807 lines
23 KiB
Rust
807 lines
23 KiB
Rust
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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use winit::dpi::PhysicalPosition;
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#[cfg(target_arch = "wasm32")]
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use winit::platform::web::EventLoopExtWebSys;
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use winit::{
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application::ApplicationHandler,
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event::*,
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event_loop::{ActiveEventLoop, EventLoop},
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keyboard::{KeyCode, PhysicalKey},
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window::Window,
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};
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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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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 SimpleModel {
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affine: Affine3A,
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material: mars::gc::Gc<SimpleMaterial>,
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}
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struct SimpleRenderPlan {
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pipeline: wgpu::RenderPipeline,
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// todo: clients: Kt<SimpleMesh,Kt<SimpleMaterial,Vec<Affine3A>>>
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clients: Vec<SimpleModel>
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}
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struct FluidRigidBody {
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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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diffuse_bind_group: wgpu::BindGroup,
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sky: wgpu::Color,
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}
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impl State {
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// We don't need this to be async right now,
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// but we will in the next tutorial
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pub async fn new(window: Arc<Window>) -> anyhow::Result<Self> {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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#[cfg(not(target_arch = "wasm32"))]
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backends: wgpu::Backends::PRIMARY,
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#[cfg(target_arch = "wasm32")]
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backends: wgpu::Backends::GL,
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flags: Default::default(),
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memory_budget_thresholds: Default::default(),
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backend_options: Default::default(),
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display: None,
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});
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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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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await?;
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let (device, queue) = adapter
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.request_device(&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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experimental_features: wgpu::ExperimentalFeatures::disabled(),
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// WebGL doesn't support all of wgpu's features, so if
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// we're building for the web we'll have to disable some.
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required_limits: if cfg!(target_arch = "wasm32") {
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wgpu::Limits::downlevel_webgl2_defaults()
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} else {
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wgpu::Limits::default()
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},
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memory_hints: Default::default(),
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trace: wgpu::Trace::Off,
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})
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.await?;
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let surface_caps = surface.get_capabilities(&adapter);
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// Shader code in this tutorial assumes an sRGB surface texture. Using a different
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// one will result in all the colors coming out darker. If you want to support non
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// sRGB surfaces, you'll need to account for that when drawing to the frame.
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let surface_format = surface_caps
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.formats
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.iter()
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.find(|f| f.is_srgb())
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.copied()
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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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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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"),
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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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// 3.
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module: &shader1,
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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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},
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multiview_mask: None, // 5.
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cache: None, // 6.
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});
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Ok(Self {
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surface,
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camera_buffer,
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camera_bind_group,
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diffuse_bind_group,
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index_buffer,
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vertex_buffer,
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controller: Controller::new(),
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device,
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queue,
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config,
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is_surface_configured: false,
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window,
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num_indices,
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render_pipeline: render_pipeline1,
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sky: wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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},
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camera,
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})
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}
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pub fn resize(&mut self, width: u32, height: u32) {
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if width > 0 && height > 0 {
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let max = 2048;
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self.config.width = width.min(max);
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self.config.height = height.min(max);
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self.surface.configure(&self.device, &self.config);
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self.camera.resize(&self.window);
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self.is_surface_configured = true;
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}
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}
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fn update(&mut self) {
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// ...
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}
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fn render(&mut self) -> anyhow::Result<()> {
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self.window.request_redraw();
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// We can't render unless the surface is configured
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if !self.is_surface_configured {
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return Ok(());
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}
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let output = match self.surface.get_current_texture() {
|
|
wgpu::CurrentSurfaceTexture::Success(surface_texture) => surface_texture,
|
|
wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => {
|
|
self.surface.configure(&self.device, &self.config);
|
|
surface_texture
|
|
}
|
|
wgpu::CurrentSurfaceTexture::Timeout
|
|
| wgpu::CurrentSurfaceTexture::Occluded
|
|
| wgpu::CurrentSurfaceTexture::Validation => {
|
|
// Skip this frame
|
|
return Ok(());
|
|
}
|
|
wgpu::CurrentSurfaceTexture::Outdated => {
|
|
self.surface.configure(&self.device, &self.config);
|
|
return Ok(());
|
|
}
|
|
wgpu::CurrentSurfaceTexture::Lost => {
|
|
// You could recreate the devices and all resources
|
|
// created with it here, but we'll just bail
|
|
anyhow::bail!("Lost device");
|
|
}
|
|
};
|
|
let view = output
|
|
.texture
|
|
.create_view(&wgpu::TextureViewDescriptor::default());
|
|
let mut encoder = self
|
|
.device
|
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
label: Some("Render Encoder"),
|
|
});
|
|
{
|
|
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
label: Some("Render Pass"),
|
|
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
|
view: &view,
|
|
resolve_target: None,
|
|
depth_slice: None,
|
|
ops: wgpu::Operations {
|
|
load: wgpu::LoadOp::Clear(self.sky),
|
|
store: wgpu::StoreOp::Store,
|
|
},
|
|
})],
|
|
depth_stencil_attachment: None,
|
|
occlusion_query_set: None,
|
|
timestamp_writes: None,
|
|
multiview_mask: None,
|
|
});
|
|
|
|
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;
|
|
}
|
|
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
|
|
self.queue.submit(std::iter::once(encoder.finish()));
|
|
output.present();
|
|
|
|
Ok(())
|
|
}
|
|
|
|
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) => {},
|
|
(KeyCode::KeyR, true) => {
|
|
self.camera.frame = Affine3A::IDENTITY
|
|
}
|
|
_ => {}
|
|
}
|
|
self.controller.keys.insert(code, is_pressed);
|
|
}
|
|
|
|
fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
|
|
self.sky = wgpu::Color {
|
|
r: 0.3,
|
|
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());
|
|
}
|
|
}
|
|
|
|
pub struct App {
|
|
#[cfg(target_arch = "wasm32")]
|
|
proxy: Option<winit::event_loop::EventLoopProxy<State>>,
|
|
state: Option<State>,
|
|
}
|
|
|
|
impl App {
|
|
pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop<State>) -> Self {
|
|
#[cfg(target_arch = "wasm32")]
|
|
let proxy = Some(event_loop.create_proxy());
|
|
Self {
|
|
state: None,
|
|
#[cfg(target_arch = "wasm32")]
|
|
proxy,
|
|
}
|
|
}
|
|
}
|
|
|
|
impl ApplicationHandler<State> for App {
|
|
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
|
|
#[allow(unused_mut)]
|
|
let mut window_attributes = Window::default_attributes();
|
|
|
|
#[cfg(target_arch = "wasm32")]
|
|
{
|
|
use wasm_bindgen::JsCast;
|
|
use winit::platform::web::WindowAttributesExtWebSys;
|
|
|
|
const CANVAS_ID: &str = "canvas";
|
|
|
|
let window = wgpu::web_sys::window().unwrap_throw();
|
|
let document = window.document().unwrap_throw();
|
|
let canvas = document.get_element_by_id(CANVAS_ID).unwrap_throw();
|
|
let html_canvas_element = canvas.unchecked_into();
|
|
window_attributes = window_attributes.with_canvas(Some(html_canvas_element));
|
|
}
|
|
|
|
let window = Arc::new(event_loop.create_window(window_attributes).unwrap());
|
|
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
{
|
|
// If we are not on web we can use pollster to
|
|
// await the window creation
|
|
self.state = Some(pollster::block_on(State::new(window)).unwrap());
|
|
}
|
|
|
|
#[cfg(target_arch = "wasm32")]
|
|
{
|
|
// Run the future asynchronously and use the
|
|
// proxy to send the results to the event loop
|
|
if let Some(proxy) = self.proxy.take() {
|
|
wasm_bindgen_futures::spawn_local(async move {
|
|
assert!(
|
|
proxy
|
|
.send_event(
|
|
State::new(window)
|
|
.await
|
|
.expect("Unable to create canvas!!!")
|
|
)
|
|
.is_ok()
|
|
)
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
#[allow(unused_mut)]
|
|
fn user_event(&mut self, _event_loop: &ActiveEventLoop, mut event: State) {
|
|
// This is where proxy.send_event() ends up
|
|
#[cfg(target_arch = "wasm32")]
|
|
{
|
|
event.window.request_redraw();
|
|
event.resize(
|
|
event.window.inner_size().width,
|
|
event.window.inner_size().height,
|
|
);
|
|
}
|
|
self.state = Some(event);
|
|
}
|
|
|
|
fn window_event(
|
|
&mut self,
|
|
event_loop: &ActiveEventLoop,
|
|
_window_id: winit::window::WindowId,
|
|
event: WindowEvent,
|
|
) {
|
|
let state = match &mut self.state {
|
|
Some(canvas) => canvas,
|
|
None => return,
|
|
};
|
|
|
|
match event {
|
|
WindowEvent::CloseRequested => event_loop.exit(),
|
|
WindowEvent::Resized(size) => state.resize(size.width, size.height),
|
|
WindowEvent::RedrawRequested => {
|
|
state.update();
|
|
match state.render() {
|
|
Ok(_) => {}
|
|
Err(e) => {
|
|
// Log the error and exit gracefully
|
|
log::error!("{e}");
|
|
event_loop.exit();
|
|
}
|
|
}
|
|
}
|
|
WindowEvent::MouseInput { button, state: element, .. } => state.handle_mouse_button(button,element),
|
|
WindowEvent::CursorMoved { position: pos, .. } => state.handle_mouse_moved(pos),
|
|
WindowEvent::KeyboardInput {
|
|
event:
|
|
KeyEvent {
|
|
physical_key: PhysicalKey::Code(code),
|
|
state: key_state,
|
|
..
|
|
},
|
|
..
|
|
} => state.handle_key(event_loop, code, key_state.is_pressed()),
|
|
_ => {}
|
|
}
|
|
}
|
|
}
|
|
|
|
pub fn run() -> anyhow::Result<()> {
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
{
|
|
env_logger::init();
|
|
}
|
|
#[cfg(target_arch = "wasm32")]
|
|
{
|
|
console_log::init_with_level(log::Level::Info).unwrap_throw();
|
|
}
|
|
|
|
let event_loop = EventLoop::with_user_event().build()?;
|
|
#[cfg(not(target_arch = "wasm32"))]
|
|
{
|
|
let mut app = App::new();
|
|
event_loop.run_app(&mut app)?;
|
|
}
|
|
#[cfg(target_arch = "wasm32")]
|
|
{
|
|
let app = App::new(&event_loop);
|
|
event_loop.spawn_app(app);
|
|
}
|
|
|
|
Ok(())
|
|
}
|
|
|
|
#[cfg(target_arch = "wasm32")]
|
|
#[wasm_bindgen(start)]
|
|
pub fn run_web() -> Result<(), wasm_bindgen::JsValue> {
|
|
console_error_panic_hook::set_once();
|
|
run().unwrap_throw();
|
|
|
|
Ok(())
|
|
}
|