Use cube for light debug mesh instead of entirety of Sponza...
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parent
2ddc863ca5
commit
450fc7a518
4 changed files with 16 additions and 5 deletions
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@ -29,6 +29,7 @@ pub struct State {
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instance_buffer: wgpu::Buffer,
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depth_texture: Texture,
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model: Model,
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light_model: Model,
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light_uniform: LightUniform,
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light_buffer: wgpu::Buffer,
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light_debug_pass: RenderPass,
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@ -222,6 +223,15 @@ impl State {
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.await
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.unwrap();
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let light_model = resources::load_model_gltf(
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"models/Cube.glb",
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&device,
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&queue,
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&texture_bind_group_layout,
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)
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.await
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.unwrap();
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let instances = vec![Instance {
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position: [0.0, 0.0, 0.0].into(),
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rotation: cgmath::Quaternion::one(),
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@ -276,6 +286,7 @@ impl State {
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instance_buffer,
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depth_texture,
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model,
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light_model,
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light_uniform,
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light_buffer,
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light_debug_pass,
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@ -366,16 +377,14 @@ impl State {
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}),
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});
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// TODO: only use for geom, not lights
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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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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.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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&self.model,
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