Implementing garbage collector, tables, renderer and virtual machine.
This commit is contained in:
parent
eba41e4330
commit
35cf269781
10 changed files with 683 additions and 1327 deletions
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@ -1,19 +1,35 @@
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// Vertex shader
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@group(1) @binding(0)
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var<uniform> view: mat4x4<f32>;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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};
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@location(0) tex_coords: vec2<f32>,
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}
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@vertex
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fn vs_main(
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@builtin(vertex_index) in_vertex_index: u32,
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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let x = f32(1 - i32(in_vertex_index)) * 0.5;
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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out.tex_coords = model.tex_coords;
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out.clip_position = view * vec4<f32>(model.position, 1.0);
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return out;
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}
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// Fragment shader
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0) @binding(1)
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var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(0.3, 0.2, 0.1, 1.0);
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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}
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467
src/engine.rs
467
src/engine.rs
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@ -1,5 +1,74 @@
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use std::collections::HashMap;
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// Credit of most code to https://sotrh.github.io/learn-wgpu/ since I'm not familiar with wgpu
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use std::sync::Arc;
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use glam::camera::lh::proj::directx::perspective;
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use wgpu::util::DeviceExt;
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use glam::prelude::*;
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struct Controller {
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buttons: HashMap<MouseButton,bool>,
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keys: HashMap<KeyCode,bool>,
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mouse: Vec2,
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}
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impl Controller {
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fn new() -> Controller {
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Controller {
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buttons: Default::default(),
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keys: HashMap::new(),
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mouse: Vec2::new(0.0,0.0),
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}
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}
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}
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struct Camera {
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frame: Affine3A,
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aspect_ratio: f32,
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z_near: f32,
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z_far: f32,
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fov_y: f32,
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}
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impl Camera {
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fn view(&self) -> Mat4 {
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let projection = perspective(self.fov_y, self.aspect_ratio, self.z_near, self.z_far);
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projection * self.frame.inverse()
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}
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fn new(window: &Arc<Window>) -> Camera {
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Camera {
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aspect_ratio: window.inner_size().width as f32 / window.inner_size().height as f32,
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frame: Affine3A::IDENTITY,
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fov_y: 90.0,
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z_near: 0.1,
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z_far: 1000.0
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}
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}
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fn resize(&mut self, window: &Arc<Window>) {
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self.aspect_ratio = window.inner_size().width as f32 / window.inner_size().height as f32
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}
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fn control(&mut self, delta: Vec3) {
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self.frame = self.frame * Affine3A::from_translation(delta);
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}
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fn rotate(&mut self, yaw: f32, pitch: f32) {
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let (mut y,mut x,z) = self.frame.matrix3.to_euler(EulerRot::YXZ);
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x = (x + pitch * 0.005).clamp(-1.4,1.4);
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y = y + yaw * 0.005;
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self.frame.matrix3 = Mat3A::from_euler(EulerRot::YXZ,y,x,z);
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}
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}
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const VERTICES: &[Vertex] = &[
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// Changed
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Vertex { position: [-0.5,-0.5,-0.5], tex_coords: [0,0]}
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];
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const INDICES: &[u16] = &[
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0, 1, 4,
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1, 2, 4,
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2, 3, 4,
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];
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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@ -14,17 +83,83 @@ use winit::{
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window::Window,
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};
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// This will store the state of our game
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pub struct State {
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surface: wgpu::Surface<'static>,
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type Kt<K,V> = HashMap<K,Vec<V>>;
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struct Renderer {
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surface: (wgpu::Surface<'static>,bool),
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config: wgpu::SurfaceConfiguration,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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is_surface_configured: bool,
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camera: Camera,
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clear_color: wgpu::Color,
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}
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struct UniformPlan {
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bind_group: wgpu::BindGroup,
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buffer: wgpu::Buffer,
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}
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struct TexturePlan {
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bind_group: wgpu::BindGroup,
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texture: wgpu::Texture,
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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 SimpleVertex {
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pos: [f32; 3],
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uv: [f32; 2],
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norm: [f32; 3],
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}
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impl SimpleVertex {
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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::<SimpleVertex>() 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: std::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: std::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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struct SimpleMesh {
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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indices_count: u32,
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}
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struct SimpleMaterial {
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albedo: TexturePlan,
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normal: Option<TexturePlan>,
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specular: Option<TexturePlan>,
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}
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struct SimpleRenderPlan {
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pipeline: wgpu::RenderPipeline,
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clients: Kt<SimpleMesh,Kt<SimpleMaterial,Affine3A>>
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}
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pub struct State {
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renderer: Renderer,
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controller: Controller,
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window: Arc<Window>,
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render_pipeline1: wgpu::RenderPipeline,
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render_pipeline2: wgpu::RenderPipeline,
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other_pipeline: bool,
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diffuse_bind_group: wgpu::BindGroup,
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sky: wgpu::Color,
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}
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@ -47,7 +182,7 @@ impl State {
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display: None,
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});
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let surface = instance.create_surface(window.clone()).unwrap();
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let surface = instance.create_surface(window.clone())?;
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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@ -95,22 +230,205 @@ impl State {
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desired_maximum_frame_latency: 2,
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};
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let diffuse_bytes = include_bytes!("assets/test.png");
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let diffuse_image = image::load_from_memory(diffuse_bytes)?;
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let diffuse_rgba = diffuse_image.to_rgba8();
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use image::GenericImageView;
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let dimensions = diffuse_image.dimensions();
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println!("{:?}",dimensions);
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let texture_size = wgpu::Extent3d {
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width: dimensions.0,
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height: dimensions.1,
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// All textures are stored as 3D, we represent our 2D texture
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// by setting depth to 1.
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depth_or_array_layers: 1,
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};
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let diffuse_texture = device.create_texture(
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&wgpu::TextureDescriptor {
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size: texture_size,
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mip_level_count: 1, // We'll talk about this a little later
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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// Most images are stored using sRGB, so we need to reflect that here.
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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// TEXTURE_BINDING tells wgpu that we want to use this texture in shaders
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// COPY_DST means that we want to copy data to this texture
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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label: Some("diffuse_texture"),
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// This is the same as with the SurfaceConfig. It
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// specifies what texture formats can be used to
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// create TextureViews for this texture. The base
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// texture format (Rgba8UnormSrgb in this case) is
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// always supported. Note that using a different
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// texture format is not supported on the WebGL2
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// backend.
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view_formats: &[],
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}
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);
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queue.write_texture(
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// Tells wgpu where to copy the pixel data
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wgpu::TexelCopyTextureInfo {
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texture: &diffuse_texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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// The actual pixel data
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&diffuse_rgba,
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// The layout of the texture
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(4 * dimensions.0),
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rows_per_image: Some(dimensions.1),
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},
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texture_size,
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);
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let diffuse_texture_view = diffuse_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let diffuse_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::Repeat,
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address_mode_v: wgpu::AddressMode::Repeat,
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address_mode_w: wgpu::AddressMode::Repeat,
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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::MipmapFilterMode::Nearest,
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..Default::default()
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});
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let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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// This should match the filterable field of the
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// corresponding Texture entry above.
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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let diffuse_bind_group = device.create_bind_group(
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&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_sampler),
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}
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],
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label: Some("diffuse_bind_group"),
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}
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);
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let camera = Camera::new(&window);
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let camera_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera.view()]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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}
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);
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let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::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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label: Some("camera_bind_group_layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}
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],
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label: Some("camera_bind_group"),
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});
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let vertex_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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}
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);
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let index_buffer = device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(INDICES),
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usage: wgpu::BufferUsages::INDEX,
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}
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);
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let num_indices = INDICES.len() as u32;
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let shader1 = device.create_shader_module(wgpu::include_wgsl!("assets/shader.wgsl"));
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let render_pipeline_layout1 =
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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: &[
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Some(&texture_bind_group_layout),
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Some(&camera_bind_group_layout),
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],
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immediate_size: 0,
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});
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/*let water_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Water Pipeline"),
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layout: Some(&water_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader1,
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entry_point: Some("vs_main"),
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buffers: &[
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],
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compilation_options: wgpu::PipelineCompilationOptions::default();
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}
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});*/
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let render_pipeline1 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout1),
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vertex: wgpu::VertexState {
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module: &shader1,
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entry_point: Some("vs_main"), // 1.
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buffers: &[], // 2.
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entry_point: Some("vs_main"),
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buffers: &[
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Vertex::desc(),
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],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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@ -147,74 +465,28 @@ impl State {
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cache: None, // 6.
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});
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let shader2 = device.create_shader_module(wgpu::include_wgsl!("assets/shader2.wgsl"));
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let render_pipeline_layout2 =
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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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immediate_size: 0,
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});
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let render_pipeline2 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout2),
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vertex: wgpu::VertexState {
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module: &shader2,
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entry_point: Some("vs_main"), // 1.
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buffers: &[], // 2.
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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// 3.
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module: &shader2,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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// 4.
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList, // 1.
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw, // 2.
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None, // 1.
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multisample: wgpu::MultisampleState {
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count: 1, // 2.
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mask: !0, // 3.
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alpha_to_coverage_enabled: false, // 4.
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||||
},
|
||||
multiview_mask: None, // 5.
|
||||
cache: None, // 6.
|
||||
});
|
||||
|
||||
Ok(Self {
|
||||
surface,
|
||||
camera_buffer,
|
||||
camera_bind_group,
|
||||
diffuse_bind_group,
|
||||
index_buffer,
|
||||
vertex_buffer,
|
||||
controller: Controller::new(),
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
is_surface_configured: false,
|
||||
window,
|
||||
render_pipeline1,
|
||||
render_pipeline2,
|
||||
other_pipeline: false,
|
||||
num_indices,
|
||||
render_pipeline: render_pipeline1,
|
||||
sky: wgpu::Color {
|
||||
r: 0.1,
|
||||
g: 0.2,
|
||||
b: 0.3,
|
||||
a: 1.0,
|
||||
},
|
||||
camera,
|
||||
})
|
||||
}
|
||||
|
||||
|
|
@ -224,6 +496,7 @@ impl State {
|
|||
self.config.width = width.min(max);
|
||||
self.config.height = height.min(max);
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
self.camera.resize(&self.window);
|
||||
self.is_surface_configured = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -288,12 +561,47 @@ impl State {
|
|||
multiview_mask: None,
|
||||
});
|
||||
|
||||
if self.other_pipeline {
|
||||
render_pass.set_pipeline(&self.render_pipeline1);
|
||||
} else {
|
||||
render_pass.set_pipeline(&self.render_pipeline2);
|
||||
let mut movement = Vec3::new(0.0,0.0,0.0);
|
||||
|
||||
let pressed = |keycode: KeyCode| {
|
||||
if let Some(true) = self.controller.keys.get(&keycode) {
|
||||
true
|
||||
} else {
|
||||
false
|
||||
}
|
||||
};
|
||||
|
||||
if pressed(KeyCode::KeyA) {
|
||||
movement.x -= 1.0;
|
||||
}
|
||||
render_pass.draw(0..3, 0..1); // 3.
|
||||
if pressed(KeyCode::KeyD) {
|
||||
movement.x += 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyW) {
|
||||
movement.z += 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyS) {
|
||||
movement.z -= 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyE) {
|
||||
movement.y += 1.0;
|
||||
}
|
||||
if pressed(KeyCode::KeyQ) {
|
||||
movement.y -= 1.0;
|
||||
}
|
||||
|
||||
println!("{:?} {:?} {:?}",movement,self.camera.frame.translation,self.camera.frame.matrix3.to_euler(EulerRot::YXZ));
|
||||
|
||||
self.camera.control(movement * 0.1);
|
||||
|
||||
self.queue.write_buffer(&self.camera_buffer,0,bytemuck::cast_slice(&[self.camera.view()]));
|
||||
|
||||
render_pass.set_pipeline(&self.render_pipeline);
|
||||
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
|
||||
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
|
||||
}
|
||||
|
||||
// submit will accept anything that implements IntoIter
|
||||
|
|
@ -306,11 +614,13 @@ impl State {
|
|||
fn handle_key(&mut self, event_loop: &ActiveEventLoop, code: KeyCode, is_pressed: bool) {
|
||||
match (code, is_pressed) {
|
||||
(KeyCode::Escape, true) => event_loop.exit(),
|
||||
(KeyCode::Space, true) => {
|
||||
self.other_pipeline = !self.other_pipeline;
|
||||
(KeyCode::Space, true) => {},
|
||||
(KeyCode::KeyR, true) => {
|
||||
self.camera.frame = Affine3A::IDENTITY
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
self.controller.keys.insert(code, is_pressed);
|
||||
}
|
||||
|
||||
fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
|
||||
|
|
@ -319,7 +629,15 @@ impl State {
|
|||
g: position.x / 1000.0,
|
||||
b: position.y / 1000.0,
|
||||
a: 1.0,
|
||||
};
|
||||
if let Some(true) = self.controller.buttons.get(&MouseButton::Right) {
|
||||
self.camera.rotate(position.x as f32 - self.controller.mouse.x, position.y as f32 - self.controller.mouse.y);
|
||||
}
|
||||
self.controller.mouse = Vec2::new(position.x as f32, position.y as f32);
|
||||
}
|
||||
|
||||
fn handle_mouse_button(&mut self, button: MouseButton, state: ElementState ) {
|
||||
self.controller.buttons.insert(button,state.is_pressed());
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -428,6 +746,7 @@ impl ApplicationHandler<State> for App {
|
|||
}
|
||||
}
|
||||
}
|
||||
WindowEvent::MouseInput { button, state: element, .. } => state.handle_mouse_button(button,element),
|
||||
WindowEvent::CursorMoved { position: pos, .. } => state.handle_mouse_moved(pos),
|
||||
WindowEvent::KeyboardInput {
|
||||
event:
|
||||
|
|
|
|||
1243
src/lang.rs
1243
src/lang.rs
File diff suppressed because it is too large
Load diff
108
src/lang/src/gc.rs
Normal file
108
src/lang/src/gc.rs
Normal file
|
|
@ -0,0 +1,108 @@
|
|||
use std::alloc::{alloc, dealloc, Layout};
|
||||
use std::any::Any;
|
||||
use std::cell::{Ref, RefCell, RefMut};
|
||||
use std::fmt::Debug;
|
||||
use std::marker::PhantomData;
|
||||
use std::ops::{Deref, DerefMut};
|
||||
|
||||
#[derive(Debug)]
|
||||
pub struct Gc<T: ?Sized + Traverse> {
|
||||
it: *mut RefCell<Header<T>>
|
||||
}
|
||||
|
||||
impl<T: ?Sized + Traverse> Clone for Gc<T> {
|
||||
fn clone(&self) -> Self {
|
||||
Gc { it: self.it }
|
||||
}
|
||||
}
|
||||
|
||||
impl<T: ?Sized + Traverse> Traverse for Gc<T> {
|
||||
fn traverse(&self) {
|
||||
self.borrow().traverse()
|
||||
}
|
||||
}
|
||||
|
||||
impl<T: ?Sized + Traverse> PartialEq for Gc<T> {
|
||||
fn eq(&self, other: &Gc<T>) -> bool {
|
||||
self.it == other.it
|
||||
}
|
||||
}
|
||||
|
||||
impl<T: ?Sized + Traverse> Gc<T> {
|
||||
pub(crate) fn borrow(&self) -> impl Deref<Target=T> {
|
||||
Ref::map(unsafe { // ???
|
||||
(*self.it).borrow()
|
||||
},|it| &it.data)
|
||||
}
|
||||
pub(crate) fn borrow_mut(&self) -> impl DerefMut<Target=T> {
|
||||
RefMut::map(unsafe {
|
||||
(*self.it).borrow_mut()
|
||||
},|it| &mut it.data)
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Clone, Debug, Copy)]
|
||||
enum Color {
|
||||
White,
|
||||
Black,
|
||||
}
|
||||
|
||||
#[repr(C)] // Trying to access everything but `item: T` while not knowing what T is...
|
||||
struct Header<T: ?Sized + Traverse> {
|
||||
layout: Layout,
|
||||
color: Color, // NOT for incremental tri-color right now; white == mark-free, black == mark-keep
|
||||
data: T
|
||||
}
|
||||
|
||||
pub struct Allocator {
|
||||
objects: Vec<Option<*mut RefCell<Header<dyn Traverse>>>>,
|
||||
}
|
||||
|
||||
impl Allocator {
|
||||
pub fn new() -> Allocator {
|
||||
Allocator {
|
||||
objects: Vec::new(),
|
||||
}
|
||||
}
|
||||
pub fn alloc<T: Traverse + 'static>(&mut self, it: T) -> Gc<T> {
|
||||
let layout = Layout::new::<RefCell<Header<T>>>();
|
||||
let pointer = unsafe { alloc(layout) as *mut RefCell<Header<T>> };
|
||||
let mut header = unsafe { pointer.as_mut() }.unwrap().borrow_mut();
|
||||
header.layout = layout;
|
||||
header.color = Color::Black;
|
||||
header.data = it;
|
||||
self.objects.push(Some(pointer as *mut RefCell<Header<dyn Traverse>>));
|
||||
Gc {
|
||||
it: pointer,
|
||||
}
|
||||
}
|
||||
fn mark_white(&mut self) {
|
||||
for i in 0..self.objects.len() {
|
||||
if let Some(object) = self.objects[i] {
|
||||
unsafe { (*object).borrow_mut().color = Color::White };
|
||||
}
|
||||
}
|
||||
}
|
||||
fn collect(&mut self) {
|
||||
self.objects.retain(|object| {
|
||||
if let Some(object) = object {
|
||||
let header = unsafe { (**object).borrow_mut() };
|
||||
match header.color {
|
||||
Color::White => {
|
||||
unsafe { dealloc(*object as *mut u8,header.layout); }
|
||||
true
|
||||
}
|
||||
Color::Black => false
|
||||
}
|
||||
} else {
|
||||
false
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
pub trait Traverse: Any + Debug {
|
||||
fn traverse(&self) { // mark or grey
|
||||
()
|
||||
}
|
||||
}
|
||||
48
src/lang/src/table.rs
Normal file
48
src/lang/src/table.rs
Normal file
|
|
@ -0,0 +1,48 @@
|
|||
use std::alloc::{alloc, Layout};
|
||||
use std::collections::HashMap;
|
||||
use std::ptr::null_mut;
|
||||
use crate::gc::{Gc, Traverse};
|
||||
use crate::Value;
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
pub struct Table {
|
||||
table: (*mut [(Value, Value)],usize,usize),
|
||||
array: (*mut [Value],usize,usize),
|
||||
meta: Option<Gc<Table>>
|
||||
}
|
||||
|
||||
impl Traverse for Table {
|
||||
fn traverse(&self) {
|
||||
unsafe {
|
||||
if let Some(table) = self.table.0.as_ref() {
|
||||
for (index,item) in table.iter() {
|
||||
if !matches!(index,Value::Nil) {
|
||||
index.traverse();
|
||||
item.traverse();
|
||||
}
|
||||
}
|
||||
}
|
||||
if let Some(array) = self.array.0.as_ref() {
|
||||
for item in array.iter() {
|
||||
item.traverse();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl Table {
|
||||
pub fn set(index: Value, item: Value) {
|
||||
|
||||
}
|
||||
pub fn get(index: Value) {
|
||||
|
||||
}
|
||||
pub fn new() -> Self {
|
||||
Table {
|
||||
table: (null_mut::<[(Value,Value)]>().into(),0,0),
|
||||
array: (null_mut().into(),0,0),
|
||||
meta: None
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,3 +1,2 @@
|
|||
#![recursion_limit = "256"]
|
||||
pub mod engine;
|
||||
pub mod lang;
|
||||
pub mod engine;
|
||||
|
|
@ -3,6 +3,5 @@
|
|||
use game::*;
|
||||
|
||||
fn main() {
|
||||
|
||||
//engine::run().unwrap();
|
||||
engine::run().unwrap();
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue