236 lines
8.5 KiB
Rust
236 lines
8.5 KiB
Rust
use crate::render::{Texture};
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use bytemuck::{Pod, Zeroable};
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use glam::camera::lh::proj::directx::perspective;
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use glam::{Affine3A, EulerRot, Mat3A, Mat4, Vec3, Vec4};
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use wgpu::util::DeviceExt;
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use wgpu::{Device, Queue};
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use crate::render::instance::material::MaterialProperties;
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pub(crate) struct Eye {
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pub(crate) frame: Affine3A,
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pub(crate) environment: Environment,
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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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pub(crate) environment_buffer: wgpu::Buffer,
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pub(crate) camera_buffer: wgpu::Buffer,
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pub(crate) layout: wgpu::BindGroupLayout,
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pub(crate) group: wgpu::BindGroup,
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pub sky_pipeline: wgpu::RenderPipeline,
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}
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#[repr(C)]
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#[derive(Pod, Copy, Clone, Zeroable)]
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pub struct Environment {
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ambient: Vec4,
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light: Vec4,
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dir: Vec4,
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}
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impl Eye {
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pub(crate) fn write(&mut self, queue: &Queue) {
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let camera = Mat4::from_mat3_translation(
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self.frame.matrix3.into(),
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Vec3::from(self.frame.translation),
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);
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let projection = perspective(self.fov_y, self.aspect_ratio, self.z_near, self.z_far);
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queue.write_buffer(
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&self.camera_buffer,
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0,
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bytemuck::cast_slice(&[
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projection,
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camera * projection.inverse(),
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camera.inverse(),
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camera,
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]),
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);
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queue.write_buffer(
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&self.environment_buffer,
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0,
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bytemuck::cast_slice(&[self.environment]),
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);
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}
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pub(crate) fn new(device: &Device, config: &wgpu::SurfaceConfiguration, width: u32, height: u32, skybox: Texture) -> Eye {
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[
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Mat4::from_translation(Vec3::new(0.0, 2.0, -8.0)),
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Mat4::IDENTITY,
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Mat4::IDENTITY,
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Mat4::IDENTITY,
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]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let dir = Vec3::new(1.0, 0.5, 1.0).normalize();
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let environment = Environment {
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ambient: Vec4::new(0.1, 0.1, 0.1, 0.0),
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light: Vec4::new(1.0, 1.0, 1.0, 0.0),
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dir: Vec4::new(dir.x, dir.y, dir.z, 0.0),
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};
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let environment_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(""),
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contents: bytemuck::cast_slice(&[environment]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let 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_FRAGMENT,
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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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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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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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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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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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wgpu::BindGroupLayoutEntry {
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binding: 3,
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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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],
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label: Some("eye_bind_group_layout"),
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});
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let shader = device.create_shader_module(wgpu::include_wgsl!("sky.wgsl"));
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[Some(&layout)],
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immediate_size: 0,
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});
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//todo: use a pipeline cache!
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let sky_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Sky Pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: Some("vs_sky"),
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compilation_options: Default::default(),
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_sky"),
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compilation_options: Default::default(),
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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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}),
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primitive: wgpu::PrimitiveState {
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: wgpu::TextureFormat::Depth32Float,
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depth_write_enabled: Some(false),
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depth_compare: Some(wgpu::CompareFunction::LessEqual),
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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::default(),
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multiview_mask: None,
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cache: None,
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});
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let group = Eye::bind_group(&layout, device, &camera_buffer, &environment_buffer, skybox);
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Eye {
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aspect_ratio: width as f32 / 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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camera_buffer,
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group,
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layout,
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environment,
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environment_buffer,
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sky_pipeline,
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}
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}
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fn bind_group(
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layout: &wgpu::BindGroupLayout,
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device: &wgpu::Device,
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camera: &wgpu::Buffer,
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environment: &wgpu::Buffer,
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skybox: Texture,
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) -> wgpu::BindGroup {
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device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: camera.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: environment.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(
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&MaterialProperties::default().sampler(device),
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),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::TextureView(&skybox.view),
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},
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],
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label: Some("eye_bind_group"),
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})
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}
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pub fn skybox(&mut self, device: &wgpu::Device, texture: Texture) {
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self.group = Eye::bind_group(
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&self.layout,
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device,
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&self.camera_buffer,
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&self.environment_buffer,
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texture,
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)
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}
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pub(crate) fn resize(&mut self, queue: &Queue, width: u32, height: u32) {
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self.aspect_ratio = width as f32 / height as f32;
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self.write(queue);
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}
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pub(crate) fn control(&mut self, delta: Vec3) {
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self.frame *= Affine3A::from_translation(delta);
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}
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pub(crate) 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 += 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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