554 lines
18 KiB
Rust
554 lines
18 KiB
Rust
pub mod texture;
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use bytemuck;
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use core::f32::consts;
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use eframe::{
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egui,
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egui_wgpu::{self, wgpu},
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wgpu::util::DeviceExt,
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};
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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const INSTANCE_DISPLACEMENT: glam::Vec3 = glam::Vec3::new(
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
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0.0,
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NUM_INSTANCES_PER_ROW as f32 * 0.5,
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);
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fn main() -> eframe::Result<()> {
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env_logger::init();
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let options = eframe::NativeOptions {
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renderer: eframe::Renderer::Wgpu,
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..Default::default()
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};
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eframe::run_native(
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"Eskin Model Player",
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options,
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Box::new(|cc| Ok(Box::new(EskinDesktopApp::new(cc)))),
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)
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}
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struct EskinDesktopApp {
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show_scene_panel: bool,
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show_config_panel: bool,
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show_stats_panel: bool,
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}
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impl EskinDesktopApp {
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fn new(cc: &eframe::CreationContext<'_>) -> Self {
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let wgpu_state = cc
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.wgpu_render_state
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.as_ref()
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.expect("need open eframe wgpu renderer feature");
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let mut renderer = wgpu_state.renderer.write();
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renderer
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.callback_resources
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.insert(BackgroundRenderResources::new(
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&wgpu_state.device,
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&wgpu_state.target_format,
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&wgpu_state.queue,
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12,
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7,
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));
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Self {
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show_scene_panel: true,
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show_config_panel: true,
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show_stats_panel: true,
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}
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}
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fn draw_wgpu_background(&mut self, ui: &mut egui::Ui) {
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let rect = ui.max_rect();
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let width = rect.width();
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let height = rect.height();
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ui.painter().add(egui_wgpu::Callback::new_paint_callback(
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rect,
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WgpuBackgroundCallback {
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aspect: width / height,
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},
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));
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}
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fn draw_toolbar(&mut self, ui: &mut egui::Ui) {
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egui::Panel::top("main_menu").show_inside(ui, |ui| {
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ui.horizontal(|ui| {
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ui.checkbox(&mut self.show_scene_panel, "Scene");
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ui.checkbox(&mut self.show_config_panel, "Config");
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ui.checkbox(&mut self.show_stats_panel, "Stats");
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});
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});
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}
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fn draw_floating_panels(&mut self, ctx: &egui::Context) {
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egui::Window::new("Scene")
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.open(&mut self.show_scene_panel)
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.default_pos([16.0, 48.0])
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.show(ctx, |ui| {
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ui.label("Models / materials / lights");
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});
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egui::Window::new("Config")
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.open(&mut self.show_config_panel)
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.default_pos([840.0, 48.0])
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.show(ctx, |ui| {
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ui.label("Render and viewport settings");
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});
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egui::Window::new("Stats")
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.open(&mut self.show_stats_panel)
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.default_pos([16.0, 520.0])
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.show(ctx, |ui| {
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ui.label("FPS / GPU info");
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});
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}
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}
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impl eframe::App for EskinDesktopApp {
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fn ui(&mut self, ui: &mut egui::Ui, _frame: &mut eframe::Frame) {
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let ctx = ui.ctx().clone();
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self.draw_wgpu_background(ui);
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self.draw_toolbar(ui);
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self.draw_floating_panels(&ctx);
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// Keep repainting while the wgpu background is a realtime viewport.
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ctx.request_repaint();
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}
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}
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struct WgpuBackgroundCallback {
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aspect: f32,
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}
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impl egui_wgpu::CallbackTrait for WgpuBackgroundCallback {
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fn prepare(
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&self,
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_device: &wgpu::Device,
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queue: &wgpu::Queue,
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_screen_descriptor: &egui_wgpu::ScreenDescriptor,
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_egui_encoder: &mut wgpu::CommandEncoder,
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resources: &mut egui_wgpu::CallbackResources,
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) -> Vec<wgpu::CommandBuffer> {
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let resources: &mut BackgroundRenderResources = resources.get_mut().unwrap();
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resources.prepare(queue, self.aspect);
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Vec::new()
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}
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fn paint(
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&self,
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_info: egui::PaintCallbackInfo,
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render_pass: &mut wgpu::RenderPass<'static>,
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resources: &egui_wgpu::CallbackResources,
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) {
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let resources: &BackgroundRenderResources = resources.get().unwrap();
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resources.paint(render_pass);
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}
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}
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struct BackgroundRenderResources {
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camera: Camera,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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#[allow(dead_code)]
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diffuse_texture: texture::Texture,
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diffuse_bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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instance: Vec<Instance>,
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instance_buffer: wgpu::Buffer,
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cols: Option<u8>,
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rows: Option<u8>,
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}
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impl BackgroundRenderResources {
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fn new(
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device: &wgpu::Device,
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target_format: &wgpu::TextureFormat,
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queue: &wgpu::Queue,
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rows: u8,
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cols: u8,
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) -> Self {
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let diffuse_bytes = include_bytes!("happy-tree.png");
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let diffuse_texture =
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texture::Texture::from_bytes(device, queue, diffuse_bytes, "happy-tree.png").unwrap();
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let texture_group_bind_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("texture_bind_group_layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: 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::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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});
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let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("texture_bind_group"),
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layout: &texture_group_bind_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_texture.sampler),
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},
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],
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});
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let camera = Camera {
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eye: (0.0, 5.0, 10.0).into(),
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target: (0.0, 0.0, 0.0).into(),
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up: glam::Vec3::Y,
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aspect: 1.0,
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fovy: 45.0,
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znear: 0.1,
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zfar: 100.0,
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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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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let instances = (0..NUM_INSTANCES_PER_ROW)
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.flat_map(|z| {
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(0..NUM_INSTANCES_PER_ROW).map(move |x| {
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let position = glam::Vec3 {
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x: x as f32,
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y: 0.0,
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z: z as f32,
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} - INSTANCE_DISPLACEMENT;
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let rotation = if position.length().abs() <= f32::EPSILON {
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// this is needed so an object at (0, 0, 0) won't get scaled to zero
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// as Quaternions can effect scale if they're not create correctly
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glam::Quat::from_axis_angle(glam::Vec3::Z, 0.0)
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} else {
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glam::Quat::from_axis_angle(position.normalize(), consts::FRAC_PI_2)
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};
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Instance { position, rotation }
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})
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})
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.collect::<Vec<_>>();
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let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
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let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Instance Buffer"),
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contents: bytemuck::cast_slice(&instance_data),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let camera_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("camera_bind_group_layout"),
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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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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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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("camera_bind_group"),
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}],
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});
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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!("shader.wgsl").into()),
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});
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let render_pipeline_layout =
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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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Some(&texture_group_bind_layout),
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Some(&camera_bind_group_layout),
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],
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immediate_size: 0,
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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: Some("vs_main"),
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compilation_options: Default::default(),
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buffers: &[Vertex::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: Some("fs_main"),
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compilation_options: Default::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: target_format.clone(),
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent::REPLACE,
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alpha: 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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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: None,
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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_mask: None,
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cache: None,
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});
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(INDICES),
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usage: wgpu::BufferUsages::INDEX,
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});
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let num_indices = INDICES.len() as u32;
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Self {
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camera,
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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diffuse_texture,
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diffuse_bind_group,
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render_pipeline,
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vertex_buffer,
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index_buffer,
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num_indices,
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instance: instances,
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instance_buffer,
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cols: Some(cols),
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rows: Some(rows),
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}
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}
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// fn with_dot_matrix()
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fn prepare(&mut self, queue: &wgpu::Queue, aspect: f32) {
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self.camera.aspect = aspect;
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self.camera_uniform.update_view_proj(&self.camera);
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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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}
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fn paint(&self, render_pass: &mut wgpu::RenderPass<'_>) {
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// TODO: set pipeline / bind groups / buffers and draw the model viewport here.
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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// UPDATED!
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render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instance.len() as _);
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 3],
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tex_coords: [f32; 2],
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}
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impl Vertex {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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use core::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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],
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}
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}
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}
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const VERTICES: &[Vertex] = &[
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Vertex {
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position: [-0.0868241, 0.49240386, 0.0],
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tex_coords: [0.4131759, 0.00759614],
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}, // A
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Vertex {
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position: [-0.49513406, 0.06958647, 0.0],
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tex_coords: [0.0048659444, 0.43041354],
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}, // B
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Vertex {
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position: [-0.21918549, -0.44939706, 0.0],
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tex_coords: [0.28081453, 0.949397],
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}, // C
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Vertex {
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position: [0.35966998, -0.3473291, 0.0],
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tex_coords: [0.85967, 0.84732914],
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}, // D
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Vertex {
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position: [0.44147372, 0.2347359, 0.0],
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tex_coords: [0.9414737, 0.2652641],
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}, // E
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];
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const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
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struct Camera {
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eye: glam::Vec3,
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target: glam::Vec3,
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up: glam::Vec3,
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aspect: f32,
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fovy: f32,
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znear: f32,
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zfar: f32,
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}
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impl Camera {
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fn build_view_projection_matrix(&self) -> glam::Mat4 {
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let view = glam::Mat4::look_at_rh(self.eye, self.target, self.up);
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let projection =
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glam::Mat4::perspective_rh(self.fovy.to_radians(), self.aspect, self.znear, self.zfar);
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projection * view
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct CameraUniform {
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view_proj: [[f32; 4]; 4],
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}
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impl CameraUniform {
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fn new() -> Self {
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Self {
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view_proj: glam::Mat4::IDENTITY.to_cols_array_2d(),
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}
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}
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fn update_view_proj(&mut self, camera: &Camera) {
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self.view_proj = camera.build_view_projection_matrix().to_cols_array_2d();
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}
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}
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struct Instance {
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position: glam::Vec3,
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rotation: glam::Quat,
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct InstanceRaw {
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model: [[f32; 4]; 4],
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}
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impl Instance {
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fn to_raw(&self) -> InstanceRaw {
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InstanceRaw {
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model: (glam::Mat4::from_translation(self.position)
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* glam::Mat4::from_quat(self.rotation))
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.to_cols_array_2d(),
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}
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}
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}
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impl InstanceRaw {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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use core::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 5,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: core::mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
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|
shader_location: 6,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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|
offset: core::mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
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|
shader_location: 7,
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|
format: wgpu::VertexFormat::Float32x4,
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|
},
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|
wgpu::VertexAttribute {
|
|
offset: core::mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
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|
shader_location: 8,
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|
format: wgpu::VertexFormat::Float32x4,
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|
},
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|
],
|
|
}
|
|
}
|
|
}
|