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@ -3,19 +3,19 @@ use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
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use bytemuck::__core::mem;
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use bytemuck::__core::mem;
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use bytemuck::{Pod, Zeroable};
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use bytemuck::{Pod, Zeroable};
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use cgmath::Point3;
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use futures::executor::LocalPool;
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use legion::world::SubWorld;
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use legion::*;
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use legion::*;
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use wgpu::util::DeviceExt;
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use wgpu::util::DeviceExt;
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use wgpu::{Buffer, Device, SwapChain, Queue, SwapChainFrame, Surface, SwapChainDescriptor, Instance};
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use wgpu::{Buffer, Device, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, BindGroup, BindGroupLayout};
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use winit::dpi::{PhysicalSize};
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use winit::dpi::PhysicalSize;
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use winit::platform::unix::x11::ffi::Time;
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use winit::platform::unix::x11::ffi::Time;
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use winit::window::Window;
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use winit::window::Window;
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use crate::geometry::{create_plane, import_mesh, Vertex};
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use crate::geometry::{create_plane, import_mesh, Vertex};
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use crate::light::LightRaw;
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use crate::light::LightRaw;
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use crate::{Velocity, OPENGL_TO_WGPU_MATRIX, Color, Mesh, Position};
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use crate::{Color, Mesh, Position, Velocity, OPENGL_TO_WGPU_MATRIX};
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use futures::executor::LocalPool;
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use legion::world::SubWorld;
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use cgmath::Point3;
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#[repr(C)]
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#[repr(C)]
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#[derive(Clone, Copy)]
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#[derive(Clone, Copy)]
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@ -65,11 +65,10 @@ pub struct Renderer {
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shadow_pass: Pass,
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shadow_pass: Pass,
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forward_pass: Pass,
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forward_pass: Pass,
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forward_depth: wgpu::TextureView,
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forward_depth: wgpu::TextureView,
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entity_bind_group_layout: BindGroupLayout,
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light_uniform_buf: wgpu::Buffer,
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light_uniform_buf: wgpu::Buffer,
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// plane_uniform_buf: wgpu::Buffer,
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// plane_vertex_buf: wgpu::Buffer,
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// plane_index_buf: wgpu::Buffer,
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}
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}
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impl Renderer {
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impl Renderer {
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@ -94,20 +93,33 @@ impl Renderer {
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}
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}
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}
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}
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//#[system(for_each)]
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/*
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SOOOOOOOOOOOOooo... Legion systems have to be standalone functions, which is fine
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we can do a special kind of song and dance
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Main loop {
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renderer
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runtime
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render_system(param1,2,3, renderer);
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animation_system(param1,2,3, runtime);
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renderer.finalize()
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}
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*/
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#[system]
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#[system]
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#[write_component(Position)]
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#[write_component(Position)]
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#[write_component(Mesh)]
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#[write_component(Mesh)]
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#[write_component(Color)]
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#[write_component(Color)]
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pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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let frame = renderer.get_current_frame();
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let frame = renderer.get_current_frame();
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let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
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let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
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// update uniforms
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// Update the entity uniforms
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for (pos, mesh, color) in query.iter_mut(world) {
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for (pos, mesh, color) in query.iter_mut(world) {
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// Revolve the entity by the rotation speed, only if it is non-zero
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// Revolve the entity by the rotation speed, only if it is non-zero
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// if vel.rs != 0.0 {
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// if vel.rs != 0.0 {
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// let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(vel.rs));
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// let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(vel.rs));
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@ -123,7 +135,9 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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color.a as f32,
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color.a as f32,
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],
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],
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};
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};
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renderer.queue.write_buffer(&mesh.uniform_buf, 0, bytemuck::bytes_of(&data));
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renderer
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.queue
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.write_buffer(&mesh.uniform_buffer, 0, bytemuck::bytes_of(&data));
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}
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}
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// if self.lights_are_dirty {
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// if self.lights_are_dirty {
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@ -196,7 +210,12 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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attachment: &frame.output.view,
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attachment: &frame.output.view,
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resolve_target: None,
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resolve_target: None,
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ops: wgpu::Operations {
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color { r: 0.1, g: 0.2, b: 0.3, a: 1.0 }),
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load: wgpu::LoadOp::Clear(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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store: true,
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store: true,
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},
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},
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}],
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}],
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@ -212,17 +231,30 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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pass.set_pipeline(&renderer.forward_pass.pipeline);
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pass.set_pipeline(&renderer.forward_pass.pipeline);
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pass.set_bind_group(0, &renderer.forward_pass.bind_group, &[]);
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pass.set_bind_group(0, &renderer.forward_pass.bind_group, &[]);
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// for entity in &self.entities {
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let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
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// pass.set_bind_group(1, &entity.bind_group, &[]);
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// pass.set_index_buffer(entity.index_buf.slice(..));
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for (pos, mesh, color) in query.iter_mut(world) {
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// pass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
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pass.set_bind_group(1, &mesh.bind_group, &[]);
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// pass.draw_indexed(0..entity.index_count as u32, 0, 0..1);
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pass.set_index_buffer(mesh.index_buffer.slice(..));
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// }
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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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let data = EntityUniforms {
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model: pos.mx.into(),
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color: [
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color.r as f32,
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color.g as f32,
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color.b as f32,
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color.a as f32,
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],
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};
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renderer
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.queue
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.write_buffer(&mesh.uniform_buffer, 0, bytemuck::bytes_of(&data));
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}
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}
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}
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encoder.pop_debug_group();
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encoder.pop_debug_group();
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renderer.queue.submit(iter::once(encoder.finish()));
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renderer.queue.submit(iter::once(encoder.finish()));
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}
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}
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impl Renderer {
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impl Renderer {
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@ -232,7 +264,9 @@ impl Renderer {
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match self.swapchain.get_current_frame() {
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match self.swapchain.get_current_frame() {
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Ok(frame) => frame,
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Ok(frame) => frame,
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Err(_) => {
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Err(_) => {
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self.swapchain = self.device.create_swap_chain(&self.surface, &self.swapchain_description);
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self.swapchain = self
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.device
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.create_swap_chain(&self.surface, &self.swapchain_description);
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self.swapchain
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self.swapchain
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.get_current_frame()
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.get_current_frame()
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.expect("Failed to acquire next swap chain texture!")
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.expect("Failed to acquire next swap chain texture!")
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@ -284,8 +318,9 @@ impl Renderer {
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(vertex_buf, index_buf)
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(vertex_buf, index_buf)
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}
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}
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pub fn load_mesh_to_buffer(&self, filepath: &str) -> (Arc<Buffer>, Arc<Buffer>, Arc<Buffer>) {
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pub fn load_mesh_to_buffer(&self, filepath: &str) -> Mesh {
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let (vertices, indices) = import_mesh(filepath);
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let (vertices, indices) = import_mesh(filepath);
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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 (vertex_buf, index_buf) = Renderer::create_buffer(&self.device, indices, vertices);
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let uniform_buf = Arc::new(self.device.create_buffer(&wgpu::BufferDescriptor {
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let uniform_buf = Arc::new(self.device.create_buffer(&wgpu::BufferDescriptor {
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@ -294,7 +329,23 @@ impl Renderer {
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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mapped_at_creation: false,
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mapped_at_creation: false,
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}));
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}));
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(vertex_buf, index_buf, uniform_buf)
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let bind_group = Arc::new(self.device.create_bind_group(&wgpu::BindGroupDescriptor {
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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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}],
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label: None,
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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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vertex_buffer: vertex_buf,
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uniform_buffer: uniform_buf,
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bind_group: bind_group,
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}
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}
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}
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pub fn init(window: Window) -> Renderer {
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pub fn init(window: Window) -> Renderer {
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@ -345,8 +396,6 @@ impl Renderer {
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let queue = Arc::new(queue);
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let queue = Arc::new(queue);
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let device = Arc::new(device);
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let device = Arc::new(device);
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// This is some gross-ass web shit
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// This is some gross-ass web shit
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/*#[cfg(target_arch = "wasm32")]
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/*#[cfg(target_arch = "wasm32")]
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let spawner = {
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let spawner = {
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@ -429,7 +478,7 @@ impl Renderer {
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};
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};
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// This is also in the runtime which really shouldn't have this
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// This is also in the runtime which really shouldn't have this
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let local_bind_group_layout =
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let entity_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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label: None,
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entries: &[wgpu::BindGroupLayoutEntry {
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entries: &[wgpu::BindGroupLayoutEntry {
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@ -445,6 +494,7 @@ impl Renderer {
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}],
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}],
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});
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});
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/*
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/*
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There appear to be two passes required for shadows, the shadow pass, and the forward pass
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There appear to be two passes required for shadows, the shadow pass, and the forward pass
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Need to open this up in renderdoc and see what it's actually doing
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Need to open this up in renderdoc and see what it's actually doing
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@ -471,7 +521,7 @@ impl Renderer {
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// Pipeline is similar between passes, but with a different label
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// Pipeline is similar between passes, but with a different label
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("shadow"),
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label: Some("shadow"),
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bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
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bind_group_layouts: &[&bind_group_layout, &entity_bind_group_layout],
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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});
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});
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@ -591,7 +641,7 @@ impl Renderer {
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("main"),
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label: Some("main"),
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bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
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bind_group_layouts: &[&bind_group_layout, &entity_bind_group_layout],
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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});
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});
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@ -745,18 +795,15 @@ impl Renderer {
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shadow_pass,
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shadow_pass,
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forward_pass,
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forward_pass,
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forward_depth: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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forward_depth: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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entity_bind_group_layout: entity_bind_group_layout,
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light_uniform_buf,
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light_uniform_buf,
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// plane_uniform_buf,
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// plane_vertex_buf: (),
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// plane_index_buf: ()
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swapchain_description: sc_desc,
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swapchain_description: sc_desc,
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surface,
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surface,
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instance: Arc::new(instance)
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instance: Arc::new(instance),
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}
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}
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}
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}
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pub fn render(
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pub fn render(
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&mut self,
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&mut self,
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frame: &wgpu::SwapChainTexture,
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frame: &wgpu::SwapChainTexture,
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@ -885,7 +932,6 @@ impl Renderer {
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encoder.pop_debug_group();
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encoder.pop_debug_group();
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queue.submit(iter::once(encoder.finish()));
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queue.submit(iter::once(encoder.finish()));
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}
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}
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pub(crate) fn required_features() -> wgpu::Features {
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pub(crate) fn required_features() -> wgpu::Features {
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