514 lines
20 KiB
Rust
514 lines
20 KiB
Rust
use super::vertex::Vertex;
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use cgmath::prelude::*;
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use wgpu::util::DeviceExt;
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use winit::{event::{WindowEvent, KeyboardInput, VirtualKeyCode, ElementState}, window::Window};
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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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pub queue: wgpu::Queue,
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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: 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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instances: Vec<super::instance::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: super::texture::Texture,
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diffuse_bind_group: wgpu::BindGroup,
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#[allow(dead_code)]
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diffuse_texture: super::texture::Texture,
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depth_texture: super::texture::Texture,
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toggle: bool
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}
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impl State {
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// Creating some of the wgpu types requires async code
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pub 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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// Backends::all => 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 adapter = instance
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// .enumerate_adapters(wgpu::Backends::all())
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// .filter(|adapter| {
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// // Check if this adapter supports our surface
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// surface.get_preferred_format(&adapter).is_some()
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// })
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// .next()
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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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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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label: None,
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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 diffuse_bytes = include_bytes!("happy-tree.png");
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let diffuse_texture =
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super::texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png")
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.unwrap();
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let texture_bind_group_layout =
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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::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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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!("pikachu.png");
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let diffuse_texture_pikachu =
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super::texture::Texture::from_bytes(&device, &queue, diffuse_bytes_pikachu, "pikachu.png")
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.unwrap();
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let texture_bind_group_layout_pikachu =
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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::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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let diffuse_bind_group_pikachu = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout_pikachu,
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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 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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});
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// let num_vertices = VERTICES.len() as u32;
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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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});
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let num_indices = INDICES.len() as u32;
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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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(&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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let camera_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[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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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: &[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 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, &camera_bind_group_layout],
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push_constant_ranges: &[],
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});
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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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super::instance::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(super::instance::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 = super::texture::Texture::create_depth_texture(&device, &config, "depth_texture");
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc(), super::instance::InstanceRaw::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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}],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: super::texture::Texture::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less, // 1.
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stencil: wgpu::StencilState::default(), // 2.
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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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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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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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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}
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}
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pub 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.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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}
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self.depth_texture = super::texture::Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
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}
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pub 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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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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true
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}
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_ => self.camera_controller.process_events(event),
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}
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}
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_ => self.camera_controller.process_events(event),
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}
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}
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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(
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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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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(super::instance::Instance::to_raw)
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.collect::<Vec<_>>();
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self.queue.write_buffer(
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&self.instance_buffer,
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0,
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bytemuck::cast_slice(&instance_data),
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);
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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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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: &[
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// This is what [[location(0)]] in the fragment shader targets
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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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],
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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_pipeline(&self.render_pipeline);
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if self.toggle {
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render_pass.set_bind_group(0, &self.diffuse_bind_group_pikachu, &[]);
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} else {
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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}
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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_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 _);
|
|
}
|
|
|
|
// submit will accept anything that implements IntoIter
|
|
self.queue.submit(std::iter::once(encoder.finish()));
|
|
output.present();
|
|
|
|
Ok(())
|
|
}
|
|
}
|