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@ -13,8 +13,9 @@ use legion::*;
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use rapier3d::parry::motion::RigidMotionComposition;
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use wgpu::util::DeviceExt;
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use wgpu::{
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BackendBit, BindGroup, BindGroupLayout, Buffer, Device, Instance, Queue, Surface, SwapChain,
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SwapChainDescriptor, SwapChainFrame, TextureView,
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BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, Device, FragmentState,
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Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView,
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VertexState,
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};
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use winit::dpi::PhysicalSize;
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use winit::platform::unix::x11::ffi::Time;
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@ -160,6 +161,7 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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encoder.insert_debug_marker("render entities");
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("render pass"),
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color_attachments: &[],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
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attachment: &light.target_view,
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@ -175,7 +177,8 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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for mesh in &mesh_stack {
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pass.set_bind_group(1, &mesh.bind_group, &[]);
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pass.set_index_buffer(mesh.index_buffer.slice(..));
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// TODO, pipe through this index format through the mesh
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pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
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}
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@ -185,6 +188,7 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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encoder.push_debug_group("forward rendering pass");
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("forward render pass"),
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.output.view,
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resolve_target: None,
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@ -214,7 +218,8 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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for (pos, mesh, color) in query.iter_mut(world) {
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pass.set_bind_group(1, &mesh.bind_group, &[]);
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pass.set_index_buffer(mesh.index_buffer.slice(..));
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// TODO: Pipe this in through the mesh
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pass.set_index_buffer(mesh.index_buffer.slice(..), mesh.index_format);
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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pass.draw_indexed(0..mesh.index_count as u32, 0, 0..1);
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}
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@ -355,25 +360,33 @@ impl Renderer {
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let index_count = indices.len();
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let (vertex_buf, index_buf) = Renderer::create_buffer(&self.device, indices, vertices);
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let uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
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let uniform_buf = Arc::new(self.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Mesh Uniform Buf"),
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size: mem::size_of::<EntityUniforms>() as wgpu::BufferAddress,
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size: uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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mapped_at_creation: false,
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}));
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let bind_group = Arc::new(self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Mesh Bind Group"),
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layout: &self.entity_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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offset: 0,
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size: wgpu::BufferSize::new(uniform_size),
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},
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}],
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label: Some("Mesh Bind Group"),
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}));
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Mesh {
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index_buffer: index_buf,
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index_count: index_count,
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// TODO: This is hardcoded by tobj, maybe think about doing something a little more clever?
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index_format: wgpu::IndexFormat::Uint32,
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vertex_buffer: vertex_buf,
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uniform_buffer: uniform_buf,
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bind_group: bind_group,
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@ -407,9 +420,9 @@ impl Renderer {
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// And then get the device we want
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let device = adapter.request_device(
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&wgpu::DeviceDescriptor {
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label: Some("device descriptor"),
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features: (optional_features & adapter_features) | required_features,
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limits: needed_limits,
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shader_validation: true,
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},
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trace_dir.ok().as_ref().map(std::path::Path::new),
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);
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@ -421,7 +434,7 @@ impl Renderer {
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let mut sc_desc = (wgpu::SwapChainDescriptor {
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// Allows a texture to be a output attachment of a renderpass.
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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format: if cfg!(target_arch = "wasm32") {
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wgpu::TextureFormat::Bgra8Unorm
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} else {
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@ -442,8 +455,8 @@ impl Renderer {
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// I wanted to get tricky with the 0,1 types
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let vertex_size = mem::size_of::<Vertex>();
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let vertex_attr = wgpu::vertex_attr_array![0 => Float4, 1 => Float4];
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let vb_desc = wgpu::VertexBufferDescriptor {
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stride: vertex_size as wgpu::BufferAddress,
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let vb_desc = wgpu::VertexBufferLayout {
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array_stride: vertex_size as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &vertex_attr,
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};
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@ -456,11 +469,12 @@ impl Renderer {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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count: None,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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min_binding_size: wgpu::BufferSize::new(
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mem::size_of::<EntityUniforms>() as _
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),
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has_dynamic_offset: false,
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},
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}],
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});
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@ -480,9 +494,10 @@ impl Renderer {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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min_binding_size: wgpu::BufferSize::new(uniform_size),
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has_dynamic_offset: false,
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},
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count: None,
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}],
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@ -508,51 +523,56 @@ impl Renderer {
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(uniform_buf.slice(..)),
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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offset: 0,
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size: wgpu::BufferSize::new(uniform_size),
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},
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}],
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label: Some("Shadow uniform bind group"),
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});
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// Create the render pipeline
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let vs_module =
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device.create_shader_module(wgpu::include_spirv!("../resources/bake.vert.spv"));
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device.create_shader_module(&wgpu::include_spirv!("../resources/bake.vert.spv"));
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let fs_module =
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device.create_shader_module(wgpu::include_spirv!("../resources/bake.frag.spv"));
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device.create_shader_module(&wgpu::include_spirv!("../resources/bake.frag.spv"));
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("shadow"),
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layout: Some(&pipeline_layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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vertex: VertexState {
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module: &vs_module,
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entry_point: "main",
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buffers: &[vb_desc.clone()],
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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fragment: Some(FragmentState {
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module: &fs_module,
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entry_point: "main",
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targets: &[],
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 2, // corresponds to bilinear filtering
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depth_bias_slope_scale: 2.0,
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depth_bias_clamp: 0.0,
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clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING),
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[],
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depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::SHADOW_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilStateDescriptor::default(),
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState {
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constant: 2, // corresponds to bilinear filtering
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slope_scale: 2.0,
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clamp: 0.0,
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},
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clamp_depth: device.features().contains(
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wgpu::Features::DEPTH_CLAMPING
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),
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}),
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint32,
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vertex_buffers: &[vb_desc.clone()],
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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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multisample: wgpu::MultisampleState::default(),
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});
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Pass {
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@ -581,7 +601,7 @@ impl Renderer {
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::SHADOW_FORMAT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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label: Some("Shadow texture"),
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});
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@ -615,39 +635,44 @@ impl Renderer {
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wgpu::BindGroupLayoutEntry {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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min_binding_size: wgpu::BufferSize::new(mem::size_of::<
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ForwardUniforms,
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>(
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)
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as _),
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has_dynamic_offset: false,
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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, // lights
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer {
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dynamic: false,
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ty: wgpu::BindingType::Buffer {
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ty: BufferBindingType::Uniform,
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min_binding_size: wgpu::BufferSize::new(light_uniform_size),
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has_dynamic_offset: false,
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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::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::SampledTexture {
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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component_type: wgpu::TextureComponentType::Float,
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dimension: wgpu::TextureViewDimension::D2Array,
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sample_type: wgpu::TextureSampleType::Depth,
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view_dimension: wgpu::TextureViewDimension::D2Array,
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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: 3,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler { comparison: true },
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ty: wgpu::BindingType::Sampler {
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filtering: false,
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comparison: true,
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},
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count: None,
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},
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],
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@ -687,17 +712,29 @@ impl Renderer {
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let shadow_view = shadow_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let forward_uniform_size =
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wgpu::BufferSize::new(mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress);
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let light_uniform_size = wgpu::BufferSize::new(light_uniform_size);
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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &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::Buffer(uniform_buf.slice(..)),
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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offset: 0,
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size: forward_uniform_size,
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},
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Buffer(light_uniform_buf.slice(..)),
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resource: wgpu::BindingResource::Buffer {
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buffer: &light_uniform_buf,
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offset: 0,
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size: light_uniform_size,
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},
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},
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wgpu::BindGroupEntry {
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binding: 2,
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@ -713,41 +750,37 @@ impl Renderer {
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// Create the render pipeline
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let vs_module =
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device.create_shader_module(wgpu::include_spirv!("../resources/forward.vert.spv"));
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device.create_shader_module(&wgpu::include_spirv!("../resources/forward.vert.spv"));
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let fs_module =
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device.create_shader_module(wgpu::include_spirv!("../resources/forward.frag.spv"));
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device.create_shader_module(&wgpu::include_spirv!("../resources/forward.frag.spv"));
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("main"),
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layout: Some(&pipeline_layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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vertex: VertexState {
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module: &vs_module,
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entry_point: "main",
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buffers: &[vb_desc],
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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fragment: Some(FragmentState {
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module: &fs_module,
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entry_point: "main",
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targets: &[sc_desc.format.into()],
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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primitive: wgpu::PrimitiveState {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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|
|
..Default::default()
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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|
color_states: &[sc_desc.format.into()],
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|
|
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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},
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|
|
depth_stencil: Some(wgpu::DepthStencilState {
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|
|
format: Self::DEPTH_FORMAT,
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|
|
depth_write_enabled: true,
|
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|
|
depth_compare: wgpu::CompareFunction::Less,
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|
|
|
|
stencil: wgpu::StencilStateDescriptor::default(),
|
|
|
|
|
stencil: wgpu::StencilState::default(),
|
|
|
|
|
bias: wgpu::DepthBiasState::default(),
|
|
|
|
|
clamp_depth: false,
|
|
|
|
|
}),
|
|
|
|
|
vertex_state: wgpu::VertexStateDescriptor {
|
|
|
|
|
index_format: wgpu::IndexFormat::Uint32,
|
|
|
|
|
vertex_buffers: &[vb_desc],
|
|
|
|
|
},
|
|
|
|
|
sample_count: 1,
|
|
|
|
|
sample_mask: !0,
|
|
|
|
|
alpha_to_coverage_enabled: false,
|
|
|
|
|
multisample: Default::default(),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
Pass {
|
|
|
|
@ -767,7 +800,7 @@ impl Renderer {
|
|
|
|
|
sample_count: 1,
|
|
|
|
|
dimension: wgpu::TextureDimension::D2,
|
|
|
|
|
format: Self::DEPTH_FORMAT,
|
|
|
|
|
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
|
|
|
|
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
|
|
|
|
|
label: Some("Depth Texture"),
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
@ -825,7 +858,7 @@ impl Renderer {
|
|
|
|
|
sample_count: 1,
|
|
|
|
|
dimension: wgpu::TextureDimension::D2,
|
|
|
|
|
format: Self::DEPTH_FORMAT,
|
|
|
|
|
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
|
|
|
|
usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
|
|
|
|
|
label: Some("Depth Texture"),
|
|
|
|
|
});
|
|
|
|
|
self.forward_depth = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
|
|
|
|
|