state::render cleanup
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450fc7a518
commit
2fdae1a23a
1 changed files with 39 additions and 16 deletions
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@ -341,8 +341,8 @@ impl State {
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}
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pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output
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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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@ -352,10 +352,10 @@ impl State {
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});
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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let mut geom_render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Geometry Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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view: &surface_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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@ -377,16 +377,9 @@ impl State {
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}),
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});
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render_pass.set_pipeline(&self.light_debug_pass.pipeline);
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render_pass.draw_light_model(
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&self.light_model,
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&self.camera_bind_group,
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&self.light_bind_group,
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);
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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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render_pass.set_pipeline(&self.geometry_pass.pipeline);
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render_pass.draw_model_instanced(
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geom_render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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geom_render_pass.set_pipeline(&self.geometry_pass.pipeline);
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geom_render_pass.draw_model_instanced(
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&self.model,
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0..self.instances.len() as u32,
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&self.camera_bind_group,
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@ -394,9 +387,39 @@ impl State {
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);
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}
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{
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let mut light_debug_render_pass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Light Debug Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &surface_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: true,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: true,
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}),
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stencil_ops: None,
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}),
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});
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light_debug_render_pass.set_pipeline(&self.light_debug_pass.pipeline);
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light_debug_render_pass.draw_light_model(
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&self.light_model,
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&self.camera_bind_group,
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&self.light_bind_group,
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);
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}
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// submit will accept anything that implements IntoIter
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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surface_texture.present();
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Ok(())
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}
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