mirror of
https://github.com/bevyengine/bevy
synced 2024-11-21 20:23:28 +00:00
use wgpu example as base
This commit is contained in:
parent
515be6c872
commit
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15 changed files with 1098 additions and 135 deletions
12
Cargo.toml
12
Cargo.toml
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@ -5,8 +5,12 @@ authors = ["Carter Anderson <mcanders1@gmail.com>"]
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edition = "2018"
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[dependencies]
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# legion = { git = "https://github.com/TomGillen/legion.git" }
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legion = { git = "https://github.com/jaynus/legion.git" }
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legion = { git = "https://github.com/TomGillen/legion.git" }
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nalgebra = "0.18"
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wgpu = "0.4.0"
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winit = "0.20.0-alpha4"
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wgpu = { git = "https://github.com/gfx-rs/wgpu-rs.git", rev = "44fa1bc2fa208fa92f80944253e0da56cb7ac1fe"}
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winit = "0.20.0-alpha4"
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glsl-to-spirv = "0.1"
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cgmath = "0.17"
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zerocopy = "0.2"
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log = "0.4"
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env_logger = "0.7"
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@ -1,18 +1,21 @@
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use legion::prelude::*;
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use bevy::{Application, Transform};
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use legion::prelude::*;
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struct SimpleApp;
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impl Application for SimpleApp {
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fn update(&self) {}
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}
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fn main() {
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let app = SimpleApp {};
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Application::run();
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// Create a world to store our entities
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let universe = Universe::new();
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let mut world = universe.create_world();
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world.insert((), vec![(Transform::new(),)]);
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app.start();
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// Create a query which finds all `Position` and `Velocity` components
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let mut query = Read::<Transform>::query();
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// // Iterate through all entities that match the query in the world
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for mut trans in query.iter(&mut world) {
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// println!("{} hi", trans.global);
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}
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}
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@ -1,26 +1,712 @@
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use winit::{
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event,
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event::WindowEvent,
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event_loop::{ControlFlow, EventLoop},
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};
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pub trait Application {
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fn start(&self) {
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let event_loop = EventLoop::new();
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use zerocopy::{AsBytes, FromBytes};
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let (_window, size, surface) = {
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let window = winit::window::Window::new(&event_loop).unwrap();
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let size = window.inner_size().to_physical(window.hidpi_factor());
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use std::rc::Rc;
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use std::mem;
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let surface = wgpu::Surface::create(&window);
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(window, size, surface)
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use crate::temp::*;
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use crate::vertex::*;
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#[cfg_attr(rustfmt, rustfmt_skip)]
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#[allow(unused)]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, -1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.0, 0.0, 0.5, 1.0,
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);
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#[allow(dead_code)]
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pub fn cast_slice<T>(data: &[T]) -> &[u8] {
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use std::mem::size_of;
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use std::slice::from_raw_parts;
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unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::<T>()) }
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}
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pub struct Application
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{
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entities: Vec<Entity>,
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lights: Vec<Light>,
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lights_are_dirty: bool,
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shadow_pass: Pass,
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forward_pass: Pass,
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forward_depth: wgpu::TextureView,
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light_uniform_buf: wgpu::Buffer,
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}
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impl Application {
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const MAX_LIGHTS: usize = 10;
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const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
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width: 512,
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height: 512,
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depth: 1,
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};
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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fn init(
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sc_desc: &wgpu::SwapChainDescriptor,
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device: &wgpu::Device,
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) -> (Self, Option<wgpu::CommandBuffer>)
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{
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let vertex_size = mem::size_of::<Vertex>();
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let (cube_vertex_data, cube_index_data) = create_cube();
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let cube_vertex_buf = Rc::new(
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device.create_buffer_with_data(cube_vertex_data.as_bytes(), wgpu::BufferUsage::VERTEX),
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);
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let cube_index_buf = Rc::new(
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device.create_buffer_with_data(cube_index_data.as_bytes(), wgpu::BufferUsage::INDEX),
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);
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let (plane_vertex_data, plane_index_data) = create_plane(7);
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let plane_vertex_buf =
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device.create_buffer_with_data(plane_vertex_data.as_bytes(), wgpu::BufferUsage::VERTEX);
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let plane_index_buf =
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device.create_buffer_with_data(plane_index_data.as_bytes(), wgpu::BufferUsage::INDEX);
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let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
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let plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: entity_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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let local_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[wgpu::BindGroupLayoutBinding {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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}],
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});
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let mut entities = vec![{
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use cgmath::SquareMatrix;
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &local_bind_group_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &plane_uniform_buf,
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range: 0 .. entity_uniform_size,
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},
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}],
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});
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Entity {
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mx_world: cgmath::Matrix4::identity(),
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rotation_speed: 0.0,
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color: wgpu::Color::WHITE,
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vertex_buf: Rc::new(plane_vertex_buf),
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index_buf: Rc::new(plane_index_buf),
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index_count: plane_index_data.len(),
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bind_group,
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uniform_buf: plane_uniform_buf,
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}
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}];
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struct CubeDesc {
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offset: cgmath::Vector3<f32>,
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angle: f32,
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scale: f32,
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rotation: f32,
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}
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let cube_descs = [
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CubeDesc {
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offset: cgmath::vec3(-2.0, -2.0, 2.0),
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angle: 10.0,
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scale: 0.7,
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rotation: 0.1,
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},
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CubeDesc {
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offset: cgmath::vec3(2.0, -2.0, 2.0),
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angle: 50.0,
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scale: 1.3,
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rotation: 0.2,
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},
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CubeDesc {
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offset: cgmath::vec3(-2.0, 2.0, 2.0),
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angle: 140.0,
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scale: 1.1,
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rotation: 0.3,
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},
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CubeDesc {
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offset: cgmath::vec3(2.0, 2.0, 2.0),
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angle: 210.0,
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scale: 0.9,
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rotation: 0.4,
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},
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];
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for cube in &cube_descs {
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use cgmath::{Decomposed, Deg, InnerSpace, Quaternion, Rotation3};
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let transform = Decomposed {
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disp: cube.offset.clone(),
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rot: Quaternion::from_axis_angle(cube.offset.normalize(), Deg(cube.angle)),
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scale: cube.scale,
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};
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: entity_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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entities.push(Entity {
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mx_world: cgmath::Matrix4::from(transform),
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rotation_speed: cube.rotation,
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color: wgpu::Color::GREEN,
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vertex_buf: Rc::clone(&cube_vertex_buf),
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index_buf: Rc::clone(&cube_index_buf),
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index_count: cube_index_data.len(),
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bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &local_bind_group_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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range: 0 .. entity_uniform_size,
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},
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}],
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}),
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uniform_buf,
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});
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}
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// Create other resources
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let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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lod_min_clamp: -100.0,
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lod_max_clamp: 100.0,
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compare_function: wgpu::CompareFunction::LessEqual,
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});
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let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: Self::SHADOW_SIZE,
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array_layer_count: Self::MAX_LIGHTS as u32,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::SHADOW_FORMAT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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});
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let shadow_view = shadow_texture.create_default_view();
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let mut shadow_target_views = (0 .. 2)
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.map(|i| {
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Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
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format: Self::SHADOW_FORMAT,
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dimension: wgpu::TextureViewDimension::D2,
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aspect: wgpu::TextureAspect::All,
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base_mip_level: 0,
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level_count: 1,
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base_array_layer: i as u32,
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array_layer_count: 1,
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}))
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})
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.collect::<Vec<_>>();
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let lights = vec![
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Light {
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pos: cgmath::Point3::new(7.0, -5.0, 10.0),
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color: wgpu::Color {
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r: 0.5,
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g: 1.0,
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b: 0.5,
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a: 1.0,
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},
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fov: 60.0,
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depth: 1.0 .. 20.0,
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target_view: shadow_target_views[0].take().unwrap(),
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},
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Light {
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pos: cgmath::Point3::new(-5.0, 7.0, 10.0),
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color: wgpu::Color {
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r: 1.0,
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g: 0.5,
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b: 0.5,
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a: 1.0,
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},
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fov: 45.0,
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depth: 1.0 .. 20.0,
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target_view: shadow_target_views[1].take().unwrap(),
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},
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];
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let light_uniform_size =
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(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
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let light_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: light_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM
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| wgpu::BufferUsage::COPY_SRC
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| wgpu::BufferUsage::COPY_DST,
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});
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let vb_desc = wgpu::VertexBufferDescriptor {
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stride: vertex_size as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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format: wgpu::VertexFormat::Char4,
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offset: 0,
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shader_location: 0,
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},
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wgpu::VertexAttributeDescriptor {
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format: wgpu::VertexFormat::Char4,
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offset: 4 * 1,
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shader_location: 1,
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},
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],
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};
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let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::Default,
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backends: wgpu::BackendBit::PRIMARY,
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})
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.unwrap();
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let shadow_pass = {
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// Create pipeline layout
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[wgpu::BindGroupLayoutBinding {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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}],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
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});
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let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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range: 0 .. uniform_size,
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},
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}],
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});
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// Create the render pipeline
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let vs_bytes =
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load_glsl(include_str!("render/bake/bake.vert"), ShaderStage::Vertex);
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let fs_bytes =
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load_glsl(include_str!("render/bake/bake.frag"), ShaderStage::Fragment);
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let vs_module = device.create_shader_module(&vs_bytes);
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let fs_module = device.create_shader_module(&fs_bytes);
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 2, // corresponds to bilinear filtering
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depth_bias_slope_scale: 2.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[],
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depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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format: Self::SHADOW_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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}),
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[vb_desc.clone()],
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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Pass {
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pipeline,
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bind_group,
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uniform_buf,
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}
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};
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let forward_pass = {
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// Create pipeline layout
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutBinding {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutBinding {
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binding: 1, // lights
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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wgpu::BindGroupLayoutBinding {
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binding: 2,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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multisampled: false,
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dimension: wgpu::TextureViewDimension::D2Array,
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},
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},
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wgpu::BindGroupLayoutBinding {
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binding: 3,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler,
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
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});
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let mx_total = generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
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let forward_uniforms = ForwardUniforms {
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proj: *mx_total.as_ref(),
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num_lights: [lights.len() as u32, 0, 0, 0],
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};
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let uniform_size = mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
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let uniform_buf = device.create_buffer_with_data(
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forward_uniforms.as_bytes(),
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wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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);
|
||||
|
||||
// Create bind group
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &bind_group_layout,
|
||||
bindings: &[
|
||||
wgpu::Binding {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &uniform_buf,
|
||||
range: 0 .. uniform_size,
|
||||
},
|
||||
},
|
||||
wgpu::Binding {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Buffer {
|
||||
buffer: &light_uniform_buf,
|
||||
range: 0 .. light_uniform_size,
|
||||
},
|
||||
},
|
||||
wgpu::Binding {
|
||||
binding: 2,
|
||||
resource: wgpu::BindingResource::TextureView(&shadow_view),
|
||||
},
|
||||
wgpu::Binding {
|
||||
binding: 3,
|
||||
resource: wgpu::BindingResource::Sampler(&shadow_sampler),
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
// Create the render pipeline
|
||||
let vs_bytes =
|
||||
load_glsl(include_str!("render/forward/forward.vert"), ShaderStage::Vertex);
|
||||
let fs_bytes =
|
||||
load_glsl(include_str!("render/forward/forward.frag"), ShaderStage::Fragment);
|
||||
|
||||
let vs_module = device.create_shader_module(&vs_bytes);
|
||||
let fs_module = device.create_shader_module(&fs_bytes);
|
||||
|
||||
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
layout: &pipeline_layout,
|
||||
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
||||
module: &vs_module,
|
||||
entry_point: "main",
|
||||
},
|
||||
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
|
||||
module: &fs_module,
|
||||
entry_point: "main",
|
||||
}),
|
||||
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: wgpu::CullMode::Back,
|
||||
depth_bias: 0,
|
||||
depth_bias_slope_scale: 0.0,
|
||||
depth_bias_clamp: 0.0,
|
||||
}),
|
||||
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
color_states: &[wgpu::ColorStateDescriptor {
|
||||
format: sc_desc.format,
|
||||
color_blend: wgpu::BlendDescriptor::REPLACE,
|
||||
alpha_blend: wgpu::BlendDescriptor::REPLACE,
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
|
||||
format: Self::DEPTH_FORMAT,
|
||||
depth_write_enabled: true,
|
||||
depth_compare: wgpu::CompareFunction::Less,
|
||||
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
|
||||
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
|
||||
stencil_read_mask: 0,
|
||||
stencil_write_mask: 0,
|
||||
}),
|
||||
index_format: wgpu::IndexFormat::Uint16,
|
||||
vertex_buffers: &[vb_desc],
|
||||
sample_count: 1,
|
||||
sample_mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
});
|
||||
|
||||
Pass {
|
||||
pipeline,
|
||||
bind_group,
|
||||
uniform_buf,
|
||||
}
|
||||
};
|
||||
|
||||
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
size: wgpu::Extent3d {
|
||||
width: sc_desc.width,
|
||||
height: sc_desc.height,
|
||||
depth: 1,
|
||||
},
|
||||
array_layer_count: 1,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||
});
|
||||
|
||||
let this = Application {
|
||||
entities,
|
||||
lights,
|
||||
lights_are_dirty: true,
|
||||
shadow_pass,
|
||||
forward_pass,
|
||||
forward_depth: depth_texture.create_default_view(),
|
||||
light_uniform_buf,
|
||||
};
|
||||
(this, None)
|
||||
}
|
||||
|
||||
fn resize(
|
||||
&mut self,
|
||||
sc_desc: &wgpu::SwapChainDescriptor,
|
||||
device: &wgpu::Device,
|
||||
) -> Option<wgpu::CommandBuffer>
|
||||
{
|
||||
let command_buf = {
|
||||
let mx_total = generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
|
||||
let mx_ref: &[f32; 16] = mx_total.as_ref();
|
||||
let temp_buf =
|
||||
device.create_buffer_with_data(mx_ref.as_bytes(), wgpu::BufferUsage::COPY_SRC);
|
||||
|
||||
let mut encoder =
|
||||
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
|
||||
encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.forward_pass.uniform_buf, 0, 64);
|
||||
encoder.finish()
|
||||
};
|
||||
|
||||
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
||||
size: wgpu::Extent3d {
|
||||
width: sc_desc.width,
|
||||
height: sc_desc.height,
|
||||
depth: 1,
|
||||
},
|
||||
array_layer_count: 1,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||
});
|
||||
self.forward_depth = depth_texture.create_default_view();
|
||||
|
||||
Some(command_buf)
|
||||
}
|
||||
|
||||
fn update(&mut self, event: WindowEvent)
|
||||
{
|
||||
}
|
||||
|
||||
fn render(
|
||||
&mut self,
|
||||
frame: &wgpu::SwapChainOutput,
|
||||
device: &wgpu::Device,
|
||||
) -> wgpu::CommandBuffer
|
||||
{
|
||||
let mut encoder =
|
||||
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
|
||||
|
||||
{
|
||||
let size = mem::size_of::<EntityUniforms>();
|
||||
let temp_buf_data = device
|
||||
.create_buffer_mapped(self.entities.len() * size, wgpu::BufferUsage::COPY_SRC);
|
||||
|
||||
// FIXME: Align and use `LayoutVerified`
|
||||
for (entity, slot) in self
|
||||
.entities
|
||||
.iter_mut()
|
||||
.zip(temp_buf_data.data.chunks_exact_mut(size))
|
||||
{
|
||||
if entity.rotation_speed != 0.0 {
|
||||
let rotation =
|
||||
cgmath::Matrix4::from_angle_x(cgmath::Deg(entity.rotation_speed));
|
||||
entity.mx_world = entity.mx_world * rotation;
|
||||
}
|
||||
slot.copy_from_slice(
|
||||
EntityUniforms {
|
||||
model: entity.mx_world.into(),
|
||||
color: [
|
||||
entity.color.r as f32,
|
||||
entity.color.g as f32,
|
||||
entity.color.b as f32,
|
||||
entity.color.a as f32,
|
||||
],
|
||||
}
|
||||
.as_bytes(),
|
||||
);
|
||||
}
|
||||
|
||||
let temp_buf = temp_buf_data.finish();
|
||||
|
||||
for (i, entity) in self.entities.iter().enumerate() {
|
||||
encoder.copy_buffer_to_buffer(
|
||||
&temp_buf,
|
||||
(i * size) as wgpu::BufferAddress,
|
||||
&entity.uniform_buf,
|
||||
0,
|
||||
size as wgpu::BufferAddress,
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
if self.lights_are_dirty {
|
||||
self.lights_are_dirty = false;
|
||||
let size = mem::size_of::<LightRaw>();
|
||||
let total_size = size * self.lights.len();
|
||||
let temp_buf_data =
|
||||
device.create_buffer_mapped(total_size, wgpu::BufferUsage::COPY_SRC);
|
||||
// FIXME: Align and use `LayoutVerified`
|
||||
for (light, slot) in self
|
||||
.lights
|
||||
.iter()
|
||||
.zip(temp_buf_data.data.chunks_exact_mut(size))
|
||||
{
|
||||
slot.copy_from_slice(light.to_raw().as_bytes());
|
||||
}
|
||||
encoder.copy_buffer_to_buffer(
|
||||
&temp_buf_data.finish(),
|
||||
0,
|
||||
&self.light_uniform_buf,
|
||||
0,
|
||||
total_size as wgpu::BufferAddress,
|
||||
);
|
||||
}
|
||||
|
||||
for (i, light) in self.lights.iter().enumerate() {
|
||||
// The light uniform buffer already has the projection,
|
||||
// let's just copy it over to the shadow uniform buffer.
|
||||
encoder.copy_buffer_to_buffer(
|
||||
&self.light_uniform_buf,
|
||||
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
|
||||
&self.shadow_pass.uniform_buf,
|
||||
0,
|
||||
64,
|
||||
);
|
||||
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment: &light.target_view,
|
||||
depth_load_op: wgpu::LoadOp::Clear,
|
||||
depth_store_op: wgpu::StoreOp::Store,
|
||||
stencil_load_op: wgpu::LoadOp::Clear,
|
||||
stencil_store_op: wgpu::StoreOp::Store,
|
||||
clear_depth: 1.0,
|
||||
clear_stencil: 0,
|
||||
}),
|
||||
});
|
||||
pass.set_pipeline(&self.shadow_pass.pipeline);
|
||||
pass.set_bind_group(0, &self.shadow_pass.bind_group, &[]);
|
||||
|
||||
for entity in &self.entities {
|
||||
pass.set_bind_group(1, &entity.bind_group, &[]);
|
||||
pass.set_index_buffer(&entity.index_buf, 0);
|
||||
pass.set_vertex_buffers(0, &[(&entity.vertex_buf, 0)]);
|
||||
pass.draw_indexed(0 .. entity.index_count as u32, 0, 0 .. 1);
|
||||
}
|
||||
}
|
||||
|
||||
// forward pass
|
||||
{
|
||||
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &frame.view,
|
||||
resolve_target: None,
|
||||
load_op: wgpu::LoadOp::Clear,
|
||||
store_op: wgpu::StoreOp::Store,
|
||||
clear_color: wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
},
|
||||
}],
|
||||
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
||||
attachment: &self.forward_depth,
|
||||
depth_load_op: wgpu::LoadOp::Clear,
|
||||
depth_store_op: wgpu::StoreOp::Store,
|
||||
stencil_load_op: wgpu::LoadOp::Clear,
|
||||
stencil_store_op: wgpu::StoreOp::Store,
|
||||
clear_depth: 1.0,
|
||||
clear_stencil: 0,
|
||||
}),
|
||||
});
|
||||
pass.set_pipeline(&self.forward_pass.pipeline);
|
||||
pass.set_bind_group(0, &self.forward_pass.bind_group, &[]);
|
||||
|
||||
for entity in &self.entities {
|
||||
pass.set_bind_group(1, &entity.bind_group, &[]);
|
||||
pass.set_index_buffer(&entity.index_buf, 0);
|
||||
pass.set_vertex_buffers(0, &[(&entity.vertex_buf, 0)]);
|
||||
pass.draw_indexed(0 .. entity.index_count as u32, 0, 0 .. 1);
|
||||
}
|
||||
}
|
||||
|
||||
encoder.finish()
|
||||
}
|
||||
|
||||
#[allow(dead_code)]
|
||||
pub fn run() {
|
||||
env_logger::init();
|
||||
let event_loop = EventLoop::new();
|
||||
log::info!("Initializing the window...");
|
||||
|
||||
let adapter = wgpu::Adapter::request(
|
||||
&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::Default,
|
||||
},
|
||||
wgpu::BackendBit::PRIMARY,
|
||||
)
|
||||
.unwrap();
|
||||
|
||||
let (device, mut queue) = adapter.request_device(&wgpu::DeviceDescriptor {
|
||||
extensions: wgpu::Extensions {
|
||||
anisotropic_filtering: false,
|
||||
|
@ -28,67 +714,31 @@ pub trait Application {
|
|||
limits: wgpu::Limits::default(),
|
||||
});
|
||||
|
||||
let vs = include_bytes!("shader.vert.spv");
|
||||
let vs_module =
|
||||
device.create_shader_module(&wgpu::read_spirv(std::io::Cursor::new(&vs[..])).unwrap());
|
||||
|
||||
let fs = include_bytes!("shader.frag.spv");
|
||||
let fs_module =
|
||||
device.create_shader_module(&wgpu::read_spirv(std::io::Cursor::new(&fs[..])).unwrap());
|
||||
|
||||
let bind_group_layout =
|
||||
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { bindings: &[] });
|
||||
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &bind_group_layout,
|
||||
bindings: &[],
|
||||
});
|
||||
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
bind_group_layouts: &[&bind_group_layout],
|
||||
});
|
||||
|
||||
let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
layout: &pipeline_layout,
|
||||
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
||||
module: &vs_module,
|
||||
entry_point: "main",
|
||||
},
|
||||
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
|
||||
module: &fs_module,
|
||||
entry_point: "main",
|
||||
}),
|
||||
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: wgpu::CullMode::None,
|
||||
depth_bias: 0,
|
||||
depth_bias_slope_scale: 0.0,
|
||||
depth_bias_clamp: 0.0,
|
||||
}),
|
||||
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
color_states: &[wgpu::ColorStateDescriptor {
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
color_blend: wgpu::BlendDescriptor::REPLACE,
|
||||
alpha_blend: wgpu::BlendDescriptor::REPLACE,
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
depth_stencil_state: None,
|
||||
index_format: wgpu::IndexFormat::Uint16,
|
||||
vertex_buffers: &[],
|
||||
sample_count: 1,
|
||||
sample_mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
});
|
||||
|
||||
let mut swap_chain = device.create_swap_chain(
|
||||
&surface,
|
||||
&wgpu::SwapChainDescriptor {
|
||||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
width: size.width.round() as u32,
|
||||
height: size.height.round() as u32,
|
||||
present_mode: wgpu::PresentMode::Vsync,
|
||||
},
|
||||
);
|
||||
|
||||
let (_window, hidpi_factor, size, surface) = {
|
||||
let window = winit::window::Window::new(&event_loop).unwrap();
|
||||
window.set_title("bevy");
|
||||
let hidpi_factor = window.hidpi_factor();
|
||||
let size = window.inner_size().to_physical(hidpi_factor);
|
||||
let surface = wgpu::Surface::create(&window);
|
||||
(window, hidpi_factor, size, surface)
|
||||
};
|
||||
|
||||
let mut sc_desc = wgpu::SwapChainDescriptor {
|
||||
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
||||
format: wgpu::TextureFormat::Bgra8UnormSrgb,
|
||||
width: size.width.round() as u32,
|
||||
height: size.height.round() as u32,
|
||||
present_mode: wgpu::PresentMode::Vsync,
|
||||
};
|
||||
let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
|
||||
|
||||
log::info!("Initializing the example...");
|
||||
let (mut example, init_command_buf) = Application::init(&sc_desc, &device);
|
||||
if let Some(command_buf) = init_command_buf {
|
||||
queue.submit(&[command_buf]);
|
||||
}
|
||||
|
||||
log::info!("Entering render loop...");
|
||||
event_loop.run(move |event, _, control_flow| {
|
||||
*control_flow = if cfg!(feature = "metal-auto-capture") {
|
||||
ControlFlow::Exit
|
||||
|
@ -96,8 +746,22 @@ pub trait Application {
|
|||
ControlFlow::Poll
|
||||
};
|
||||
match event {
|
||||
event::Event::WindowEvent {
|
||||
event: WindowEvent::Resized(size),
|
||||
..
|
||||
} => {
|
||||
let physical = size.to_physical(hidpi_factor);
|
||||
log::info!("Resizing to {:?}", physical);
|
||||
sc_desc.width = physical.width.round() as u32;
|
||||
sc_desc.height = physical.height.round() as u32;
|
||||
swap_chain = device.create_swap_chain(&surface, &sc_desc);
|
||||
let command_buf = example.resize(&sc_desc, &device);
|
||||
if let Some(command_buf) = command_buf {
|
||||
queue.submit(&[command_buf]);
|
||||
}
|
||||
}
|
||||
event::Event::WindowEvent { event, .. } => match event {
|
||||
event::WindowEvent::KeyboardInput {
|
||||
WindowEvent::KeyboardInput {
|
||||
input:
|
||||
event::KeyboardInput {
|
||||
virtual_keycode: Some(event::VirtualKeyCode::Escape),
|
||||
|
@ -106,37 +770,22 @@ pub trait Application {
|
|||
},
|
||||
..
|
||||
}
|
||||
| event::WindowEvent::CloseRequested => {
|
||||
| WindowEvent::CloseRequested => {
|
||||
*control_flow = ControlFlow::Exit;
|
||||
}
|
||||
_ => {}
|
||||
_ => {
|
||||
example.update(event);
|
||||
}
|
||||
},
|
||||
event::Event::EventsCleared => {
|
||||
let frame = swap_chain.get_next_texture();
|
||||
let mut encoder =
|
||||
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
|
||||
{
|
||||
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
||||
attachment: &frame.view,
|
||||
resolve_target: None,
|
||||
load_op: wgpu::LoadOp::Clear,
|
||||
store_op: wgpu::StoreOp::Store,
|
||||
clear_color: wgpu::Color::GREEN,
|
||||
}],
|
||||
depth_stencil_attachment: None,
|
||||
});
|
||||
rpass.set_pipeline(&render_pipeline);
|
||||
rpass.set_bind_group(0, &bind_group, &[]);
|
||||
rpass.draw(0..3, 0..1);
|
||||
}
|
||||
|
||||
queue.submit(&[encoder.finish()]);
|
||||
let frame = swap_chain
|
||||
.get_next_texture()
|
||||
.expect("Timeout when acquiring next swap chain texture");
|
||||
let command_buf = example.render(&frame, &device);
|
||||
queue.submit(&[command_buf]);
|
||||
}
|
||||
_ => (),
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
|
||||
fn update(&self);
|
||||
}
|
||||
}
|
|
@ -1,5 +1,7 @@
|
|||
mod transform;
|
||||
mod application;
|
||||
mod vertex;
|
||||
mod temp;
|
||||
|
||||
pub use transform::Transform;
|
||||
pub use application::Application;
|
4
src/render/bake/bake.frag
Normal file
4
src/render/bake/bake.frag
Normal file
|
@ -0,0 +1,4 @@
|
|||
#version 450
|
||||
|
||||
void main() {
|
||||
}
|
16
src/render/bake/bake.vert
Normal file
16
src/render/bake/bake.vert
Normal file
|
@ -0,0 +1,16 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) in ivec4 a_Pos;
|
||||
|
||||
layout(set = 0, binding = 0) uniform Globals {
|
||||
mat4 u_ViewProj;
|
||||
};
|
||||
|
||||
layout(set = 1, binding = 0) uniform Entity {
|
||||
mat4 u_World;
|
||||
vec4 u_Color;
|
||||
};
|
||||
|
||||
void main() {
|
||||
gl_Position = u_ViewProj * u_World * vec4(a_Pos);
|
||||
}
|
62
src/render/forward/forward.frag
Normal file
62
src/render/forward/forward.frag
Normal file
|
@ -0,0 +1,62 @@
|
|||
#version 450
|
||||
|
||||
const int MAX_LIGHTS = 10;
|
||||
|
||||
layout(location = 0) in vec3 v_Normal;
|
||||
layout(location = 1) in vec4 v_Position;
|
||||
|
||||
layout(location = 0) out vec4 o_Target;
|
||||
|
||||
struct Light {
|
||||
mat4 proj;
|
||||
vec4 pos;
|
||||
vec4 color;
|
||||
};
|
||||
|
||||
layout(set = 0, binding = 0) uniform Globals {
|
||||
mat4 u_ViewProj;
|
||||
uvec4 u_NumLights;
|
||||
};
|
||||
layout(set = 0, binding = 1) uniform Lights {
|
||||
Light u_Lights[MAX_LIGHTS];
|
||||
};
|
||||
layout(set = 0, binding = 2) uniform texture2DArray t_Shadow;
|
||||
layout(set = 0, binding = 3) uniform samplerShadow s_Shadow;
|
||||
|
||||
layout(set = 1, binding = 0) uniform Entity {
|
||||
mat4 u_World;
|
||||
vec4 u_Color;
|
||||
};
|
||||
|
||||
float fetch_shadow(int light_id, vec4 homogeneous_coords) {
|
||||
if (homogeneous_coords.w <= 0.0) {
|
||||
return 1.0;
|
||||
}
|
||||
// compute texture coordinates for shadow lookup
|
||||
vec4 light_local = vec4(
|
||||
(homogeneous_coords.xy/homogeneous_coords.w + 1.0) / 2.0,
|
||||
light_id,
|
||||
homogeneous_coords.z / homogeneous_coords.w
|
||||
);
|
||||
// do the lookup, using HW PCF and comparison
|
||||
return texture(sampler2DArrayShadow(t_Shadow, s_Shadow), light_local);
|
||||
}
|
||||
|
||||
void main() {
|
||||
vec3 normal = normalize(v_Normal);
|
||||
vec3 ambient = vec3(0.05, 0.05, 0.05);
|
||||
// accumulate color
|
||||
vec3 color = ambient;
|
||||
for (int i=0; i<int(u_NumLights.x) && i<MAX_LIGHTS; ++i) {
|
||||
Light light = u_Lights[i];
|
||||
// project into the light space
|
||||
float shadow = fetch_shadow(i, light.proj * v_Position);
|
||||
// compute Lambertian diffuse term
|
||||
vec3 light_dir = normalize(light.pos.xyz - v_Position.xyz);
|
||||
float diffuse = max(0.0, dot(normal, light_dir));
|
||||
// add light contribution
|
||||
color += shadow * diffuse * light.color.xyz;
|
||||
}
|
||||
// multiply the light by material color
|
||||
o_Target = vec4(color, 1.0) * u_Color;
|
||||
}
|
22
src/render/forward/forward.vert
Normal file
22
src/render/forward/forward.vert
Normal file
|
@ -0,0 +1,22 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) in ivec4 a_Pos;
|
||||
layout(location = 1) in ivec4 a_Normal;
|
||||
|
||||
layout(location = 0) out vec3 v_Normal;
|
||||
layout(location = 1) out vec4 v_Position;
|
||||
|
||||
layout(set = 0, binding = 0) uniform Globals {
|
||||
mat4 u_ViewProj;
|
||||
uvec4 u_NumLights;
|
||||
};
|
||||
layout(set = 1, binding = 0) uniform Entity {
|
||||
mat4 u_World;
|
||||
vec4 u_Color;
|
||||
};
|
||||
|
||||
void main() {
|
||||
v_Normal = mat3(u_World) * vec3(a_Normal.xyz);
|
||||
v_Position = u_World * vec4(a_Pos);
|
||||
gl_Position = u_ViewProj * v_Position;
|
||||
}
|
0
src/render/lib.rs
Normal file
0
src/render/lib.rs
Normal file
|
@ -1,7 +0,0 @@
|
|||
#version 450
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main() {
|
||||
outColor = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
}
|
Binary file not shown.
|
@ -1,15 +0,0 @@
|
|||
#version 450
|
||||
|
||||
out gl_PerVertex {
|
||||
vec4 gl_Position;
|
||||
};
|
||||
|
||||
const vec2 positions[3] = vec2[3](
|
||||
vec2(0.0, -0.5),
|
||||
vec2(0.5, 0.5),
|
||||
vec2(-0.5, 0.5)
|
||||
);
|
||||
|
||||
void main() {
|
||||
gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
|
||||
}
|
Binary file not shown.
126
src/temp.rs
Normal file
126
src/temp.rs
Normal file
|
@ -0,0 +1,126 @@
|
|||
pub use std::rc::Rc;
|
||||
pub use std::ops::Range;
|
||||
use zerocopy::{AsBytes, FromBytes};
|
||||
|
||||
pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
|
||||
1.0,
|
||||
0.0,
|
||||
0.0,
|
||||
0.0,
|
||||
0.0,
|
||||
-1.0,
|
||||
0.0,
|
||||
0.0,
|
||||
0.0,
|
||||
0.0,
|
||||
0.5,
|
||||
0.0,
|
||||
0.0,
|
||||
0.0,
|
||||
0.5,
|
||||
1.0,
|
||||
);
|
||||
|
||||
pub struct Entity {
|
||||
pub mx_world: cgmath::Matrix4<f32>,
|
||||
pub rotation_speed: f32,
|
||||
pub color: wgpu::Color,
|
||||
pub vertex_buf: Rc<wgpu::Buffer>,
|
||||
pub index_buf: Rc<wgpu::Buffer>,
|
||||
pub index_count: usize,
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
pub uniform_buf: wgpu::Buffer,
|
||||
}
|
||||
|
||||
pub struct Light {
|
||||
pub pos: cgmath::Point3<f32>,
|
||||
pub color: wgpu::Color,
|
||||
pub fov: f32,
|
||||
pub depth: Range<f32>,
|
||||
pub target_view: wgpu::TextureView,
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, AsBytes, FromBytes)]
|
||||
pub struct LightRaw {
|
||||
pub proj: [[f32; 4]; 4],
|
||||
pub pos: [f32; 4],
|
||||
pub color: [f32; 4],
|
||||
}
|
||||
|
||||
impl Light {
|
||||
pub fn to_raw(&self) -> LightRaw {
|
||||
use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
|
||||
|
||||
let mx_view = Matrix4::look_at(self.pos, Point3::origin(), Vector3::unit_z());
|
||||
let projection = PerspectiveFov {
|
||||
fovy: Deg(self.fov).into(),
|
||||
aspect: 1.0,
|
||||
near: self.depth.start,
|
||||
far: self.depth.end,
|
||||
};
|
||||
let mx_view_proj = OPENGL_TO_WGPU_MATRIX *
|
||||
cgmath::Matrix4::from(projection.to_perspective()) * mx_view;
|
||||
LightRaw {
|
||||
proj: *mx_view_proj.as_ref(),
|
||||
pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
|
||||
color: [
|
||||
self.color.r as f32,
|
||||
self.color.g as f32,
|
||||
self.color.b as f32,
|
||||
1.0,
|
||||
],
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, AsBytes, FromBytes)]
|
||||
pub struct ForwardUniforms {
|
||||
pub proj: [[f32; 4]; 4],
|
||||
pub num_lights: [u32; 4],
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, AsBytes, FromBytes)]
|
||||
pub struct EntityUniforms {
|
||||
pub model: [[f32; 4]; 4],
|
||||
pub color: [f32; 4],
|
||||
}
|
||||
|
||||
#[repr(C)]
|
||||
pub struct ShadowUniforms {
|
||||
pub proj: [[f32; 4]; 4],
|
||||
}
|
||||
|
||||
pub struct Pass {
|
||||
pub pipeline: wgpu::RenderPipeline,
|
||||
pub bind_group: wgpu::BindGroup,
|
||||
pub uniform_buf: wgpu::Buffer,
|
||||
}
|
||||
|
||||
pub enum ShaderStage {
|
||||
Vertex,
|
||||
Fragment,
|
||||
Compute,
|
||||
}
|
||||
|
||||
pub fn load_glsl(code: &str, stage: ShaderStage) -> Vec<u32> {
|
||||
let ty = match stage {
|
||||
ShaderStage::Vertex => glsl_to_spirv::ShaderType::Vertex,
|
||||
ShaderStage::Fragment => glsl_to_spirv::ShaderType::Fragment,
|
||||
ShaderStage::Compute => glsl_to_spirv::ShaderType::Compute,
|
||||
};
|
||||
|
||||
wgpu::read_spirv(glsl_to_spirv::compile(&code, ty).unwrap()).unwrap()
|
||||
}
|
||||
|
||||
pub fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
|
||||
let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0);
|
||||
let mx_view = cgmath::Matrix4::look_at(
|
||||
cgmath::Point3::new(3.0f32, -10.0, 6.0),
|
||||
cgmath::Point3::new(0f32, 0.0, 0.0),
|
||||
cgmath::Vector3::unit_z(),
|
||||
);
|
||||
OPENGL_TO_WGPU_MATRIX * mx_projection * mx_view
|
||||
}
|
97
src/vertex.rs
Normal file
97
src/vertex.rs
Normal file
|
@ -0,0 +1,97 @@
|
|||
use zerocopy::{AsBytes, FromBytes};
|
||||
|
||||
#[repr(C)]
|
||||
#[derive(Clone, Copy, AsBytes, FromBytes)]
|
||||
pub struct Vertex {
|
||||
pub pos: [i8; 4],
|
||||
pub normal: [i8; 4],
|
||||
}
|
||||
|
||||
pub fn vertex(pos: [i8; 3], nor: [i8; 3]) -> Vertex {
|
||||
Vertex {
|
||||
pos: [pos[0], pos[1], pos[2], 1],
|
||||
normal: [nor[0], nor[1], nor[2], 0],
|
||||
}
|
||||
}
|
||||
|
||||
pub fn create_cube() -> (Vec<Vertex>, Vec<u16>) {
|
||||
let vertex_data = [
|
||||
// top (0, 0, 1)
|
||||
vertex([-1, -1, 1], [0, 0, 1]),
|
||||
vertex([1, -1, 1], [0, 0, 1]),
|
||||
vertex([1, 1, 1], [0, 0, 1]),
|
||||
vertex([-1, 1, 1], [0, 0, 1]),
|
||||
// bottom (0, 0, -1)
|
||||
vertex([-1, 1, -1], [0, 0, -1]),
|
||||
vertex([1, 1, -1], [0, 0, -1]),
|
||||
vertex([1, -1, -1], [0, 0, -1]),
|
||||
vertex([-1, -1, -1], [0, 0, -1]),
|
||||
// right (1, 0, 0)
|
||||
vertex([1, -1, -1], [1, 0, 0]),
|
||||
vertex([1, 1, -1], [1, 0, 0]),
|
||||
vertex([1, 1, 1], [1, 0, 0]),
|
||||
vertex([1, -1, 1], [1, 0, 0]),
|
||||
// left (-1, 0, 0)
|
||||
vertex([-1, -1, 1], [-1, 0, 0]),
|
||||
vertex([-1, 1, 1], [-1, 0, 0]),
|
||||
vertex([-1, 1, -1], [-1, 0, 0]),
|
||||
vertex([-1, -1, -1], [-1, 0, 0]),
|
||||
// front (0, 1, 0)
|
||||
vertex([1, 1, -1], [0, 1, 0]),
|
||||
vertex([-1, 1, -1], [0, 1, 0]),
|
||||
vertex([-1, 1, 1], [0, 1, 0]),
|
||||
vertex([1, 1, 1], [0, 1, 0]),
|
||||
// back (0, -1, 0)
|
||||
vertex([1, -1, 1], [0, -1, 0]),
|
||||
vertex([-1, -1, 1], [0, -1, 0]),
|
||||
vertex([-1, -1, -1], [0, -1, 0]),
|
||||
vertex([1, -1, -1], [0, -1, 0]),
|
||||
];
|
||||
|
||||
let index_data: &[u16] = &[
|
||||
0, 1, 2, 2, 3, 0, // top
|
||||
4, 5, 6, 6, 7, 4, // bottom
|
||||
8, 9, 10, 10, 11, 8, // right
|
||||
12, 13, 14, 14, 15, 12, // left
|
||||
16, 17, 18, 18, 19, 16, // front
|
||||
20, 21, 22, 22, 23, 20, // back
|
||||
];
|
||||
|
||||
(vertex_data.to_vec(), index_data.to_vec())
|
||||
}
|
||||
|
||||
pub fn create_plane(size: i8) -> (Vec<Vertex>, Vec<u16>) {
|
||||
let vertex_data = [
|
||||
vertex([size, -size, 0], [0, 0, 1]),
|
||||
vertex([size, size, 0], [0, 0, 1]),
|
||||
vertex([-size, -size, 0], [0, 0, 1]),
|
||||
vertex([-size, size, 0], [0, 0, 1]),
|
||||
];
|
||||
|
||||
let index_data: &[u16] = &[0, 1, 2, 2, 1, 3];
|
||||
|
||||
(vertex_data.to_vec(), index_data.to_vec())
|
||||
}
|
||||
|
||||
pub fn create_texels(size: usize) -> Vec<u8> {
|
||||
use std::iter;
|
||||
|
||||
(0 .. size * size)
|
||||
.flat_map(|id| {
|
||||
// get high five for recognizing this ;)
|
||||
let cx = 3.0 * (id % size) as f32 / (size - 1) as f32 - 2.0;
|
||||
let cy = 2.0 * (id / size) as f32 / (size - 1) as f32 - 1.0;
|
||||
let (mut x, mut y, mut count) = (cx, cy, 0);
|
||||
while count < 0xFF && x * x + y * y < 4.0 {
|
||||
let old_x = x;
|
||||
x = x * x - y * y + cx;
|
||||
y = 2.0 * old_x * y + cy;
|
||||
count += 1;
|
||||
}
|
||||
iter::once(0xFF - (count * 5) as u8)
|
||||
.chain(iter::once(0xFF - (count * 15) as u8))
|
||||
.chain(iter::once(0xFF - (count * 50) as u8))
|
||||
.chain(iter::once(1))
|
||||
})
|
||||
.collect()
|
||||
}
|
Loading…
Reference in a new issue