Finished depth buffer
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eaf97e3f57
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123
src/lib.rs
123
src/lib.rs
@ -7,9 +7,69 @@ use winit::{
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keyboard::{KeyCode, PhysicalKey},
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window::{Window, WindowBuilder},
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};
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use cgmath::prelude::*;
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use crate::texture::Texture;
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mod texture;
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struct Instance {
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position: cgmath::Vector3<f32>,
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rotation: cgmath::Quaternion<f32>,
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}
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impl InstanceRaw {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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use std::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
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// We need to switch from using a step mode of Vertex to Instance
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// This means that our shaders will only change to use the next
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// instance when the shader starts processing a new instance
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
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// for each vec4. We'll have to reassemble the mat4 in the shader.
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wgpu::VertexAttribute {
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offset: 0,
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// While our vertex shader only uses locations 0, and 1 now, in later tutorials, we'll
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// be using 2, 3, and 4, for Vertex. We'll start at slot 5, not conflict with them later
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shader_location: 5,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
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shader_location: 6,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
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shader_location: 7,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
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shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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},
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],
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}
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}
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}
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impl Instance {
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fn to_raw(&self) -> InstanceRaw {
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InstanceRaw {
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model: (cgmath::Matrix4::from_translation(self.position) * cgmath::Matrix4::from(self.rotation)).into(),
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}
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}
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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 InstanceRaw {
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model: [[f32; 4]; 4],
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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@ -222,15 +282,20 @@ struct State<'a> {
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#[allow(dead_code)]
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diffuse_texture: texture::Texture,
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diffuse_bind_group: wgpu::BindGroup,
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// NEW!
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camera: Camera,
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camera_controller: CameraController,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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window: &'a Window,
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instances: Vec<Instance>,
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instance_buffer: wgpu::Buffer,
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depth_texture: Texture,
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}
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(NUM_INSTANCES_PER_ROW as f32 * 0.5, 0.0, NUM_INSTANCES_PER_ROW as f32 * 0.5);
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impl<'a> State<'a> {
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async fn new(window: &'a Window) -> State<'a> {
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let size = window.inner_size();
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@ -288,6 +353,8 @@ impl<'a> State<'a> {
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desired_maximum_frame_latency: 2,
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};
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let depth_texture = texture::Texture::create_depth_texture(&device, &config, "depth_texture");
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let diffuse_bytes = include_bytes!("happy-tree.png");
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let diffuse_texture =
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texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap();
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@ -392,7 +459,7 @@ impl<'a> State<'a> {
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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()],
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buffers: &[Vertex::desc(), InstanceRaw::desc()],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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@ -421,7 +488,13 @@ impl<'a> State<'a> {
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None,
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depth_stencil: Some(wgpu::DepthStencilState {
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format: texture::Texture::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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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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@ -446,6 +519,33 @@ impl<'a> State<'a> {
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});
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let num_indices = INDICES.len() as u32;
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let instances = (0..NUM_INSTANCES_PER_ROW).flat_map(|z| {
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(0..NUM_INSTANCES_PER_ROW).map(move |x| {
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let position = cgmath::Vector3 { x: x as f32, y: 0.0, z: z as f32 } - 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 affect scale if they're not created correctly
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cgmath::Quaternion::from_axis_angle(cgmath::Vector3::unit_z(), cgmath::Deg(0.0))
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} else {
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cgmath::Quaternion::from_axis_angle(position.normalize(), cgmath::Deg(45.0))
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};
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Instance {
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position, rotation,
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}
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})
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}).collect::<Vec<_>>();
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let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
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let instance_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Instance Buffer"),
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contents: bytemuck::cast_slice(&instance_data),
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usage: wgpu::BufferUsages::VERTEX,
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}
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);
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Self {
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surface,
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device,
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@ -464,6 +564,9 @@ impl<'a> State<'a> {
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camera_bind_group,
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camera_uniform,
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window,
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instances,
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instance_buffer,
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depth_texture,
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}
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}
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@ -478,6 +581,8 @@ impl<'a> State<'a> {
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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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self.depth_texture = Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
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self.camera.aspect = self.config.width as f32 / self.config.height as f32;
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}
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}
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@ -524,7 +629,14 @@ impl<'a> State<'a> {
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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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: wgpu::StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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@ -533,8 +645,9 @@ impl<'a> State<'a> {
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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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(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
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}
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self.queue.submit(iter::once(encoder.finish()));
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44
src/model.rs
Normal file
44
src/model.rs
Normal file
@ -0,0 +1,44 @@
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pub trait Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static>;
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct ModelVertex {
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pub position: [f32; 3],
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pub tex_coords: [f32; 2],
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pub normal: [f32; 3],
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}
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impl Vertex for ModelVertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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todo!();
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}
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}
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impl Vertex for ModelVertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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use std::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}
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}
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}
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@ -1,3 +1,11 @@
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struct InstanceInput {
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@location(5) model_matrix_0: vec4<f32>,
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@location(6) model_matrix_1: vec4<f32>,
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@location(7) model_matrix_2: vec4<f32>,
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@location(8) model_matrix_3: vec4<f32>,
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};
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// Vertex shader
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struct CameraUniform {
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view_proj: mat4x4<f32>,
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@ -18,10 +26,17 @@ struct VertexOutput {
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@vertex
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fn vs_main(
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model: VertexInput,
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instance: InstanceInput,
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) -> VertexOutput {
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let model_matrix = mat4x4<f32>(
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instance.model_matrix_0,
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instance.model_matrix_1,
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instance.model_matrix_2,
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instance.model_matrix_3,
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);
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0); // 2.
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out.clip_position = camera.view_proj * model_matrix * vec4<f32>(model.position, 1.0);
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return out;
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}
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@ -78,3 +78,45 @@ impl Texture {
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Ok(Self { texture, view, sampler })
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}
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}
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impl Texture {
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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pub fn create_depth_texture(device: &wgpu::Device, config: &wgpu::SurfaceConfiguration, label: &str) -> Self {
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let size = wgpu::Extent3d {
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width: config.width.max(1),
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height: config.height.max(1),
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depth_or_array_layers: 1,
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};
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let desc = wgpu::TextureDescriptor {
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label: Some(label),
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size,
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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::DEPTH_FORMAT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT
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| wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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};
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let texture = device.create_texture(&desc);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(
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&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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compare: Some(wgpu::CompareFunction::LessEqual),
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lod_min_clamp: 0.0,
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lod_max_clamp: 100.0,
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..Default::default()
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}
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);
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Self { texture, view, sampler }
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}
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}
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