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@ -8,16 +8,18 @@ use futures::executor::LocalPool;
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use legion::world::SubWorld;
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use legion::*;
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use wgpu::util::DeviceExt;
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use wgpu::{BindGroup, BindGroupLayout, Buffer, Device, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView};
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use wgpu::{
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BindGroup, BindGroupLayout, Buffer, Device, Instance, Queue, Surface, SwapChain,
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SwapChainDescriptor, SwapChainFrame, TextureView,
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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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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, Vertex};
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use crate::light::LightRaw;
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use crate::{Color, DirectionalLight, Mesh, Position, RangeCopy, Velocity, OPENGL_TO_WGPU_MATRIX};
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#[repr(C)]
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#[derive(Clone, Copy)]
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pub struct ForwardUniforms {
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@ -69,6 +71,7 @@ pub struct Renderer {
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entity_bind_group_layout: BindGroupLayout,
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shadow_target_views: Vec<Arc<TextureView>>,
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views_given: u32,
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light_uniform_buf: wgpu::Buffer,
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}
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@ -102,14 +105,21 @@ impl Renderer {
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#[write_component(Color)]
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#[write_component(DirectionalLight)]
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pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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let mut encoder = renderer
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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encoder.push_debug_group("start render function");
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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 mesh_stack = Vec::new();
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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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let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(1.0));
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pos.mx = pos.mx * rotation;
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// let rotation = cgmath::Matrix4::from_angle_x(cgmath::Deg(1.0));
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// pos.mx = pos.mx * rotation;
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let data = EntityUniforms {
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model: pos.mx.into(),
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@ -123,10 +133,12 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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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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mesh_stack.push(mesh.clone());
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}
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if renderer.lights_are_dirty {
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renderer.lights_are_dirty = false;
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//renderer.lights_are_dirty = false;
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let mut query = <(&mut DirectionalLight, &mut Position)>::query();
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for (i, (light, pos)) in query.iter_mut(world).enumerate() {
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renderer.queue.write_buffer(
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@ -137,22 +149,13 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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}
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}
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let mut encoder = renderer
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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encoder.push_debug_group("shadow passes");
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let mut query = <(&mut DirectionalLight, &mut Point3<f32>)>::query();
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let mut light_stack = Vec::new();
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for (i, (light, pos)) in query.iter_mut(world).enumerate() {
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light_stack.push(light.clone());
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encoder.push_debug_group(&format!(
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"shadow pass {} (light at position {:?})",
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i, pos
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));
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encoder.insert_debug_marker(&format!("shadow pass {} (light at position {:?})", i, pos));
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// The light uniform buffer already has the projection,
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// let's just copy it over to the shadow uniform buffer.
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@ -164,12 +167,8 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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64,
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);
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encoder.pop_debug_group();
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}
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for light in light_stack {
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encoder.insert_debug_marker("render entities");
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
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@ -184,21 +183,17 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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pass.set_pipeline(&renderer.shadow_pass.pipeline);
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pass.set_bind_group(0, &renderer.shadow_pass.bind_group, &[]);
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let mut query = <(&mut Position, &mut Mesh, &mut Color)>::query();
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for mesh in &mesh_stack {
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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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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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}
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}
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}
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}
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encoder.pop_debug_group();
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// forward pass
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encoder.push_debug_group("forward rendering pass");
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{
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@ -235,21 +230,10 @@ pub fn render_test(world: &mut SubWorld, #[resource] renderer: &mut Renderer) {
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pass.set_index_buffer(mesh.index_buffer.slice(..));
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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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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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}
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@ -275,9 +259,6 @@ impl Renderer {
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indices: Vec<u32>,
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vertices: Vec<Vertex>,
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) -> (Arc<Buffer>, Arc<Buffer>) {
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// Creates the vertex and index buffers for the cube
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let vertex_size = mem::size_of::<Vertex>();
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//import_mesh("/home/mrh/source/3d-min-viable-eng/resources/my_tree.obj");
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let vertex_buf = Arc::new(
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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@ -298,9 +279,9 @@ impl Renderer {
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(vertex_buf, index_buf)
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}
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pub fn create_light(&self) -> DirectionalLight {
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let target = self.shadow_target_views.get(0).take().unwrap();
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pub fn create_light(&mut self) -> DirectionalLight {
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let target = self.shadow_target_views.get(self.views_given as usize).take().unwrap();
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self.views_given = self.views_given + 1;
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DirectionalLight {
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color: wgpu::Color {
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r: 1.0,
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@ -313,7 +294,46 @@ impl Renderer {
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start: 1.0,
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end: 20.0,
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},
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target_view: target.clone()
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target_view: target.clone(),
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}
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}
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pub fn create_plane(&self, size: f32) -> Mesh {
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let vertices = [
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vertex([size, -size, 0.0], [0.0, 0.0, 1.0]),
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vertex([size, size, 0.0], [0.0, 0.0, 1.0]),
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vertex([-size, -size, 0.0], [0.0, 0.0, 1.0]),
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vertex([-size, size, 0.0], [0.0, 0.0, 1.0]),
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];
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let indices: &[u32] = &[0, 1, 2, 2, 1, 3];
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let index_count = indices.len();
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let (vertex_buf, index_buf) =
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Renderer::create_buffer(&self.device, indices.to_vec(), vertices.to_vec());
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let uniform_buf = Arc::new(self.device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Plane Uniform Buf"),
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size: mem::size_of::<EntityUniforms>() as wgpu::BufferAddress,
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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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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: Some("Plane 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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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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@ -323,7 +343,7 @@ impl Renderer {
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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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label: None,
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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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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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mapped_at_creation: false,
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@ -335,7 +355,7 @@ impl Renderer {
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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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label: Some("Mesh Bind Group"),
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}));
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Mesh {
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@ -440,12 +460,6 @@ impl Renderer {
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let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
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let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
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let plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: entity_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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// This seems way way way way easier than what I was doing in tracer
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// Though the attr thing is still a macro. Which would cause issues if
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@ -461,7 +475,7 @@ impl Renderer {
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// This is also in the runtime which really shouldn't have this
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let entity_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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label: Some("Entity Bind Group Layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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@ -486,7 +500,7 @@ impl Renderer {
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// I believe this is just making a_Pos or u_ViewProj available in the vert shader
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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label: Some("Shadow pass bind group layout"),
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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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@ -500,14 +514,14 @@ impl Renderer {
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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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label: Some("shadow"),
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label: Some("shadow pass pipeline 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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});
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// Holds the shadow uniforms, which is just a 4 vec of quaternians
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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label: Some("shadow pass shadow 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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@ -520,7 +534,7 @@ impl Renderer {
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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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label: Some("Shadow uniform bind group"),
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});
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// Create the render pipeline
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@ -577,7 +591,7 @@ impl Renderer {
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(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
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let light_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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label: Some("Light uniform buffer"),
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size: light_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM
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| wgpu::BufferUsage::COPY_SRC
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@ -592,7 +606,7 @@ impl Renderer {
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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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label: None,
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label: Some("Shadow texture"),
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});
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let mut shadow_target_views = (0..2)
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@ -654,7 +668,7 @@ impl Renderer {
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count: None,
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},
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],
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label: None,
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label: Some("Forward pass bind group layout"),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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@ -669,21 +683,15 @@ impl Renderer {
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let forward_uniforms = ForwardUniforms {
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proj: *mx_total.as_ref(),
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//num_lights: [lights.len() as u32, 0, 0, 0],
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num_lights: [1 as u32, 0, 0, 0],
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num_lights: [2 as u32, 0, 0, 0],
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};
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let uniform_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Uniform Buffer"),
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label: Some("Forward pass binding 0 uniform buffer"),
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contents: bytemuck::bytes_of(&forward_uniforms),
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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// shadow_target_views[0].take().unwrap(),
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// pub(crate) target_view: wgpu::TextureView,
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let shadow_view = shadow_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let shadow_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("shadow"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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@ -696,6 +704,8 @@ impl Renderer {
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..Default::default()
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});
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let shadow_view = shadow_texture.create_view(&wgpu::TextureViewDescriptor::default());
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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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@ -717,7 +727,7 @@ impl Renderer {
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resource: wgpu::BindingResource::Sampler(&shadow_sampler),
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},
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],
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label: None,
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label: Some("Forward pass bind group"),
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});
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// Create the render pipeline
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@ -777,7 +787,7 @@ impl Renderer {
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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label: None,
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label: Some("Depth Texture"),
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});
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Renderer {
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@ -786,7 +796,7 @@ impl Renderer {
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queue: queue,
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size,
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device: device,
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lights_are_dirty: false,
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lights_are_dirty: true,
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shadow_pass,
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forward_pass,
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forward_depth: depth_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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@ -796,6 +806,7 @@ impl Renderer {
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swapchain_description: sc_desc,
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surface,
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instance: Arc::new(instance),
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views_given: 0,
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}
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}
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@ -828,7 +839,7 @@ impl Renderer {
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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label: None,
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label: Some("Depth Texture"),
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});
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self.forward_depth = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
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}
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