project structure cleaning
This commit is contained in:
@@ -29,4 +29,26 @@ pub use raster::Raster;
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pub use raster::Vertex;
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pub use raster::Vertex;
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mod materials;
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mod materials;
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pub use materials::Materials;
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pub use materials::Materials;
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// Create buffers
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pub struct Buffers {
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pub uniform_buffer: Uniform,
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pub raster_buffer: Raster,
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pub node_buffer: Nodes,
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pub brick_buffer: Blocks,
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pub material_buffer: Materials
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}
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impl Buffers {
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pub fn new(device: &wgpu::Device) -> Self {
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let uniform_buffer = Uniform::new(device);
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let raster_buffer = Raster::new(device);
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let node_buffer = Nodes::new(device);
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let brick_buffer = Blocks::new(device);
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let material_buffer = Materials::new(device);
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Self { uniform_buffer, raster_buffer, node_buffer, brick_buffer, material_buffer }
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}
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}
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+34
-80
@@ -2,7 +2,7 @@ use winit::{window::Window, dpi::PhysicalSize};
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use cgmath::{Point3};
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use cgmath::{Point3};
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pub mod buffers;
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pub mod buffers;
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use buffers::{Nodes, Blocks, Uniform, Raster, Materials};
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use buffers::{Buffers, Nodes, Blocks, Uniform, Raster, Materials};
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mod passes;
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mod passes;
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use passes::RaytracePass;
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use passes::RaytracePass;
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@@ -17,13 +17,9 @@ pub struct Renderer {
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queue: wgpu::Queue,
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queue: wgpu::Queue,
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swapchain_desc: wgpu::SwapChainDescriptor,
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swapchain_desc: wgpu::SwapChainDescriptor,
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swapchain: wgpu::SwapChain,
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swapchain: wgpu::SwapChain,
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raytrace: RaytracePass,
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raytrace_pass: RaytracePass,
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// Buffers
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// Buffers
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raster_buffer: Raster,
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buffers: Buffers,
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uniform_buffer: Uniform,
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node_buffer: Nodes,
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brick_buffer: Blocks,
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material_buffer: Materials,
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// Other
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// Other
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pub camera: Camera,
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pub camera: Camera,
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start: std::time::Instant,
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start: std::time::Instant,
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@@ -31,65 +27,47 @@ pub struct Renderer {
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}
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}
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impl Renderer {
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impl Renderer {
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fn create_swapchain(adapter: &wgpu::Adapter, device: &wgpu::Device, surface: &wgpu::Surface, size: PhysicalSize<u32>) -> (wgpu::SwapChainDescriptor, wgpu::SwapChain) {
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let swapchain_desc = wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT, // render to screen
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format: adapter.get_swap_chain_preferred_format(&surface),
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo, // Fifo = Vsync
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};
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let swapchain = device.create_swap_chain(&surface, &swapchain_desc);
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(swapchain_desc, swapchain)
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}
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/*
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/*
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* Initializes renderer and all buffers
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* Initializes renderer and all buffers
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*/
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*/
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pub async fn new(window: &Window) -> Self {
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pub async fn new(window: &Window) -> Self {
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// Create surface and pick device
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// Create surface
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let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
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let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
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let surface = unsafe { instance.create_surface(window) };
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let surface = unsafe { instance.create_surface(window) };
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// Pick adapter (physical gpu)
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// Pick and initialize device
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let adapter_options = wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::HighPerformance, compatible_surface: Some(&surface) };
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let adapter_options = wgpu::RequestAdapterOptions { power_preference: wgpu::PowerPreference::HighPerformance, compatible_surface: Some(&surface) };
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let adapter = instance.request_adapter(&adapter_options).await.unwrap();
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let adapter = instance.request_adapter(&adapter_options).await.unwrap();
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println!("Adapter: {}", adapter.get_info().name);
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// Pick device (logical gpu) from adapter
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let device_desc = wgpu::DeviceDescriptor { features: wgpu::Features::empty(), limits: wgpu::Limits::default(), label: None };
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let device_desc = wgpu::DeviceDescriptor { features: wgpu::Features::empty(), limits: wgpu::Limits::default(), label: None };
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let (device, queue) = adapter.request_device(&device_desc, None).await.unwrap();
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let (device, queue) = adapter.request_device(&device_desc, None).await.unwrap();
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// Create swapchain
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// Create swapchain
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let (swapchain_desc, swapchain) = Self::create_swapchain(&adapter, &device, &surface, window.inner_size());
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let window_size = window.inner_size();
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let swapchain_desc = wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT, // render to screen
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format: adapter.get_swap_chain_preferred_format(&surface),
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width: window_size.width,
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height: window_size.height,
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present_mode: wgpu::PresentMode::Fifo, // Fifo = Vsync
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};
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let swapchain = device.create_swap_chain(&surface, &swapchain_desc);
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// Cam
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// Camera
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let aspect = swapchain_desc.width as f32 / swapchain_desc.height as f32;
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let aspect = swapchain_desc.width as f32 / swapchain_desc.height as f32;
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let camera = Camera::new(aspect, 60.0);
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let camera = Camera::new(aspect, 60.0);
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// Buffers
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let uniform_buffer = Uniform::new(&device);
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let raster_buffer = Raster::new(&device);
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let node_buffer = Nodes::new(&device);
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let brick_buffer = Blocks::new(&device);
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let material_buffer = Materials::new(&device);
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// Pipeline
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// Pipeline
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let bind_layouts = [
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let buffers = Buffers::new(&device);
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&uniform_buffer.bind_layout,
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let raytrace_pass = RaytracePass::new(&device, &swapchain_desc, &buffers);
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&node_buffer.bind_layout,
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&brick_buffer.bind_layout,
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&material_buffer.bind_layout
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];
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let raytrace = RaytracePass::new(&device, &swapchain_desc, &bind_layouts);
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// Save values in app
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// Other
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println!("Initialized");
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let start = std::time::Instant::now();
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let start = std::time::Instant::now();
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let changed_bricks: Vec<usize> = Vec::new();
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let changed_bricks: Vec<usize> = Vec::new();
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Self { surface, device, queue, swapchain_desc, swapchain, raytrace, raster_buffer, uniform_buffer, node_buffer, brick_buffer, material_buffer, camera, start, changed_bricks }
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println!("Initialized");
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Self { surface, device, queue, swapchain_desc, swapchain, raytrace_pass, buffers, camera, start, changed_bricks }
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}
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}
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/*
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/*
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@@ -115,17 +93,17 @@ impl Renderer {
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pub fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
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pub fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
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// Update uniform buffer
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// Update uniform buffer
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self.uniform_buffer.values.update(&self.camera, self.start.elapsed().as_secs_f32());
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self.buffers.uniform_buffer.values.update(&self.camera, self.start.elapsed().as_secs_f32());
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self.queue.write_buffer(&self.uniform_buffer.buffer, 0, bytemuck::cast_slice(&[self.uniform_buffer.values]));
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self.queue.write_buffer(&self.buffers.uniform_buffer.buffer, 0, bytemuck::cast_slice(&[self.buffers.uniform_buffer.values]));
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// Update changed nodes
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// Update changed nodes
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if self.changed_bricks.len() > 0 {
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if self.changed_bricks.len() > 0 {
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self.node_buffer.write(&self.queue);
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self.buffers.node_buffer.write(&self.queue);
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for node in &self.changed_bricks {
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for node in &self.changed_bricks {
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self.brick_buffer.write(&self.queue, *node);
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self.buffers.brick_buffer.write(&self.queue, *node);
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}
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}
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let used = self.brick_buffer.next_block(false);
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let used = self.buffers.brick_buffer.next_block(false);
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let total = buffers::BLOCK_TEX_SIZE * buffers::BLOCK_TEX_SIZE;
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let total = buffers::BLOCK_TEX_SIZE * buffers::BLOCK_TEX_SIZE;
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let changed = self.changed_bricks.len();
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let changed = self.changed_bricks.len();
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println!("Used: {}/{} Changed: {}", used, total, changed);
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println!("Used: {}/{} Changed: {}", used, total, changed);
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@@ -139,33 +117,7 @@ impl Renderer {
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// Create encoder that will build command buffer for us
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// Create encoder that will build command buffer for us
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder"),});
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder"),});
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// Create render pass
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self.raytrace_pass.render(&mut encoder, &mut self.buffers, &frame.view);
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{
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let ops = wgpu::Operations {
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// Clear command
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load: wgpu::LoadOp::Clear(wgpu::Color {r: 0.1, g: 0.2, b: 0.3, a: 1.0,}),
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// Store command
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store: true,
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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: &[ wgpu::RenderPassColorAttachmentDescriptor { attachment: &frame.view, resolve_target: None, ops } ],
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depth_stencil_attachment: None,
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});
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// Data
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render_pass.set_pipeline(&self.raytrace.pipeline);
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render_pass.set_bind_group(0, &self.uniform_buffer.bind_group, &[]);
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render_pass.set_bind_group(1, &self.node_buffer.bind_group, &[]);
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render_pass.set_bind_group(2, &self.brick_buffer.bind_group, &[]);
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render_pass.set_bind_group(3, &self.material_buffer.bind_group, &[]);
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// Vertices and indices
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render_pass.set_vertex_buffer(0, self.raster_buffer.vertex_buffer.slice(..));
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render_pass.set_index_buffer(self.raster_buffer.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.raster_buffer.index_len, 0, 0..1);
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}
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// Submit encoder (command buffer)
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// Submit encoder (command buffer)
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self.queue.submit(std::iter::once(encoder.finish()));
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self.queue.submit(std::iter::once(encoder.finish()));
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@@ -174,6 +126,8 @@ impl Renderer {
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Ok(())
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Ok(())
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}
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}
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//TODO: Move things below to a separate struct, maybe trait?
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/*
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/*
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* Create or update brick at given location
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* Create or update brick at given location
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*/
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*/
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@@ -189,7 +143,7 @@ impl Renderer {
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pub fn block_set_voxel(&mut self, brick_id:usize, x: usize, y: usize, z:usize, value: u8) {
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pub fn block_set_voxel(&mut self, brick_id:usize, x: usize, y: usize, z:usize, value: u8) {
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let voxel_id = x + buffers::BLOCK_SIZE * (y + buffers::BLOCK_SIZE * z);
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let voxel_id = x + buffers::BLOCK_SIZE * (y + buffers::BLOCK_SIZE * z);
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let brick_offset = brick_id * buffers::BLOCK_LEN;
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let brick_offset = brick_id * buffers::BLOCK_LEN;
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self.brick_buffer.blocks[brick_offset + voxel_id] = value;
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self.buffers.brick_buffer.blocks[brick_offset + voxel_id] = value;
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}
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}
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/*
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/*
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@@ -198,12 +152,12 @@ impl Renderer {
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pub fn block_get_id(&mut self, pos: Point3<usize>, apply: bool) -> usize {
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pub fn block_get_id(&mut self, pos: Point3<usize>, apply: bool) -> usize {
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// Get node
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// Get node
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let node_idx = pos.x + buffers::NODE_TEX_SIZE * (pos.y + buffers::NODE_TEX_SIZE * pos.z);
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let node_idx = pos.x + buffers::NODE_TEX_SIZE * (pos.y + buffers::NODE_TEX_SIZE * pos.z);
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let mut node_value = self.node_buffer.nodes[node_idx];
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let mut node_value = self.buffers.node_buffer.nodes[node_idx];
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// Use new brick if neccesary
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// Use new brick if neccesary
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if node_value == 0 {
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if node_value == 0 {
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node_value = self.brick_buffer.next_block(apply) as u32;
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node_value = self.buffers.brick_buffer.next_block(apply) as u32;
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if apply { self.node_buffer.nodes[node_idx] = node_value; }
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if apply { self.buffers.node_buffer.nodes[node_idx] = node_value; }
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}
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}
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// Get brick id from node value
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// Get brick id from node value
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@@ -1,24 +1,21 @@
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use crate::renderer::buffers::Vertex;
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use crate::renderer::buffers::{Vertex, Buffers};
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pub struct RaytracePass {
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pub struct RaytracePass {
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pub pipeline: wgpu::RenderPipeline
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pub pipeline: wgpu::RenderPipeline
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}
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}
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impl RaytracePass {
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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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pub fn new(device: &wgpu::Device, swapchain_desc: &wgpu::SwapChainDescriptor, buffers: &Buffers) -> Self {
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// Pipeline stuff
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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// Vertex shader
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label: Some("Render Pipeline Layout"),
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let vert_state = wgpu::VertexState {
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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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module: &device.create_shader_module(&wgpu::include_spirv!("..\\..\\shaders\\bin\\shader.vert.spv")),
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entry_point: "main",
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entry_point: "main",
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buffers: &[Vertex::desc()],
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buffers: &[Vertex::desc()],
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};
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};
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let frag_state = wgpu::FragmentState { // frag
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// Fragment shader
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let frag_state = wgpu::FragmentState {
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module: &device.create_shader_module(&wgpu::include_spirv!("..\\..\\shaders\\bin\\shader.frag.spv")),
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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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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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targets: &[wgpu::ColorTargetState {
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@@ -28,18 +25,21 @@ impl RaytracePass {
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write_mask: wgpu::ColorWrite::ALL,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}],
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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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// Bind group layouts
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strip_index_format: None,
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let bind_group_layouts = [
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front_face: wgpu::FrontFace::Cw,
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&buffers.uniform_buffer.bind_layout,
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cull_mode: wgpu::CullMode::Back,
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&buffers.node_buffer.bind_layout,
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polygon_mode: wgpu::PolygonMode::Fill,
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&buffers.brick_buffer.bind_layout,
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};
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&buffers.material_buffer.bind_layout
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let multisample_state = wgpu::MultisampleState { // multisample
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];
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count: 1,
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mask: !0,
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// Pipeline layout
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alpha_to_coverage_enabled: false,
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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};
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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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// Create pipeline
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// Create pipeline
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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@@ -47,11 +47,48 @@ impl RaytracePass {
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layout: Some(&pipeline_layout),
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layout: Some(&pipeline_layout),
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vertex: vert_state,
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vertex: vert_state,
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fragment: Some(frag_state),
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fragment: Some(frag_state),
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primitive: prim_state,
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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::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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depth_stencil: None,
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depth_stencil: None,
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multisample: multisample_state,
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multisample: wgpu::MultisampleState { count: 1, mask: !0, alpha_to_coverage_enabled: false }
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});
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});
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Self { pipeline }
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Self { pipeline }
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}
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}
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pub fn render(&mut self, encoder: &mut wgpu::CommandEncoder, buffers: &mut Buffers, attachment: &wgpu::TextureView) {
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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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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: attachment,
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resolve_target: None,
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ops: wgpu::Operations {
|
||||||
|
// Clear and store
|
||||||
|
load: wgpu::LoadOp::Clear(wgpu::Color {r: 0.1, g: 0.2, b: 0.3, a: 1.0,}),
|
||||||
|
store: true,
|
||||||
|
}
|
||||||
|
}],
|
||||||
|
depth_stencil_attachment: None,
|
||||||
|
});
|
||||||
|
|
||||||
|
// Pipeline
|
||||||
|
render_pass.set_pipeline(&self.pipeline);
|
||||||
|
|
||||||
|
// Vertices and indices
|
||||||
|
render_pass.set_vertex_buffer(0, buffers.raster_buffer.vertex_buffer.slice(..));
|
||||||
|
render_pass.set_index_buffer(buffers.raster_buffer.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||||
|
render_pass.draw_indexed(0..buffers.raster_buffer.index_len, 0, 0..1);
|
||||||
|
|
||||||
|
// Bind groups
|
||||||
|
render_pass.set_bind_group(0, &buffers.uniform_buffer.bind_group, &[]);
|
||||||
|
render_pass.set_bind_group(1, &buffers.node_buffer.bind_group, &[]);
|
||||||
|
render_pass.set_bind_group(2, &buffers.brick_buffer.bind_group, &[]);
|
||||||
|
render_pass.set_bind_group(3, &buffers.material_buffer.bind_group, &[]);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
Reference in New Issue
Block a user