[STATE] Update
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2039b4b543
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9e24702770
3 changed files with 330 additions and 7 deletions
320
src/render/renderer/default_state.rs
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320
src/render/renderer/default_state.rs
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@ -0,0 +1,320 @@
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use cgmath::prelude::*;
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use rayon::prelude::*;
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use wgpu::util::DeviceExt;
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use winit::event::{ElementState, KeyboardInput, MouseButton, WindowEvent};
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use crate::{
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camera,
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model::{self, DrawLight, DrawModel},
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render, resources, texture, CameraUniform, Instance, LightUniform, NUM_INSTANCES_PER_ROW,
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};
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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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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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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 super::State for DefaultState {
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fn new(renderer: Box<Renderer>) -> Self
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where
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Self: Sized,
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{
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let global_bind_layout = render::GlobalBindLayout::new(&renderer.device);
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let pipelines =
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render::Pipelines::new(&global_bind_layout, &renderer.device, &renderer.config);
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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 = camera::Projection::new(
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renderer.config.width,
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renderer.config.height,
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cgmath::Deg(45.0),
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0.1,
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100.0,
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);
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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 = renderer
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.device
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.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 =
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(&renderer.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 = renderer
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.device
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.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 = async_std::task::block_on(resources::load_model(
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"cube.obj",
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&renderer.device,
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&renderer.queue,
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global_bind_layout.get_texture_bind_layout(),
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))
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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 = renderer
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.device
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.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 = renderer
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.device
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.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 = texture::Texture::create_depth_texture(
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&renderer.device,
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&renderer.config,
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"depth_texture",
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);
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let debug_material = {
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let diffuse_bytes = include_bytes!("../../../res/cobble-diffuse.png");
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let normal_bytes = include_bytes!("../../../res/cobble-normal.png");
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let diffuse_texture = texture::Texture::from_bytes(
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&renderer.device,
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&renderer.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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&renderer.device,
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&renderer.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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&renderer.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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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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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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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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self.projection.resize(new_size.width, new_size.height);
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self.depth_texture = texture::Texture::create_depth_texture(
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&self.renderer.device,
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&self.renderer.config,
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"depth_texture",
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);
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}
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fn input(&mut self, event: &winit::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.renderer.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.renderer.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(
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&mut self,
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view: &wgpu::TextureView,
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encoder: &mut wgpu::CommandEncoder,
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) -> Result<(), wgpu::SurfaceError> {
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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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Ok(())
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}
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}
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@ -1,11 +1,14 @@
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mod renderer;
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pub use renderer::Renderer;
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mod default_state;
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pub use default_state::DefaultState;
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use wgpu::{TextureView, CommandEncoder};
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use winit::event::WindowEvent;
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pub trait State {
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fn new(renderer: &Renderer) -> Self where Self: Sized;
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fn new(renderer: Box<Renderer>) -> Self where Self: Sized;
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fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>);
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fn input(&mut self, event: &WindowEvent) -> bool;
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fn update(&mut self, dt: instant::Duration);
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@ -5,11 +5,11 @@ use winit::{event::WindowEvent, window::Window};
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use super::State;
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pub struct Renderer {
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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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size: winit::dpi::PhysicalSize<u32>,
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config: wgpu::SurfaceConfiguration,
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pub surface: wgpu::Surface,
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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pub size: winit::dpi::PhysicalSize<u32>,
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pub config: wgpu::SurfaceConfiguration,
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state: Option<Box<dyn State>>
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}
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