added rick
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+105
-6
@@ -1,12 +1,15 @@
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use winit::{window::Window, dpi::PhysicalSize, event::WindowEvent};
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use wgpu::util::DeviceExt;
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use std::path::Path;
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use image::GenericImageView;
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use crate::vertex::Vertex;
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const VERTICES: &[Vertex] = &[
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Vertex { position: [-0.5, 0.5, 0.0], uv: [0.0, 1.0] },
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Vertex { position: [ 0.5, 0.5, 0.0], uv: [1.0, 1.0] },
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Vertex { position: [ 0.5,-0.5, 0.0], uv: [1.0, 0.0] },
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Vertex { position: [-0.5,-0.5, 0.0], uv: [0.0, 0.0] },
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Vertex { position: [-1.0, 1.0, 0.0], uv: [0.0, 0.0] },
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Vertex { position: [ 1.0, 1.0, 0.0], uv: [1.0, 0.0] },
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Vertex { position: [ 1.0,-1.0, 0.0], uv: [1.0, 1.0] },
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Vertex { position: [-1.0,-1.0, 0.0], uv: [0.0, 1.0] },
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];
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const INDICES: &[u16] = &[
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@@ -24,6 +27,8 @@ pub struct App {
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// Buffers
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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// Texture
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diffuse_bind_group: wgpu::BindGroup
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}
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impl App {
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@@ -65,10 +70,103 @@ impl App {
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};
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let swapchain = device.create_swap_chain(&surface, &swapchain_desc);
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// Load image
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let img_path = Path::new("./assets/rick.png");
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let img = image::open(img_path).unwrap();
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let img_dim = img.dimensions();
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let img_data = img.as_rgba8().unwrap();
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let texture_size = wgpu::Extent3d { width: img_dim.0, height: img_dim.1, depth: 1, };
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let texture_desc = wgpu::TextureDescriptor {
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size: texture_size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsage::SAMPLED | wgpu::TextureUsage::COPY_DST,
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label: Some("diffuse_texture"),
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};
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let texture = device.create_texture(&texture_desc);
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queue.write_texture(
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// Tells wgpu where to copy the pixel data
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wgpu::TextureCopyView {
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texture: &texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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},
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// The actual pixel data
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img_data,
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// The layout of the texture
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wgpu::TextureDataLayout {
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offset: 0,
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bytes_per_row: 4 * img_dim.0,
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rows_per_image: img_dim.1,
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},
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texture_size,
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);
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let diffuse_texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let diffuse_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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let texture_bind_group_layout = device.create_bind_group_layout(
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&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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comparison: false,
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filtering: true,
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},
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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}
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);
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let diffuse_bind_group = device.create_bind_group(
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&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_sampler),
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}
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],
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label: Some("diffuse_bind_group"),
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}
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);
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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: &[],
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bind_group_layouts: &[&texture_bind_group_layout],
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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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@@ -130,7 +228,7 @@ impl App {
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// Save values in app
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println!("Initialized");
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Self { surface, device, queue, swapchain_desc, swapchain, pipeline, vertex_buffer, index_buffer }
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Self { surface, device, queue, swapchain_desc, swapchain, pipeline, vertex_buffer, index_buffer, diffuse_bind_group }
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}
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pub fn resize(&mut self, new_size: Option<PhysicalSize<u32>>) {
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@@ -181,6 +279,7 @@ impl App {
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});
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..(INDICES.len() as u32), 0, 0..1);
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+4
-1
@@ -4,7 +4,10 @@
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layout(location=0) in vec2 vert_uv;
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layout(location=0) out vec4 frag_color;
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layout(set=0, binding=0) uniform texture2D tex;
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layout(set=0, binding=1) uniform sampler tex_smp;
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void main()
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{
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frag_color = vec4(vert_uv, 0.0, 1.0);
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frag_color = texture(sampler2D(tex, tex_smp), vert_uv);
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}
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