Consideration of aspect ratio
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e709e2dd3f
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2f7f521051
@ -22,6 +22,12 @@ pub async fn run() {
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let _ = event_loop.run_app(&mut window_state);
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct Globals {
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aspect_ratio: f32,
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}
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
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enum Shape {
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Polygon,
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@ -64,7 +70,7 @@ struct InstanceRaw {
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impl InstanceRaw {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
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array_stride: size_of::<InstanceRaw>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute { offset: 0, shader_location: 5, format: wgpu::VertexFormat::Float32x4 },
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@ -183,6 +189,8 @@ struct State<'a> {
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instance_buffer: wgpu::Buffer,
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geometries: HashMap<Shape, Geometry>,
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global_bind_group: wgpu::BindGroup,
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global_buffer: wgpu::Buffer,
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simulator: Arc<RwLock<Simulator>>,
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}
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@ -199,7 +207,37 @@ impl<'a> State<'a> {
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let config = Self::create_surface_config(size, surface_caps);
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surface.configure(&device, &config);
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let render_pipeline = Self::create_render_pipeline(&device, &config);
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let globals = Globals {
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aspect_ratio: config.width as f32 / config.height as f32,
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};
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let global_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Global Uniform Buffer"),
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contents: bytemuck::cast_slice(&[globals]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let global_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Global Bind Group Layout"),
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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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});
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let global_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &global_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: global_buffer.as_entire_binding(),
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}],
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label: Some("Global Bind Group"),
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});
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let render_pipeline = Self::create_render_pipeline(&device, &config, &global_bind_group_layout);
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let mut geometries = HashMap::new();
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let polygon_vertices = vec![
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@ -306,6 +344,9 @@ impl<'a> State<'a> {
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config,
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size,
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window: window_arc,
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global_bind_group,
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global_buffer,
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render_pipeline,
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geometries,
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@ -342,7 +383,7 @@ impl<'a> State<'a> {
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self.instances = updated_instances;
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}
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fn create_render_pipeline(device: &Device, config: &wgpu::SurfaceConfiguration) -> wgpu::RenderPipeline {
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fn create_render_pipeline(device: &Device, config: &wgpu::SurfaceConfiguration, global_bind_group_layout: &wgpu::BindGroupLayout) -> wgpu::RenderPipeline {
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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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@ -351,7 +392,7 @@ impl<'a> State<'a> {
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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: &[],
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bind_group_layouts: &[&global_bind_group_layout],
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push_constant_ranges: &[],
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});
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@ -451,6 +492,11 @@ impl<'a> State<'a> {
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self.surface.configure(&self.device, &self.config);
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let new_globals = Globals {
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aspect_ratio: self.config.width as f32 / self.config.height as f32,
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};
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self.queue.write_buffer(&self.global_buffer, 0, bytemuck::cast_slice(&[new_globals]));
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println!("Resized to {:?} from state!", new_size);
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}
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@ -484,6 +530,7 @@ impl<'a> State<'a> {
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.global_bind_group, &[]);
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for shape in [Shape::Polygon, Shape::Circle] {
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let geometry = &self.geometries[&shape];
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@ -16,6 +16,13 @@ struct VSOutput {
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@location(0) color: vec3<f32>,
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};
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struct Globals {
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aspect_ratio: f32,
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}
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@group(0) @binding(0)
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var<uniform> globals: Globals;
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@vertex
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fn vs_main(vertex: VertexInput, instance: InstanceInput) -> VSOutput {
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var out: VSOutput;
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@ -25,7 +32,14 @@ fn vs_main(vertex: VertexInput, instance: InstanceInput) -> VSOutput {
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instance.model_row2,
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instance.model_row3
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);
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out.position = model * vec4<f32>(vertex.position, 1.0);
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let projection = mat4x4<f32>(
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vec4<f32>(1.0 / globals.aspect_ratio, 0.0, 0.0, 0.0),
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vec4<f32>(0.0, 1.0, 0.0, 0.0),
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vec4<f32>(0.0, 0.0, 1.0, 0.0),
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vec4<f32>(0.0, 0.0, 0.0, 1.0),
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);
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out.position = projection * model * vec4<f32>(vertex.position, 1.0);
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out.color = instance.color;
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return out;
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}
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