Update packages
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3cebdf3bfa
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ebef7fe1c5
12 changed files with 1126 additions and 792 deletions
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@ -1,5 +1,5 @@
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use cgmath::prelude::*;
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use wgpu::{InstanceDescriptor, Backends, TextureView, TextureViewDescriptor};
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use wgpu::{InstanceDescriptor, Backends, TextureView, TextureViewDescriptor, StoreOp};
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use std::default::Default;
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use std::num::NonZeroU32;
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use std::time::Duration;
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@ -52,7 +52,7 @@ impl State {
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pub async fn new(window: &Window) -> Self {
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let size = window.inner_size();
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let instance = wgpu::Instance::new(InstanceDescriptor { backends: Backends::all(), ..Default::default() });
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let surface = unsafe { instance.create_surface(window).unwrap() };
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let surface = unsafe { instance.create_surface(window) }.unwrap();
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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@ -61,12 +61,13 @@ impl State {
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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.expect("failed to get adapter");
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// TODO: some feature here doesn't work on WASM
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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features: wgpu::Features::TEXTURE_BINDING_ARRAY
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features: wgpu::Features::TEXTURE_BINDING_ARRAY
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| wgpu::Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
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limits: if cfg!(target_arch = "wasm32") {
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wgpu::Limits::downlevel_webgl2_defaults()
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@ -78,7 +79,7 @@ impl State {
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None, // Trace path
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)
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.await
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.unwrap();
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.expect("failed to get device");
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let caps = surface.get_capabilities(&adapter);
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let config = wgpu::SurfaceConfiguration {
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@ -165,7 +166,7 @@ impl State {
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base_mip_level: 0,
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mip_level_count: None,
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base_array_layer: i as u32,
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array_layer_count: NonZeroU32::new(1),
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array_layer_count: Some(1),
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})
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})
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.collect::<Vec<_>>()
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@ -340,8 +341,8 @@ impl State {
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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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.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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@ -349,8 +350,8 @@ impl State {
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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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.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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@ -509,18 +510,20 @@ impl State {
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{
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let mut light_depth_render_pass =
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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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view: &self.light_depth_texture_target_views[i],
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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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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view: &self.light_depth_texture_target_views[i],
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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stencil_ops: None,
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}),
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});
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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light_depth_render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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light_depth_render_pass.set_pipeline(&self.light_depth_pass.pipeline);
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@ -559,17 +562,19 @@ impl State {
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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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store: StoreOp::Store,
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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::Clear(1.0),
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store: true,
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store: StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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geom_render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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@ -592,17 +597,19 @@ impl State {
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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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store: StoreOp::Store,
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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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store: StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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timestamp_writes: None,
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occlusion_query_set: None,
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});
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light_debug_render_pass.set_pipeline(&self.light_debug_pass.pipeline);
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