Mesh refactor Unstable !
This commit is contained in:
parent
4723cf513a
commit
950b375609
6 changed files with 192 additions and 187 deletions
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@ -5,6 +5,7 @@ mod state;
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pub use state::State;
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pub mod render;
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pub mod meshs;
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use simplelog::{TermLogger, LevelFilter, Config, TerminalMode, ColorChoice};
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124
src/meshs/default_mesh.rs
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124
src/meshs/default_mesh.rs
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@ -0,0 +1,124 @@
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use std::sync::Arc;
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use cgmath::prelude::*;
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use crate::render::{Mesh, Renderable, Vertex, Instance};
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const VERTICES: &[Vertex] = &[
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Vertex {
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position: [-0.0868241, 0.49240386, 0.0],
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tex_coords: [0.4131759, 0.00759614],
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}, // A
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Vertex {
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position: [-0.49513406, 0.06958647, 0.0],
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tex_coords: [0.0048659444, 0.43041354],
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}, // B
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Vertex {
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position: [-0.21918549, -0.44939706, 0.0],
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tex_coords: [0.28081453, 0.949397],
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}, // C
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Vertex {
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position: [0.35966998, -0.3473291, 0.0],
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tex_coords: [0.85967, 0.84732914],
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}, // D
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Vertex {
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position: [0.44147372, 0.2347359, 0.0],
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tex_coords: [0.9414737, 0.2652641],
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}, // E
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];
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const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
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0.0,
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
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);
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const FRAME_TIME: f32 = 1.0 / 60.0;
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const ROTATION_SPEED: f32 = std::f32::consts::PI * FRAME_TIME * 0.5;
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pub struct DefaultMesh {
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mesh: Mesh,
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toggle: bool,
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texture1_bind_group: Arc<wgpu::BindGroup>,
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texture2_bind_group: Arc<wgpu::BindGroup>,
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}
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impl DefaultMesh {
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pub fn new(texture1_bind_group: wgpu::BindGroup, texture2_bind_group: wgpu::BindGroup) -> Self {
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let texture1_bind_group = Arc::new(texture1_bind_group);
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let texture2_bind_group = Arc::new(texture2_bind_group);
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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 position = cgmath::Vector3 {
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x: x as f32,
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y: 0.0,
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z: z as f32,
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} - INSTANCE_DISPLACEMENT;
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let rotation = if position.is_zero() {
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// this is needed so an object at (0, 0, 0) won't get scaled to zero
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// as Quaternions can effect scale if they're not created correctly
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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 mesh = Mesh {
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vertex_array: VERTICES.to_vec(),
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index_array: INDICES.to_vec(),
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num_indices: INDICES.len() as u32,
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instance_array: instances,
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texture_bind_group: Some(texture1_bind_group.clone()),
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vertex_buffer: None,
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index_buffer: None,
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instance_buffer: None,
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};
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DefaultMesh {
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mesh,
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toggle: false,
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texture1_bind_group,
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texture2_bind_group,
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}
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}
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pub fn toggle(&mut self) {
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self.toggle = !self.toggle;
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if self.toggle {
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self.mesh.texture_bind_group = Some(self.texture1_bind_group.clone());
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} else {
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self.mesh.texture_bind_group = Some(self.texture2_bind_group.clone());
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}
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}
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}
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impl Renderable for DefaultMesh {
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fn prepare(&mut self, device: &wgpu::Device) {
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self.mesh.prepare(device);
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}
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fn update_instances(&mut self, device: &wgpu::Queue) {
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for instance in self.mesh.instance_array.iter_mut() {
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let amount = cgmath::Quaternion::from_angle_y(cgmath::Rad(ROTATION_SPEED));
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let current = instance.rotation;
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instance.rotation = amount * current;
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}
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self.mesh.update_instances(device);
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}
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fn render<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
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self.mesh.render(render_pass);
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}
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}
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2
src/meshs/mod.rs
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2
src/meshs/mod.rs
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@ -0,0 +1,2 @@
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mod default_mesh;
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pub use default_mesh::DefaultMesh;
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@ -1,16 +1,18 @@
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use std::sync::Arc;
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use wgpu::{Device, util::DeviceExt, Queue};
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use super::{Vertex, Renderable, Instance};
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pub struct Mesh {
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vertex_array: Vec<Vertex>,
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index_array: Vec<u16>,
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num_indices: u32,
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instance_array: Vec<Instance>,
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texture_bind_group: Option<wgpu::BindGroup>,
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vertex_buffer: Option<wgpu::Buffer>,
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index_buffer: Option<wgpu::Buffer>,
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instance_buffer: Option<wgpu::Buffer>,
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pub vertex_array: Vec<Vertex>,
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pub index_array: Vec<u16>,
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pub num_indices: u32,
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pub instance_array: Vec<Instance>,
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pub texture_bind_group: Option<Arc<wgpu::BindGroup>>,
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pub vertex_buffer: Option<wgpu::Buffer>,
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pub index_buffer: Option<wgpu::Buffer>,
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pub instance_buffer: Option<wgpu::Buffer>,
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}
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impl Renderable for Mesh {
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@ -16,6 +16,7 @@ pub use instance::{
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use wgpu::{Device, Queue};
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mod mesh;
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pub use mesh::Mesh;
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pub trait Renderable {
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fn prepare(&mut self, device: &Device);
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233
src/state.rs
233
src/state.rs
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@ -1,48 +1,14 @@
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use crate::{meshs::DefaultMesh, render::Renderable};
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use super::render::{
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Vertex, Camera, CameraUniform, CameraController, Texture, Instance, InstanceRaw
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Vertex, Camera, CameraUniform, CameraController, Texture, InstanceRaw
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};
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use cgmath::prelude::*;
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use wgpu::util::DeviceExt;
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use winit::{
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event::{ElementState, KeyboardInput, VirtualKeyCode, WindowEvent},
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event::{KeyboardInput, VirtualKeyCode, WindowEvent},
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window::Window,
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};
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const VERTICES: &[Vertex] = &[
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Vertex {
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position: [-0.0868241, 0.49240386, 0.0],
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tex_coords: [0.4131759, 0.00759614],
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}, // A
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Vertex {
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position: [-0.49513406, 0.06958647, 0.0],
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tex_coords: [0.0048659444, 0.43041354],
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}, // B
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Vertex {
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position: [-0.21918549, -0.44939706, 0.0],
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tex_coords: [0.28081453, 0.949397],
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}, // C
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Vertex {
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position: [0.35966998, -0.3473291, 0.0],
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tex_coords: [0.85967, 0.84732914],
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}, // D
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Vertex {
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position: [0.44147372, 0.2347359, 0.0],
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tex_coords: [0.9414737, 0.2652641],
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}, // E
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];
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const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
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0.0,
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
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);
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const FRAME_TIME: f32 = 1.0 / 60.0;
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const ROTATION_SPEED: f32 = std::f32::consts::PI * FRAME_TIME * 0.5;
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pub struct State {
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pub surface: wgpu::Surface,
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pub device: wgpu::Device,
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@ -50,25 +16,13 @@ pub struct State {
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pub config: wgpu::SurfaceConfiguration,
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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: Camera,
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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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camera_controller: CameraController,
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instances: Vec<Instance>,
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instance_buffer: wgpu::Buffer,
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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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diffuse_bind_group_pikachu: wgpu::BindGroup,
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#[allow(dead_code)]
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diffuse_texture_pikachu: Texture,
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diffuse_bind_group: wgpu::BindGroup,
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#[allow(dead_code)]
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diffuse_texture: Texture,
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depth_texture: Texture,
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toggle: bool,
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mesh: DefaultMesh,
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}
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impl State {
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@ -148,50 +102,6 @@ impl State {
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],
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label: Some("texture_bind_group_layout"),
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});
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let diffuse_bytes = include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/res/images/happy-tree.png"));
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let diffuse_texture =
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Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png")
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.unwrap();
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let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_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: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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},
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],
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label: Some("diffuse_bind_group"),
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});
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let diffuse_bytes_pikachu = include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/res/images/pikachu.png"));
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let diffuse_texture_pikachu = Texture::from_bytes(
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&device,
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&queue,
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diffuse_bytes_pikachu,
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"pikachu.png",
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)
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.unwrap();
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let diffuse_bind_group_pikachu = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_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: wgpu::BindingResource::TextureView(&diffuse_texture_pikachu.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture_pikachu.sampler),
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},
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],
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label: Some("diffuse_bind_group"),
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});
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// FIN Binding des textures
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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@ -248,41 +158,6 @@ impl State {
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let camera_controller = CameraController::new(0.2);
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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 position = cgmath::Vector3 {
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x: x as f32,
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y: 0.0,
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z: z as f32,
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} - INSTANCE_DISPLACEMENT;
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let rotation = if position.is_zero() {
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// this is needed so an object at (0, 0, 0) won't get scaled to zero
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// as Quaternions can effect scale if they're not created correctly
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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
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.iter()
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.map(Instance::to_raw)
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.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 | wgpu::BufferUsages::COPY_DST,
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});
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let depth_texture =
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Texture::create_depth_texture(&device, &config, "depth_texture");
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@ -337,20 +212,54 @@ impl State {
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multiview: None,
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});
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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// Loading mesh
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let diffuse_bytes = include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/res/images/happy-tree.png"));
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let diffuse_texture =
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Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png")
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.unwrap();
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let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_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: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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},
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],
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label: Some("diffuse_bind_group"),
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});
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// let num_vertices = VERTICES.len() as u32;
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let diffuse_bytes_pikachu = include_bytes!(concat!(env!("CARGO_MANIFEST_DIR"), "/res/images/pikachu.png"));
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let diffuse_texture_pikachu = Texture::from_bytes(
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&device,
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&queue,
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diffuse_bytes_pikachu,
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"pikachu.png",
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)
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.unwrap();
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(INDICES),
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usage: wgpu::BufferUsages::INDEX,
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let diffuse_bind_group_pikachu = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_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: wgpu::BindingResource::TextureView(&diffuse_texture_pikachu.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture_pikachu.sampler),
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},
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],
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label: Some("diffuse_bind_group"),
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});
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let num_indices = INDICES.len() as u32;
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let mut mesh = DefaultMesh::new(diffuse_bind_group, diffuse_bind_group_pikachu);
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mesh.prepare(&device);
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Self {
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surface,
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@ -359,23 +268,13 @@ impl State {
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config,
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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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diffuse_bind_group,
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diffuse_texture,
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diffuse_bind_group_pikachu,
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diffuse_texture_pikachu,
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instances,
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instance_buffer,
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toggle: false,
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depth_texture,
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mesh
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}
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}
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@ -398,16 +297,14 @@ impl State {
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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.toggle = is_pressed;
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self.mesh.toggle();
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true
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}
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_ => self.camera_controller.process_events(event),
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@ -426,21 +323,7 @@ impl State {
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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for instance in &mut self.instances {
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let amount = cgmath::Quaternion::from_angle_y(cgmath::Rad(ROTATION_SPEED));
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let current = instance.rotation;
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instance.rotation = amount * current;
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}
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let instance_data = self
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.instances
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.iter()
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.map(Instance::to_raw)
|
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.collect::<Vec<_>>();
|
||||
self.queue.write_buffer(
|
||||
&self.instance_buffer,
|
||||
0,
|
||||
bytemuck::cast_slice(&instance_data),
|
||||
);
|
||||
self.mesh.update_instances(&self.queue);
|
||||
}
|
||||
|
||||
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
||||
|
@ -485,17 +368,9 @@ impl State {
|
|||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
|
||||
if self.toggle {
|
||||
render_pass.set_bind_group(0, &self.diffuse_bind_group_pikachu, &[]);
|
||||
} else {
|
||||
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
|
||||
}
|
||||
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
// render_pass.draw(0..self.num_vertices, 0..1);
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
|
||||
|
||||
self.mesh.render(&mut render_pass);
|
||||
}
|
||||
|
||||
// submit will accept anything that implements IntoIter
|
||||
|
|
Loading…
Reference in a new issue