lighting, blinn-phong
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b741202111
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89789d5f4a
7 changed files with 420 additions and 103 deletions
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@ -1,11 +1,12 @@
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use cgmath::prelude::*;
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use std::time::Duration;
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use wgpu::{include_wgsl, util::DeviceExt};
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use wgpu::util::DeviceExt;
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use winit::{event::*, window::Window};
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use super::camera::{Camera, CameraController, CameraUniform};
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use super::instance::{Instance, InstanceRaw};
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use super::light::{DrawLight, LightUniform};
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use super::model::{DrawModel, Model, ModelVertex, Vertex};
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use super::resources;
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use super::texture::Texture;
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@ -29,6 +30,10 @@ pub struct State {
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instance_buffer: wgpu::Buffer,
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depth_texture: Texture,
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obj_model: Model,
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light_uniform: LightUniform,
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light_buffer: wgpu::Buffer,
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light_render_pipeline: wgpu::RenderPipeline,
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light_bind_group: wgpu::BindGroup,
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}
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impl State {
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@ -71,7 +76,7 @@ impl State {
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// Camera
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let camera = Camera::new(
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(0.0, 0.0, 0.0).into(),
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(0.0, 4.0, -4.0).into(),
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0.0,
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0.0,
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60.0,
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@ -79,7 +84,7 @@ impl State {
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);
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let mut camera_uniform = CameraUniform::new();
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camera_uniform.update_view_proj(&camera);
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camera_uniform.update(&camera);
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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@ -90,7 +95,7 @@ impl State {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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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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@ -111,6 +116,39 @@ impl State {
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let camera_controller = CameraController::new(1.0, 2.0);
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let light_uniform = LightUniform::new([2.0, 4.0, 2.0], [1.0, 1.0, 1.0]);
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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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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_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
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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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label: None,
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});
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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: &[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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label: None,
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});
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surface.configure(&device, &config);
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let texture_bind_group_layout =
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@ -175,62 +213,49 @@ impl State {
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let depth_texture = Texture::create_depth_texture(&device, &config, "depth_texture");
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// let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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// label: Some("Shader"),
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// source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/test.wgsl").into()),
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// });
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let shader = device.create_shader_module(include_wgsl!("../shaders/test.wgsl"));
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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let render_pipeline = {
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
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bind_group_layouts: &[
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&texture_bind_group_layout,
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&camera_bind_group_layout,
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&light_bind_group_layout,
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],
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push_constant_ranges: &[],
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});
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let shader = wgpu::ShaderModuleDescriptor {
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label: Some("Normal Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/test.wgsl").into()),
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};
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create_render_pipeline(
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&device,
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&layout,
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config.format,
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Some(Texture::DEPTH_FORMAT),
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&[ModelVertex::desc(), InstanceRaw::desc()],
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shader,
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)
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};
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[ModelVertex::desc(), InstanceRaw::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Texture::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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let light_render_pipeline = {
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Light Pipeline Layout"),
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bind_group_layouts: &[&camera_bind_group_layout, &light_bind_group_layout],
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push_constant_ranges: &[],
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});
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let shader = wgpu::ShaderModuleDescriptor {
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label: Some("Light Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("../shaders/light.wgsl").into()),
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};
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create_render_pipeline(
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&device,
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&layout,
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config.format,
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Some(Texture::DEPTH_FORMAT),
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&[ModelVertex::desc()],
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shader,
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)
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};
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return Self {
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size,
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@ -248,6 +273,10 @@ impl State {
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instance_buffer,
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depth_texture,
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obj_model,
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light_uniform,
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light_buffer,
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light_render_pipeline,
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light_bind_group,
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};
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}
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@ -276,14 +305,25 @@ impl State {
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}
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pub fn update(&mut self, dt: Duration) {
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// Update camera
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self.camera.update(dt, &self.camera_controller);
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self.camera_controller.reset(false);
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self.camera_uniform.update_view_proj(&self.camera);
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self.camera_uniform.update(&self.camera);
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self.queue.write_buffer(
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&self.camera_buffer,
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0,
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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// Update the light
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let old_position: cgmath::Vector3<_> = self.light_uniform.position.into();
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self.light_uniform.position =
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(cgmath::Quaternion::from_angle_y(cgmath::Deg(1.0)) * old_position).into();
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self.queue.write_buffer(
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&self.light_buffer,
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0,
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bytemuck::cast_slice(&[self.light_uniform]),
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);
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}
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pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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@ -300,22 +340,19 @@ impl State {
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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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color_attachments: &[
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// This is what @location(0) in the fragment shader targets
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Some(wgpu::RenderPassColorAttachment {
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view: &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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r: 0.0,
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g: 0.5,
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b: 0.0,
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a: 1.0,
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}),
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store: true,
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},
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}),
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],
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &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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r: 0.0,
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g: 0.0,
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b: 0.0,
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a: 1.0,
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}),
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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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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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render_pass.set_pipeline(&self.light_render_pipeline);
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render_pass.draw_light_model(
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&self.obj_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_pipeline(&self.render_pipeline);
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render_pass.draw_model_instanced(
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&self.obj_model,
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0..self.instances.len() as u32,
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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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@ -344,3 +390,61 @@ impl State {
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return Ok(());
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}
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}
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fn create_render_pipeline(
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device: &wgpu::Device,
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layout: &wgpu::PipelineLayout,
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color_format: wgpu::TextureFormat,
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depth_format: Option<wgpu::TextureFormat>,
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vertex_layouts: &[wgpu::VertexBufferLayout],
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shader: wgpu::ShaderModuleDescriptor,
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) -> wgpu::RenderPipeline {
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let shader = device.create_shader_module(shader);
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return device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: vertex_layouts,
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: color_format,
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blend: Some(wgpu::BlendState {
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alpha: wgpu::BlendComponent::REPLACE,
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color: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: depth_format.map(|format| wgpu::DepthStencilState {
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format,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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}
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