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Add pikachu

This commit is contained in:
Florian RICHER 2022-06-13 14:17:50 +02:00
parent 1a9fc9fb63
commit ba226db6e5
2 changed files with 77 additions and 3 deletions

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engine_core/src/pikachu.png Normal file

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@ -1,7 +1,7 @@
use super::vertex::Vertex;
use cgmath::prelude::*;
use wgpu::util::DeviceExt;
use winit::{event::WindowEvent, window::Window};
use winit::{event::{WindowEvent, KeyboardInput, VirtualKeyCode, ElementState}, window::Window};
const VERTICES: &[Vertex] = &[
Vertex {
@ -53,9 +53,13 @@ pub struct State {
// num_vertices: u32,
index_buffer: wgpu::Buffer,
num_indices: u32,
diffuse_bind_group_pikachu: wgpu::BindGroup,
#[allow(dead_code)]
diffuse_texture_pikachu: super::texture::Texture,
diffuse_bind_group: wgpu::BindGroup,
#[allow(dead_code)]
diffuse_texture: super::texture::Texture,
toggle: bool
}
impl State {
@ -155,6 +159,49 @@ impl State {
label: Some("diffuse_bind_group"),
});
let diffuse_bytes_pikachu = include_bytes!("pikachu.png");
let diffuse_texture_pikachu =
super::texture::Texture::from_bytes(&device, &queue, diffuse_bytes_pikachu, "pikachu.png")
.unwrap();
let texture_bind_group_layout_pikachu =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
multisampled: false,
view_dimension: wgpu::TextureViewDimension::D2,
sample_type: wgpu::TextureSampleType::Float { filterable: true },
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
label: Some("texture_bind_group_layout"),
});
let diffuse_bind_group_pikachu = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout_pikachu,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture_pikachu.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture_pikachu.sampler),
},
],
label: Some("diffuse_bind_group"),
});
let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
@ -322,8 +369,11 @@ impl State {
num_indices,
diffuse_bind_group,
diffuse_texture,
diffuse_bind_group_pikachu,
diffuse_texture_pikachu,
instances,
instance_buffer,
toggle: false
}
}
@ -337,7 +387,27 @@ impl State {
}
pub fn input(&mut self, event: &WindowEvent) -> bool {
self.camera_controller.process_events(event)
match event {
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state,
virtual_keycode: Some(keycode),
..
},
..
} => {
let is_pressed = *state == ElementState::Pressed;
match keycode {
VirtualKeyCode::Space => {
self.toggle = is_pressed;
true
}
_ => self.camera_controller.process_events(event),
}
}
_ => self.camera_controller.process_events(event),
}
}
pub fn update(&mut self) {
@ -385,7 +455,11 @@ impl State {
render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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(..));