Pass light matrix as separate uniform, fix matrices
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2676b841fe
commit
010e4dedeb
4 changed files with 81 additions and 41 deletions
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@ -13,5 +13,5 @@ fn vs_main(
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);
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let world_position = model_matrix * vec4<f32>(model.position, 1.0);
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return light.matrices[light.active_matrix] * world_position;
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return light.matrices[light_matrix_index] * world_position;
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}
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@ -12,11 +12,13 @@ struct Light {
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position: vec3<f32>,
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color: vec4<f32>,
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matrices: array<mat4x4<f32>, 6>,
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active_matrix: u32,
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}
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@group(1) @binding(0)
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var<uniform> light: Light;
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@group(1) @binding(1)
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var<uniform> light_matrix_index: u32;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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@ -46,7 +48,7 @@ struct VertexOutput {
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// Fragment shader
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@group(1)@binding(1)
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@group(1)@binding(2)
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var t_light_depth: binding_array<texture_depth_2d>;
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@group(1) @binding(2)
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@group(1) @binding(3)
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var s_light_depth: binding_array<sampler_comparison>;
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@ -11,7 +11,6 @@ pub struct LightUniform {
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_padding: u32,
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pub color: [f32; 4],
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pub matrices: [[[f32; 4]; 4]; 6],
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pub active_matrix: u32,
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_padding2: [u32; 3],
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}
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@ -20,12 +19,12 @@ impl LightUniform {
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let proj = cgmath::perspective(cgmath::Deg(90.0), 1.0, 0.1, 1000.0);
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#[rustfmt::skip]
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let matrices: [[[f32; 4]; 4]; 6] = [
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(proj * Matrix4::look_to_rh(position.into(), Vector3::new( 1.0, 0.0, 0.0), Vector3::new(0.0,-1.0, 0.0))).into(),
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(proj * Matrix4::look_to_rh(position.into(), Vector3::new(-1.0, 0.0, 0.0), Vector3::new(0.0,-1.0, 0.0))).into(),
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(proj * Matrix4::look_to_rh(position.into(), Vector3::new( 0.0, 1.0, 0.0), Vector3::new(0.0, 0.0, 1.0))).into(),
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(proj * Matrix4::look_to_rh(position.into(), Vector3::new( 0.0,-1.0, 0.0), Vector3::new(0.0, 0.0,-1.0))).into(),
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(proj * Matrix4::look_to_rh(position.into(), Vector3::new( 0.0, 0.0, 1.0), Vector3::new(0.0,-1.0, 0.0))).into(),
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(proj * Matrix4::look_to_rh(position.into(), Vector3::new( 0.0, 0.0,-1.0), Vector3::new(0.0,-1.0, 0.0))).into(),
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(proj * Matrix4::look_to_rh(position.into(), Vector3::new( 1.0, 0.0, 0.0), Vector3::new(0.0, 1.0, 0.0))).into(),
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(proj * Matrix4::look_to_rh(position.into(), Vector3::new(-1.0, 0.0, 0.0), Vector3::new(0.0, 1.0, 0.0))).into(),
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(proj * Matrix4::look_to_rh(position.into(), Vector3::new( 0.0, 1.0, 0.0), Vector3::new(1.0, 0.0, 0.0))).into(),
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(proj * Matrix4::look_to_rh(position.into(), Vector3::new( 0.0,-1.0, 0.0), Vector3::new(-1.0, 0.0, 0.0))).into(),
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(proj * Matrix4::look_to_rh(position.into(), Vector3::new( 0.0, 0.0, 1.0), Vector3::new(0.0, 1.0, 0.0))).into(),
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(proj * Matrix4::look_to_rh(position.into(), Vector3::new( 0.0, 0.0,-1.0), Vector3::new(0.0, 1.0, 0.0))).into(),
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];
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Self {
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@ -33,7 +32,6 @@ impl LightUniform {
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_padding: 0,
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color,
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matrices: matrices,
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active_matrix: 0,
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_padding2: [0, 0, 0]
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}
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}
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@ -39,6 +39,8 @@ pub struct State {
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light_bind_group: wgpu::BindGroup,
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light_depth_pass: RenderPass,
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light_depth_textures: [Texture; 6],
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light_matrix_uniform: u32,
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light_matrix_buffer: wgpu::Buffer,
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}
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impl State {
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@ -167,11 +169,18 @@ impl State {
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// We'll want to update our lights position, so we use COPY_DST
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let light_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Light VB"),
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label: Some("Light UB"),
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contents: bytemuck::cast_slice(&[light_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let light_matrix_uniform = 0;
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let light_matrix_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Light Matrix UB"),
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contents: bytemuck::cast_slice(&[light_matrix_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let light_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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@ -186,9 +195,20 @@ impl State {
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},
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count: None,
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},
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// depth
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// matrix index
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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// depth textures
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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@ -198,7 +218,7 @@ impl State {
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count: NonZeroU32::new(6),
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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binding: 3,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Comparison),
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count: NonZeroU32::new(6),
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@ -210,16 +230,23 @@ impl State {
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let light_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &light_bind_group_layout,
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entries: &[
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// light struct
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wgpu::BindGroupEntry {
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binding: 0,
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resource: light_buffer.as_entire_binding(),
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},
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// matrix index
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wgpu::BindGroupEntry {
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binding: 1,
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resource: light_matrix_buffer.as_entire_binding(),
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},
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// depth textures
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::TextureViewArray(&light_depth_texture_views),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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binding: 3,
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resource: wgpu::BindingResource::SamplerArray(&light_depth_texture_samplers),
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},
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],
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@ -380,6 +407,8 @@ impl State {
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light_bind_group,
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light_depth_pass,
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light_depth_textures,
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light_matrix_uniform,
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light_matrix_buffer,
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}
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}
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@ -444,27 +473,25 @@ impl State {
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}
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pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let surface_texture = self.surface.get_current_texture()?;
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let surface_view = surface_texture
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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encoder.push_debug_group("shadow passes");
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// render light to depth textures
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for i in 0..6 {
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self.light_uniform.active_matrix = i as u32;
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self.light_matrix_uniform = i as u32;
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self.queue.write_buffer(
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&self.light_buffer,
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&self.light_matrix_buffer,
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0,
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bytemuck::cast_slice(&[self.light_uniform]),
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bytemuck::cast_slice(&[self.light_matrix_uniform]),
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);
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let mut depth_encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Depth Encoder"),
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});
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{
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let mut light_depth_render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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depth_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Light Depth Render Pass"),
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color_attachments: &[],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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&self.light_bind_group,
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);
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}
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encoder.pop_debug_group();
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self.queue.submit(std::iter::once(depth_encoder.finish()));
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}
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// render geometry
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let surface_texture = self.surface.get_current_texture()?;
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let surface_view = surface_texture
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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encoder.push_debug_group("geometry pass");
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{
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