub fn input(&mut self, _event: &WindowEvent) -> bool {
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// log::info!("{:#?}", event);
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false
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pub fn input(&mut self, event: &WindowEvent) -> bool {
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self.camera_controller.process_events(event)
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}
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pub fn update(&mut self) {}
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pub fn update(&mut self) {
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self.camera_controller.update_camera(&mut self.camera);
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self.camera_uniform.update_view_proj(&self.camera);
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self.queue.write_buffer(&self.camera_buffer, 0, bytemuck::cast_slice(&[self.camera_uniform]));
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}
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pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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// render_pass.draw(0..self.num_vertices, 0..1);
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