renamed brick to block, world gen stuff in separate file
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@@ -0,0 +1,57 @@
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use crate::renderer::buffers::Vertex;
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pub struct RaytracePass {
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pub pipeline: wgpu::RenderPipeline
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}
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impl RaytracePass {
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pub fn new(device: &wgpu::Device, swapchain_desc: &wgpu::SwapChainDescriptor, bind_group_layouts: &[&wgpu::BindGroupLayout]) -> Self {
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// Pipeline stuff
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: bind_group_layouts,
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push_constant_ranges: &[],
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});
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let vert_state = wgpu::VertexState { //vert
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module: &device.create_shader_module(&wgpu::include_spirv!("..\\..\\shaders\\bin\\shader.vert.spv")),
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entry_point: "main",
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buffers: &[Vertex::desc()],
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};
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let frag_state = wgpu::FragmentState { // frag
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module: &device.create_shader_module(&wgpu::include_spirv!("..\\..\\shaders\\bin\\shader.frag.spv")),
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: swapchain_desc.format,
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alpha_blend: wgpu::BlendState::REPLACE,
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color_blend: wgpu::BlendState::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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};
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let prim_state = wgpu::PrimitiveState { // primitive
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Cw,
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cull_mode: wgpu::CullMode::Back,
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polygon_mode: wgpu::PolygonMode::Fill,
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};
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let multisample_state = wgpu::MultisampleState { // multisample
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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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// Create pipeline
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&pipeline_layout),
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vertex: vert_state,
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fragment: Some(frag_state),
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primitive: prim_state,
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depth_stencil: None,
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multisample: multisample_state,
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});
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Self { pipeline }
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}
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}
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