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@ -18,35 +18,31 @@ use legion::world::SubWorld;
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use legion::*;
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use legion::*;
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use rapier3d::parry::motion::RigidMotionComposition;
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use rapier3d::parry::motion::RigidMotionComposition;
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use wgpu::util::DeviceExt;
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use wgpu::util::DeviceExt;
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use wgpu::{
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use wgpu::{BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, Device, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView, VertexState, CommandEncoder};
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BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, CommandEncoder, Device,
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Features, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor,
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SwapChainFrame, TextureView, VertexState,
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};
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use winit_24::dpi::PhysicalSize;
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use winit_24::dpi::PhysicalSize;
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use winit_24::platform::unix::x11::ffi::Time;
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use winit_24::window::Window;
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use winit_24::window::Window;
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use crate::camera::{Camera, CameraController};
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use crate::camera::{Camera, CameraController};
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use crate::components::{Mesh, Position, RangeCopy};
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use crate::components::{Mesh, Position, RangeCopy};
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use crate::current_ui;
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use crate::current_ui;
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use crate::geometry::{load_obj, RawMesh, Vertex};
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use crate::geometry::{load_obj, Vertex, RawMesh};
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use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
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use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
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use crate::light::{DirectionalLight, LightRaw};
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use crate::light::{DirectionalLight, LightRaw};
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use crate::render::{CameraProjectionView, EntityUniforms, ForwardUniforms, ShadowUniforms};
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use crate::render::{EntityUniforms, ShadowUniforms, ForwardUniforms};
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/// A render pass consists of a pipeline, bindgroup, and uniform buf
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/// A render pass consists of a pipeline, bindgroup, and uniform buf
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/// The uniform buf is just the ShadowUniforms or ForwardUniforms
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/// The uniform buf is just the ShadowUniforms or ForwardUniforms
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/// They are uniform across all cu's.
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/// And the bindgroup is just the localbindgroup (the EntityUniforms) and the rest
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/// And the bindgroup is just the localbindgroup (the EntityUniforms) and the rest
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///
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pub struct Pass {
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pub struct Pass {
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pub pipeline: wgpu::RenderPipeline,
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pub pipeline: wgpu::RenderPipeline,
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pub bind_group: wgpu::BindGroup,
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pub bind_group: wgpu::BindGroup,
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pub uniform_buf: wgpu::Buffer,
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pub uniform_buf: wgpu::Buffer,
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}
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}
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pub struct RenderState {
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pub struct RenderState {
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swapchain: SwapChain,
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swapchain: SwapChain,
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swapchain_description: SwapChainDescriptor,
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swapchain_description: SwapChainDescriptor,
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instance: Arc<Instance>,
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instance: Arc<Instance>,
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@ -64,15 +60,6 @@ pub struct RenderState {
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pub(in crate::render) forward_pass: Pass,
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pub(in crate::render) forward_pass: Pass,
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pub(in crate::render) forward_depth: wgpu::TextureView,
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pub(in crate::render) forward_depth: wgpu::TextureView,
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// Gbuffer bs
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pub(in crate::render) gbuffer_pass: Pass,
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pub(in crate::render) gbuffer_cam_projection_buffer: wgpu::Buffer,
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pub(in crate::render) gbuffer_depth_texture: wgpu::TextureView,
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pub(in crate::render) gbuffer_depth_views: Vec<Arc<TextureView>>,
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pub(in crate::render) gbuffer_target_texture: wgpu::TextureView,
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pub(in crate::render) gbuffer_target_views: Vec<Arc<TextureView>>,
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// this is for the set=1 entity uniforms
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entity_bind_group_layout: BindGroupLayout,
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entity_bind_group_layout: BindGroupLayout,
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pub(in crate::render) light_uniform_buf: wgpu::Buffer,
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pub(in crate::render) light_uniform_buf: wgpu::Buffer,
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@ -85,14 +72,12 @@ pub struct RenderState {
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impl RenderState {
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impl RenderState {
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const MAX_LIGHTS: usize = 10;
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const MAX_LIGHTS: usize = 10;
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const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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const G_BUFFER_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba32Float;
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
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const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
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width: 1024,
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width: 1024,
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height: 1024,
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height: 1024,
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depth: Self::MAX_LIGHTS as u32,
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depth: Self::MAX_LIGHTS as u32,
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};
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};
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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/// Generate a projection matrix with no look-at yet
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/// Generate a projection matrix with no look-at yet
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pub fn generate_matrix(&self) -> cgmath::Matrix4<f32> {
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pub fn generate_matrix(&self) -> cgmath::Matrix4<f32> {
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@ -123,7 +108,10 @@ impl RenderState {
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}
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}
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/// Create a buffer for a mesh
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/// Create a buffer for a mesh
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fn create_buffer(device: &wgpu::Device, raw_mesh: &RawMesh) -> (Arc<Buffer>, Arc<Buffer>) {
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fn create_buffer(
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device: &wgpu::Device,
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raw_mesh: &RawMesh,
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) -> (Arc<Buffer>, Arc<Buffer>) {
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let vertex_buf = Arc::new(
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let vertex_buf = Arc::new(
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("vertex-buffer"),
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label: Some("vertex-buffer"),
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@ -144,11 +132,8 @@ impl RenderState {
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}
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}
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/// Take a meshes raw representation and upload it to a GPU buffer
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/// Take a meshes raw representation and upload it to a GPU buffer
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pub fn upload_mesh_to_buffer(
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pub fn upload_mesh_to_buffer(&mut self, mesh: &RawMesh, color: Option<wgpu::Color>) -> Result<Mesh, String> {
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&mut self,
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mesh: &RawMesh,
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color: Option<wgpu::Color>,
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) -> Result<Mesh, String> {
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let index_count = mesh.indices.len() * 3; // TODO bad bad bad bad!
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let index_count = mesh.indices.len() * 3; // TODO bad bad bad bad!
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let (vertex_buf, index_buf) = RenderState::create_buffer(&self.device, mesh);
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let (vertex_buf, index_buf) = RenderState::create_buffer(&self.device, mesh);
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@ -188,11 +173,7 @@ impl RenderState {
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}
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}
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/// explicitly load from file, and upload to gpu the mesh
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/// explicitly load from file, and upload to gpu the mesh
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pub fn load_mesh_to_buffer(
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pub fn load_mesh_to_buffer(&mut self, filepath: &str, color: Option<wgpu::Color>) -> Result<Mesh, String> {
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&mut self,
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filepath: &str,
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color: Option<wgpu::Color>,
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) -> Result<Mesh, String> {
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let raw_mesh = load_obj(filepath)?;
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let raw_mesh = load_obj(filepath)?;
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self.upload_mesh_to_buffer(&raw_mesh, color)
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self.upload_mesh_to_buffer(&raw_mesh, color)
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}
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}
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@ -223,105 +204,6 @@ impl RenderState {
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}
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}
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}
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}
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// Create a render pass with the ability to add external bindings
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pub fn create_render_pass(
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device: &Device,
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external_binding_layout: &BindGroupLayout,
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vertex_description: &wgpu::VertexBufferLayout,
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uniform_size: u64,
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label: Option<&str>,
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) -> Option<Pass> {
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// The g-buffers camera projection matrix that we stream data to
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some(format!("{} uniform-buffer", label.unwrap_or("unnamed")).as_str()),
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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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// Uniform bind group for the view matrix
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some(format!("{} bind group layout", label.unwrap_or("unnamed")).as_str()),
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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::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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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some(format!("{} uniform bind group", label.unwrap_or("unnamed")).as_str()),
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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 {
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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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});
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let vs_module =
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device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.vert.spv"));
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let fs_module =
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device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.frag.spv"));
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// The bind group layouts are accessed by layout(set = X, binding = x)
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// in the shader.
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some(format!("{} pipeline layout", label.unwrap_or("unnamed")).as_str()),
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bind_group_layouts: &[&bind_group_layout, external_binding_layout],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some(format!("{} render pipeline", label.unwrap_or("unnamed")).as_str()),
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layout: Some(&pipeline_layout),
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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: &[vertex_description.clone()],
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},
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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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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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..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: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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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(wgpu::Features::DEPTH_CLAMPING),
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}),
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multisample: wgpu::MultisampleState::default(),
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});
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Some(Pass {
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pipeline,
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bind_group,
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uniform_buf,
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})
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}
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pub fn init(window: &Window, imgui_context: &mut ImguiContext) -> RenderState {
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pub fn init(window: &Window, imgui_context: &mut ImguiContext) -> RenderState {
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// Grab the GPU instance, and query its features
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// Grab the GPU instance, and query its features
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let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
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let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
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@ -409,149 +291,10 @@ impl RenderState {
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});
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});
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/*
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/*
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The shadow pass renders from the perspective of each camera and applies that to the shadow
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There appear to be two passes required for shadows, the shadow pass, and the forward pass
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texture. Due to light FOV and the shadow texture itself, it's rather difficult to have
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Need to open this up in renderdoc and see what it's actually doing
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hands-off global lighting / point lights
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*/
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*/
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// This pass is just going to forward the vertex info to the fragments
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// And they are going to render to the gbuffer
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let g_buffer_pass = Self::create_render_pass(
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&device,
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&entity_bind_group_layout,
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&vb_desc,
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mem::size_of::<CameraProjectionView>() as wgpu::BufferAddress,
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Some("g-buffer"),
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);
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let shadow_pass = Self::create_render_pass(
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&device,
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&entity_bind_group_layout,
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&vb_desc,
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mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress,
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Some("shadow-pass"),
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);
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let g_buffer_pass = {
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let uniform_size = mem::size_of::<CameraProjectionView>() as wgpu::BufferAddress;
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// The g-buffers camera projection matrix that we stream data to
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("g-buffers CameraProjectionView uniform buffer"),
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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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// Uniform bind group for the view matrix
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("g-buffer input pass bindgroup layout (cam)"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX,
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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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wgpu::BindGroupLayoutEntry {
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binding: 1, // texture2DArray
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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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: 2, // samplerShadow
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visibility: wgpu::ShaderStage::FRAGMENT,
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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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});
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//sudo rm /usr/bin/ld
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//sudo ln -s /usr/bin/lld /usr/bin/ld
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//sudo ln -s /usr/bin/x86_64-linux-gnu-ld /usr/bin/ld
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("g-buffers uniform bind group"),
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0, // globals
|
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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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});
|
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|
|
let vs_module =
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|
|
device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.vert.spv"));
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|
|
let fs_module =
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|
|
device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.frag.spv"));
|
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|
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|
|
// The bind group layouts are accessed by layout(set = X, binding = x)
|
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|
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|
|
|
|
// in the shader.
|
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|
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|
|
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
|
|
|
|
|
|
label: Some("g-buffer input pipeline layout"),
|
|
|
|
|
|
|
|
bind_group_layouts: &[&bind_group_layout, &entity_bind_group_layout],
|
|
|
|
|
|
|
|
push_constant_ranges: &[],
|
|
|
|
|
|
|
|
});
|
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|
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|
|
|
|
|
|
|
|
|
|
|
|
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
|
|
|
|
|
|
label: Some("g-buffer"),
|
|
|
|
|
|
|
|
layout: Some(&pipeline_layout),
|
|
|
|
|
|
|
|
|
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|
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|
|
vertex: VertexState {
|
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|
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|
|
module: &vs_module,
|
|
|
|
|
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|
|
entry_point: "main",
|
|
|
|
|
|
|
|
buffers: &[vb_desc.clone()],
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
fragment: Some(FragmentState {
|
|
|
|
|
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|
|
module: &fs_module,
|
|
|
|
|
|
|
|
entry_point: "main",
|
|
|
|
|
|
|
|
targets: &[],
|
|
|
|
|
|
|
|
}),
|
|
|
|
|
|
|
|
primitive: wgpu::PrimitiveState {
|
|
|
|
|
|
|
|
topology: wgpu::PrimitiveTopology::TriangleList,
|
|
|
|
|
|
|
|
front_face: wgpu::FrontFace::Ccw,
|
|
|
|
|
|
|
|
cull_mode: wgpu::CullMode::Back,
|
|
|
|
|
|
|
|
..Default::default()
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
depth_stencil: Some(wgpu::DepthStencilState {
|
|
|
|
|
|
|
|
format: wgpu::TextureFormat::Depth32Float,
|
|
|
|
|
|
|
|
depth_write_enabled: true,
|
|
|
|
|
|
|
|
depth_compare: wgpu::CompareFunction::LessEqual,
|
|
|
|
|
|
|
|
stencil: wgpu::StencilState::default(),
|
|
|
|
|
|
|
|
bias: wgpu::DepthBiasState {
|
|
|
|
|
|
|
|
constant: 2, // corresponds to bilinear filtering
|
|
|
|
|
|
|
|
slope_scale: 2.0,
|
|
|
|
|
|
|
|
clamp: 0.0,
|
|
|
|
|
|
|
|
},
|
|
|
|
|
|
|
|
clamp_depth: device.features().contains(wgpu::Features::DEPTH_CLAMPING),
|
|
|
|
|
|
|
|
}),
|
|
|
|
|
|
|
|
multisample: wgpu::MultisampleState::default(),
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Pass {
|
|
|
|
|
|
|
|
pipeline,
|
|
|
|
|
|
|
|
bind_group,
|
|
|
|
|
|
|
|
uniform_buf,
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
let shadow_pass = {
|
|
|
|
let shadow_pass = {
|
|
|
|
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
|
|
|
|
let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
|
|
|
|
|
|
|
|
|
|
|
@ -602,9 +345,9 @@ impl RenderState {
|
|
|
|
|
|
|
|
|
|
|
|
// Create the render pipeline
|
|
|
|
// Create the render pipeline
|
|
|
|
let vs_module =
|
|
|
|
let vs_module =
|
|
|
|
device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.vert.spv"));
|
|
|
|
device.create_shader_module(&wgpu::include_spirv!("../../resources/bake.vert.spv"));
|
|
|
|
let fs_module =
|
|
|
|
let fs_module =
|
|
|
|
device.create_shader_module(&wgpu::include_spirv!("../../shaders/bake.frag.spv"));
|
|
|
|
device.create_shader_module(&wgpu::include_spirv!("../../resources/bake.frag.spv"));
|
|
|
|
|
|
|
|
|
|
|
|
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
|
|
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
|
|
label: Some("shadow"),
|
|
|
|
label: Some("shadow"),
|
|
|
@ -648,19 +391,6 @@ impl RenderState {
|
|
|
|
}
|
|
|
|
}
|
|
|
|
};
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
// Pre init the gbuffers camera projection uniform
|
|
|
|
|
|
|
|
let gbuffer_cam_uniform_size =
|
|
|
|
|
|
|
|
mem::size_of::<CameraProjectionView>() as wgpu::BufferAddress;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
let gbuffer_cam_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
|
|
|
|
|
|
|
|
label: Some("g-buffer camera projection uniform buffer"),
|
|
|
|
|
|
|
|
size: gbuffer_cam_uniform_size,
|
|
|
|
|
|
|
|
usage: wgpu::BufferUsage::UNIFORM
|
|
|
|
|
|
|
|
| wgpu::BufferUsage::COPY_SRC
|
|
|
|
|
|
|
|
| wgpu::BufferUsage::COPY_DST,
|
|
|
|
|
|
|
|
mapped_at_creation: false,
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// Pre init the light uniform, with slots enough for MAX_LIGHTS
|
|
|
|
// Pre init the light uniform, with slots enough for MAX_LIGHTS
|
|
|
|
let light_uniform_size =
|
|
|
|
let light_uniform_size =
|
|
|
|
(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
|
|
|
|
(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
|
|
|
@ -706,22 +436,8 @@ impl RenderState {
|
|
|
|
50.0,
|
|
|
|
50.0,
|
|
|
|
);
|
|
|
|
);
|
|
|
|
|
|
|
|
|
|
|
|
let g_buffer_camera_projection_matrix = CameraProjectionView {
|
|
|
|
|
|
|
|
proj: *mx_projection.as_ref(),
|
|
|
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
let g_buffer_camera_projection_uniform =
|
|
|
|
|
|
|
|
device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
|
|
|
|
|
|
|
label: Some("g-buffer camera projection uniform buffer"),
|
|
|
|
|
|
|
|
contents: bytemuck::bytes_of(&g_buffer_camera_projection_matrix),
|
|
|
|
|
|
|
|
usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
|
|
|
|
|
|
|
});
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
let forward_pass = {
|
|
|
|
let forward_pass = {
|
|
|
|
// Create pipeline layout
|
|
|
|
// Create pipeline layout
|
|
|
|
let forward_uniform_size =
|
|
|
|
|
|
|
|
mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
let bind_group_layout =
|
|
|
|
let bind_group_layout =
|
|
|
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
|
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
|
|
entries: &[
|
|
|
|
entries: &[
|
|
|
@ -730,7 +446,11 @@ impl RenderState {
|
|
|
|
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
|
|
|
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
|
|
|
ty: wgpu::BindingType::Buffer {
|
|
|
|
ty: wgpu::BindingType::Buffer {
|
|
|
|
ty: wgpu::BufferBindingType::Uniform,
|
|
|
|
ty: wgpu::BufferBindingType::Uniform,
|
|
|
|
min_binding_size: wgpu::BufferSize::new(forward_uniform_size),
|
|
|
|
min_binding_size: wgpu::BufferSize::new(mem::size_of::<
|
|
|
|
|
|
|
|
ForwardUniforms,
|
|
|
|
|
|
|
|
>(
|
|
|
|
|
|
|
|
)
|
|
|
|
|
|
|
|
as _),
|
|
|
|
has_dynamic_offset: false,
|
|
|
|
has_dynamic_offset: false,
|
|
|
|
},
|
|
|
|
},
|
|
|
|
count: None,
|
|
|
|
count: None,
|
|
|
@ -746,7 +466,7 @@ impl RenderState {
|
|
|
|
count: None,
|
|
|
|
count: None,
|
|
|
|
},
|
|
|
|
},
|
|
|
|
wgpu::BindGroupLayoutEntry {
|
|
|
|
wgpu::BindGroupLayoutEntry {
|
|
|
|
binding: 2, // texture2DArray
|
|
|
|
binding: 2,
|
|
|
|
visibility: wgpu::ShaderStage::FRAGMENT,
|
|
|
|
visibility: wgpu::ShaderStage::FRAGMENT,
|
|
|
|
ty: wgpu::BindingType::Texture {
|
|
|
|
ty: wgpu::BindingType::Texture {
|
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multisampled: false,
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multisampled: false,
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@ -756,7 +476,7 @@ impl RenderState {
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count: None,
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count: None,
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},
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},
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wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: 3, // samplerShadow
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binding: 3,
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visibility: wgpu::ShaderStage::FRAGMENT,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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ty: wgpu::BindingType::Sampler {
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filtering: false,
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filtering: false,
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@ -838,10 +558,10 @@ impl RenderState {
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});
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});
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// Create the render pipeline
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// Create the render pipeline
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let vs_module = device
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let vs_module =
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.create_shader_module(&wgpu::include_spirv!("../../shaders/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 = device
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let fs_module =
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.create_shader_module(&wgpu::include_spirv!("../../shaders/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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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("main"),
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label: Some("main"),
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@ -879,7 +599,7 @@ impl RenderState {
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}
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}
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};
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};
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let forward_depth_texture = device.create_texture(&wgpu::TextureDescriptor {
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let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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size: wgpu::Extent3d {
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width: sc_desc.width,
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width: sc_desc.width,
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height: sc_desc.height,
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height: sc_desc.height,
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@ -890,73 +610,9 @@ impl RenderState {
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dimension: wgpu::TextureDimension::D2,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT,
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label: Some("Forward Depth Texture"),
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label: Some("Depth Texture"),
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});
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let g_buffer_depth_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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width: sc_desc.width,
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height: sc_desc.height,
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depth: 5,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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label: Some("g-buffer depth texture"),
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});
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// I need one of these for each of the g-buffer elements I'm calculating
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let mut g_buffer_depth_texture_views = (0..4)
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.map(|i| {
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Arc::new(
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g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor {
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label: Some("g-buffer depth texture"),
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format: None,
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dimension: Some(wgpu::TextureViewDimension::D2),
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aspect: wgpu::TextureAspect::All,
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base_mip_level: 0,
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level_count: None,
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base_array_layer: i as u32,
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array_layer_count: NonZeroU32::new(1),
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}),
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)
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})
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.collect::<Vec<_>>();
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let g_buffer_data_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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width: sc_desc.width,
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height: sc_desc.height,
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depth: 5,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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label: Some("g-buffer depth texture"),
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});
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});
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// I need one of these for each of the g-buffer elements I'm calculating
|
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let mut g_buffer_data_texture_views = (0..4)
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.map(|i| {
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Arc::new(
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g_buffer_depth_texture.create_view(&wgpu::TextureViewDescriptor {
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label: Some("g-buffer depth texture"),
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format: None,
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dimension: Some(wgpu::TextureViewDimension::D2),
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aspect: wgpu::TextureAspect::All,
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base_mip_level: 0,
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level_count: None,
|
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|
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base_array_layer: i as u32,
|
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array_layer_count: NonZeroU32::new(1),
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}),
|
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)
|
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|
})
|
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|
.collect::<Vec<_>>();
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// Imgui renderer
|
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|
|
// Imgui renderer
|
|
|
|
let renderer_config = ImguiRendererConfig {
|
|
|
|
let renderer_config = ImguiRendererConfig {
|
|
|
|
texture_format: sc_desc.format,
|
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|
|
texture_format: sc_desc.format,
|
|
|
@ -966,15 +622,6 @@ impl RenderState {
|
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|
|
ImguiRenderer::new(&mut imgui_context.context, &device, &queue, renderer_config);
|
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|
|
ImguiRenderer::new(&mut imgui_context.context, &device, &queue, renderer_config);
|
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|
RenderState {
|
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RenderState {
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gbuffer_pass: g_buffer_pass,
|
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|
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gbuffer_cam_projection_buffer: g_buffer_camera_projection_uniform,
|
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gbuffer_depth_texture: g_buffer_depth_texture
|
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|
|
|
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|
|
.create_view(&wgpu::TextureViewDescriptor::default()),
|
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gbuffer_depth_views: g_buffer_depth_texture_views,
|
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gbuffer_target_texture: g_buffer_data_texture
|
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|
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.create_view(&wgpu::TextureViewDescriptor::default()),
|
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gbuffer_target_views: g_buffer_data_texture_views,
|
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|
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swapchain: swap_chain,
|
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|
|
swapchain: swap_chain,
|
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|
|
queue: queue,
|
|
|
|
queue: queue,
|
|
|
|
size,
|
|
|
|
size,
|
|
|
@ -982,8 +629,7 @@ impl RenderState {
|
|
|
|
lights_are_dirty: true,
|
|
|
|
lights_are_dirty: true,
|
|
|
|
shadow_pass,
|
|
|
|
shadow_pass,
|
|
|
|
forward_pass,
|
|
|
|
forward_pass,
|
|
|
|
forward_depth: forward_depth_texture
|
|
|
|
forward_depth: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
|
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|
|
.create_view(&wgpu::TextureViewDescriptor::default()),
|
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|
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entity_bind_group_layout: entity_bind_group_layout,
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|
|
entity_bind_group_layout: entity_bind_group_layout,
|
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|
|
shadow_target_views: shadow_target_views,
|
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|
|
shadow_target_views: shadow_target_views,
|
|
|
|
light_uniform_buf,
|
|
|
|
light_uniform_buf,
|
|
|
@ -1038,8 +684,9 @@ impl RenderState {
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
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/*
|
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/*
|
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*/
|
|
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|
*/
|