mirror of
https://github.com/gfx-rs/wgpu.git
synced 2026-04-22 03:02:01 -04:00
817 lines
30 KiB
Rust
817 lines
30 KiB
Rust
use std::{mem, ops::Range, rc::Rc};
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#[path = "../framework.rs"]
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mod framework;
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#[derive(Clone, Copy)]
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struct Vertex {
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_pos: [i8; 4],
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_normal: [i8; 4],
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}
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fn vertex(pos: [i8; 3], nor: [i8; 3]) -> Vertex {
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Vertex {
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_pos: [pos[0], pos[1], pos[2], 1],
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_normal: [nor[0], nor[1], nor[2], 0],
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}
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}
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fn create_cube() -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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// top (0, 0, 1)
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vertex([-1, -1, 1], [0, 0, 1]),
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vertex([1, -1, 1], [0, 0, 1]),
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vertex([1, 1, 1], [0, 0, 1]),
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vertex([-1, 1, 1], [0, 0, 1]),
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// bottom (0, 0, -1)
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vertex([-1, 1, -1], [0, 0, -1]),
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vertex([1, 1, -1], [0, 0, -1]),
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vertex([1, -1, -1], [0, 0, -1]),
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vertex([-1, -1, -1], [0, 0, -1]),
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// right (1, 0, 0)
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vertex([1, -1, -1], [1, 0, 0]),
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vertex([1, 1, -1], [1, 0, 0]),
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vertex([1, 1, 1], [1, 0, 0]),
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vertex([1, -1, 1], [1, 0, 0]),
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// left (-1, 0, 0)
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vertex([-1, -1, 1], [-1, 0, 0]),
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vertex([-1, 1, 1], [-1, 0, 0]),
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vertex([-1, 1, -1], [-1, 0, 0]),
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vertex([-1, -1, -1], [-1, 0, 0]),
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// front (0, 1, 0)
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vertex([1, 1, -1], [0, 1, 0]),
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vertex([-1, 1, -1], [0, 1, 0]),
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vertex([-1, 1, 1], [0, 1, 0]),
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vertex([1, 1, 1], [0, 1, 0]),
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// back (0, -1, 0)
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vertex([1, -1, 1], [0, -1, 0]),
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vertex([-1, -1, 1], [0, -1, 0]),
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vertex([-1, -1, -1], [0, -1, 0]),
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vertex([1, -1, -1], [0, -1, 0]),
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];
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let index_data: &[u16] = &[
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0, 1, 2, 2, 3, 0, // top
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4, 5, 6, 6, 7, 4, // bottom
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8, 9, 10, 10, 11, 8, // right
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12, 13, 14, 14, 15, 12, // left
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16, 17, 18, 18, 19, 16, // front
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20, 21, 22, 22, 23, 20, // back
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];
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(vertex_data.to_vec(), index_data.to_vec())
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}
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fn create_plane(size: i8) -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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vertex([size, -size, 0], [0, 0, 1]),
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vertex([size, size, 0], [0, 0, 1]),
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vertex([-size, -size, 0], [0, 0, 1]),
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vertex([-size, size, 0], [0, 0, 1]),
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];
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let index_data: &[u16] = &[0, 1, 2, 2, 1, 3];
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(vertex_data.to_vec(), index_data.to_vec())
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}
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struct Entity {
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mx_world: cgmath::Matrix4<f32>,
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rotation_speed: f32,
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color: wgpu::Color,
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vertex_buf: Rc<wgpu::Buffer>,
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index_buf: Rc<wgpu::Buffer>,
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index_count: usize,
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bind_group: wgpu::BindGroup,
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uniform_buf: wgpu::Buffer,
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}
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struct Light {
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pos: cgmath::Point3<f32>,
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color: wgpu::Color,
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fov: f32,
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depth: Range<f32>,
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target_view: wgpu::TextureView,
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}
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#[repr(C)]
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#[derive(Clone, Copy)]
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struct LightRaw {
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proj: [[f32; 4]; 4],
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pos: [f32; 4],
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color: [f32; 4],
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}
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impl Light {
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fn to_raw(&self) -> LightRaw {
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use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
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let mx_view = Matrix4::look_at(self.pos, Point3::origin(), Vector3::unit_z());
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let projection = PerspectiveFov {
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fovy: Deg(self.fov).into(),
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aspect: 1.0,
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near: self.depth.start,
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far: self.depth.end,
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};
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let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
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let mx_view_proj = mx_correction * cgmath::Matrix4::from(projection.to_perspective()) * mx_view;
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LightRaw {
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proj: *mx_view_proj.as_ref(),
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pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
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color: [self.color.r as f32, self.color.g as f32, self.color.b as f32, 1.0],
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}
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}
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}
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#[repr(C)]
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#[derive(Clone, Copy)]
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struct ForwardUniforms {
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proj: [[f32; 4]; 4],
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num_lights: [u32; 4],
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}
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#[repr(C)]
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#[derive(Clone, Copy)]
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struct EntityUniforms {
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model: cgmath::Matrix4<f32>,
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color: [f32; 4],
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}
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#[repr(C)]
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struct ShadowUniforms {
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proj: [[f32; 4]; 4],
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}
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struct Pass {
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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uniform_buf: wgpu::Buffer,
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}
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struct Example {
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entities: Vec<Entity>,
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lights: Vec<Light>,
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lights_are_dirty: bool,
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shadow_pass: Pass,
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forward_pass: Pass,
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forward_depth: wgpu::TextureView,
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light_uniform_buf: wgpu::Buffer,
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}
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impl Example {
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const MAX_LIGHTS: usize = 10;
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const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
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width: 512,
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height: 512,
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depth: 1,
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};
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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fn generate_matrix(aspect_ratio: f32) -> cgmath::Matrix4<f32> {
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let mx_projection = cgmath::perspective(cgmath::Deg(45f32), aspect_ratio, 1.0, 20.0);
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let mx_view = cgmath::Matrix4::look_at(
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cgmath::Point3::new(3.0f32, -10.0, 6.0),
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cgmath::Point3::new(0f32, 0.0, 0.0),
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cgmath::Vector3::unit_z(),
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);
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let mx_correction = framework::OPENGL_TO_WGPU_MATRIX;
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mx_correction * mx_projection * mx_view
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}
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}
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impl framework::Example for Example {
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fn init(sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) -> Self {
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// Create the vertex and index buffers
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let vertex_size = mem::size_of::<Vertex>();
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let (cube_vertex_data, cube_index_data) = create_cube();
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let cube_vertex_buf = Rc::new(
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device
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.create_buffer_mapped(cube_vertex_data.len(), wgpu::BufferUsage::VERTEX)
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.fill_from_slice(&cube_vertex_data),
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);
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let cube_index_buf = Rc::new(
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device
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.create_buffer_mapped(cube_index_data.len(), wgpu::BufferUsage::INDEX)
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.fill_from_slice(&cube_index_data),
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);
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let (plane_vertex_data, plane_index_data) = create_plane(7);
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let plane_vertex_buf = device
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.create_buffer_mapped(plane_vertex_data.len(), wgpu::BufferUsage::VERTEX)
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.fill_from_slice(&plane_vertex_data);
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let plane_index_buf = device
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.create_buffer_mapped(plane_index_data.len(), wgpu::BufferUsage::INDEX)
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.fill_from_slice(&plane_index_data);
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let entity_uniform_size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
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let plane_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: entity_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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let local_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutBinding {
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binding: 0,
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visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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],
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});
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let mut entities = vec![{
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use cgmath::SquareMatrix;
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &local_bind_group_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &plane_uniform_buf,
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range: 0 .. entity_uniform_size,
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},
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}],
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});
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Entity {
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mx_world: cgmath::Matrix4::identity(),
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rotation_speed: 0.0,
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color: wgpu::Color::WHITE,
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vertex_buf: Rc::new(plane_vertex_buf),
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index_buf: Rc::new(plane_index_buf),
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index_count: plane_index_data.len(),
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bind_group,
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uniform_buf: plane_uniform_buf,
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}
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}];
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struct CubeDesc {
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offset: cgmath::Vector3<f32>,
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angle: f32,
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scale: f32,
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rotation: f32,
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}
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let cube_descs = [
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CubeDesc {
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offset: cgmath::vec3(-2.0, -2.0, 2.0),
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angle: 10.0,
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scale: 0.7,
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rotation: 0.1,
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},
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CubeDesc {
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offset: cgmath::vec3(2.0, -2.0, 2.0),
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angle: 50.0,
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scale: 1.3,
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rotation: 0.2,
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},
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CubeDesc {
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offset: cgmath::vec3(-2.0, 2.0, 2.0),
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angle: 140.0,
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scale: 1.1,
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rotation: 0.3,
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},
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CubeDesc {
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offset: cgmath::vec3(2.0, 2.0, 2.0),
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angle: 210.0,
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scale: 0.9,
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rotation: 0.4,
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},
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];
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for cube in &cube_descs {
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use cgmath::{Decomposed, Deg, InnerSpace, Quaternion, Rotation3};
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let transform = Decomposed {
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disp: cube.offset.clone(),
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rot: Quaternion::from_axis_angle(cube.offset.normalize(), Deg(cube.angle)),
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scale: cube.scale,
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};
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: entity_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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entities.push(Entity {
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mx_world: cgmath::Matrix4::from(transform),
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rotation_speed: cube.rotation,
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color: wgpu::Color::GREEN,
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vertex_buf: Rc::clone(&cube_vertex_buf),
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index_buf: Rc::clone(&cube_index_buf),
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index_count: cube_index_data.len(),
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bind_group: device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &local_bind_group_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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range: 0 .. entity_uniform_size,
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},
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}],
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}),
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uniform_buf,
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});
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}
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// Create other resources
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let shadow_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::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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lod_min_clamp: -100.0,
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lod_max_clamp: 100.0,
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compare_function: wgpu::CompareFunction::LessEqual,
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});
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let shadow_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: Self::SHADOW_SIZE,
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array_layer_count: Self::MAX_LIGHTS as u32,
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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: Self::SHADOW_FORMAT,
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT | wgpu::TextureUsage::SAMPLED,
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});
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let shadow_view = shadow_texture.create_default_view();
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let mut shadow_target_views = (0 .. 2)
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.map(|i| {
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Some(shadow_texture.create_view(&wgpu::TextureViewDescriptor {
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format: Self::SHADOW_FORMAT,
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dimension: wgpu::TextureViewDimension::D2,
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aspect: wgpu::TextureAspect::All,
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base_mip_level: 0,
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level_count: 1,
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base_array_layer: i as u32,
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array_layer_count: 1,
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}))
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})
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.collect::<Vec<_>>();
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let lights = vec![
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Light {
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pos: cgmath::Point3::new(7.0, -5.0, 10.0),
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color: wgpu::Color {
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r: 0.5,
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g: 1.0,
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b: 0.5,
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a: 1.0,
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},
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fov: 60.0,
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depth: 1.0 .. 20.0,
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target_view: shadow_target_views[0].take().unwrap(),
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},
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Light {
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pos: cgmath::Point3::new(-5.0, 7.0, 10.0),
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color: wgpu::Color {
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r: 1.0,
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g: 0.5,
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b: 0.5,
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a: 1.0,
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},
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fov: 45.0,
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depth: 1.0 .. 20.0,
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target_view: shadow_target_views[1].take().unwrap(),
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},
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];
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let light_uniform_size =
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(Self::MAX_LIGHTS * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
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let light_uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: light_uniform_size,
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usage: wgpu::BufferUsage::UNIFORM
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| wgpu::BufferUsage::COPY_SRC
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| wgpu::BufferUsage::COPY_DST,
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});
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let vb_desc = wgpu::VertexBufferDescriptor {
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stride: vertex_size as wgpu::BufferAddress,
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step_mode: wgpu::InputStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttributeDescriptor {
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format: wgpu::VertexFormat::Char4,
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offset: 0,
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shader_location: 0,
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},
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wgpu::VertexAttributeDescriptor {
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format: wgpu::VertexFormat::Char4,
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offset: 4 * 1,
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shader_location: 1,
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},
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],
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};
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let shadow_pass = {
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// Create pipeline layout
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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bindings: &[
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wgpu::BindGroupLayoutBinding {
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binding: 0, // global
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visibility: wgpu::ShaderStage::VERTEX,
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ty: wgpu::BindingType::UniformBuffer { dynamic: false },
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
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});
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let uniform_size = mem::size_of::<ShadowUniforms>() as wgpu::BufferAddress;
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let uniform_buf = device.create_buffer(&wgpu::BufferDescriptor {
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size: uniform_size,
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usage: wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
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});
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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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bindings: &[wgpu::Binding {
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binding: 0,
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resource: wgpu::BindingResource::Buffer {
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buffer: &uniform_buf,
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range: 0 .. uniform_size,
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},
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}],
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});
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// Create the render pipeline
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let vs_bytes =
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framework::load_glsl(include_str!("bake.vert"), framework::ShaderStage::Vertex);
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let fs_bytes =
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framework::load_glsl(include_str!("bake.frag"), framework::ShaderStage::Fragment);
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let vs_module = device.create_shader_module(&vs_bytes);
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let fs_module = device.create_shader_module(&fs_bytes);
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 2, // corresponds to bilinear filtering
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depth_bias_slope_scale: 2.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[],
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depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
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format: Self::SHADOW_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
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stencil_read_mask: 0,
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stencil_write_mask: 0,
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}),
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[vb_desc.clone()],
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sample_count: 1,
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sample_mask: !0,
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|
alpha_to_coverage_enabled: false,
|
|
});
|
|
|
|
Pass {
|
|
pipeline,
|
|
bind_group,
|
|
uniform_buf,
|
|
}
|
|
};
|
|
|
|
let forward_pass = {
|
|
// Create pipeline layout
|
|
let bind_group_layout =
|
|
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
|
bindings: &[
|
|
wgpu::BindGroupLayoutBinding {
|
|
binding: 0, // global
|
|
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
|
ty: wgpu::BindingType::UniformBuffer {
|
|
dynamic: false,
|
|
},
|
|
},
|
|
wgpu::BindGroupLayoutBinding {
|
|
binding: 1, // lights
|
|
visibility: wgpu::ShaderStage::VERTEX | wgpu::ShaderStage::FRAGMENT,
|
|
ty: wgpu::BindingType::UniformBuffer {
|
|
dynamic: false,
|
|
},
|
|
},
|
|
wgpu::BindGroupLayoutBinding {
|
|
binding: 2,
|
|
visibility: wgpu::ShaderStage::FRAGMENT,
|
|
ty: wgpu::BindingType::SampledTexture {
|
|
multisampled: false,
|
|
dimension: wgpu::TextureViewDimension::D2Array,
|
|
},
|
|
},
|
|
wgpu::BindGroupLayoutBinding {
|
|
binding: 3,
|
|
visibility: wgpu::ShaderStage::FRAGMENT,
|
|
ty: wgpu::BindingType::Sampler,
|
|
},
|
|
],
|
|
});
|
|
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
bind_group_layouts: &[&bind_group_layout, &local_bind_group_layout],
|
|
});
|
|
|
|
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
|
|
let forward_uniforms = ForwardUniforms {
|
|
proj: *mx_total.as_ref(),
|
|
num_lights: [lights.len() as u32, 0, 0, 0],
|
|
};
|
|
let uniform_size = mem::size_of::<ForwardUniforms>() as wgpu::BufferAddress;
|
|
let uniform_buf = device
|
|
.create_buffer_mapped(
|
|
1,
|
|
wgpu::BufferUsage::UNIFORM | wgpu::BufferUsage::COPY_DST,
|
|
)
|
|
.fill_from_slice(&[forward_uniforms]);
|
|
|
|
// Create bind group
|
|
let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
layout: &bind_group_layout,
|
|
bindings: &[
|
|
wgpu::Binding {
|
|
binding: 0,
|
|
resource: wgpu::BindingResource::Buffer {
|
|
buffer: &uniform_buf,
|
|
range: 0 .. uniform_size,
|
|
},
|
|
},
|
|
wgpu::Binding {
|
|
binding: 1,
|
|
resource: wgpu::BindingResource::Buffer {
|
|
buffer: &light_uniform_buf,
|
|
range: 0 .. light_uniform_size,
|
|
},
|
|
},
|
|
wgpu::Binding {
|
|
binding: 2,
|
|
resource: wgpu::BindingResource::TextureView(&shadow_view),
|
|
},
|
|
wgpu::Binding {
|
|
binding: 3,
|
|
resource: wgpu::BindingResource::Sampler(&shadow_sampler),
|
|
},
|
|
],
|
|
});
|
|
|
|
// Create the render pipeline
|
|
let vs_bytes =
|
|
framework::load_glsl(include_str!("forward.vert"), framework::ShaderStage::Vertex);
|
|
let fs_bytes = framework::load_glsl(
|
|
include_str!("forward.frag"),
|
|
framework::ShaderStage::Fragment,
|
|
);
|
|
let vs_module = device.create_shader_module(&vs_bytes);
|
|
let fs_module = device.create_shader_module(&fs_bytes);
|
|
|
|
let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
layout: &pipeline_layout,
|
|
vertex_stage: wgpu::ProgrammableStageDescriptor {
|
|
module: &vs_module,
|
|
entry_point: "main",
|
|
},
|
|
fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
|
|
module: &fs_module,
|
|
entry_point: "main",
|
|
}),
|
|
rasterization_state: Some(wgpu::RasterizationStateDescriptor {
|
|
front_face: wgpu::FrontFace::Ccw,
|
|
cull_mode: wgpu::CullMode::Back,
|
|
depth_bias: 0,
|
|
depth_bias_slope_scale: 0.0,
|
|
depth_bias_clamp: 0.0,
|
|
}),
|
|
primitive_topology: wgpu::PrimitiveTopology::TriangleList,
|
|
color_states: &[wgpu::ColorStateDescriptor {
|
|
format: sc_desc.format,
|
|
color_blend: wgpu::BlendDescriptor::REPLACE,
|
|
alpha_blend: wgpu::BlendDescriptor::REPLACE,
|
|
write_mask: wgpu::ColorWrite::ALL,
|
|
}],
|
|
depth_stencil_state: Some(wgpu::DepthStencilStateDescriptor {
|
|
format: Self::DEPTH_FORMAT,
|
|
depth_write_enabled: true,
|
|
depth_compare: wgpu::CompareFunction::Less,
|
|
stencil_front: wgpu::StencilStateFaceDescriptor::IGNORE,
|
|
stencil_back: wgpu::StencilStateFaceDescriptor::IGNORE,
|
|
stencil_read_mask: 0,
|
|
stencil_write_mask: 0,
|
|
}),
|
|
index_format: wgpu::IndexFormat::Uint16,
|
|
vertex_buffers: &[vb_desc],
|
|
sample_count: 1,
|
|
sample_mask: !0,
|
|
alpha_to_coverage_enabled: false,
|
|
});
|
|
|
|
Pass {
|
|
pipeline,
|
|
bind_group,
|
|
uniform_buf,
|
|
}
|
|
};
|
|
|
|
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
|
size: wgpu::Extent3d {
|
|
width: sc_desc.width,
|
|
height: sc_desc.height,
|
|
depth: 1,
|
|
},
|
|
array_layer_count: 1,
|
|
mip_level_count: 1,
|
|
sample_count: 1,
|
|
dimension: wgpu::TextureDimension::D2,
|
|
format: Self::DEPTH_FORMAT,
|
|
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
|
});
|
|
|
|
Example {
|
|
entities,
|
|
lights,
|
|
lights_are_dirty: true,
|
|
shadow_pass,
|
|
forward_pass,
|
|
forward_depth: depth_texture.create_default_view(),
|
|
light_uniform_buf,
|
|
}
|
|
}
|
|
|
|
fn update(&mut self, _event: winit::event::WindowEvent) {
|
|
//empty
|
|
}
|
|
|
|
fn resize(&mut self, sc_desc: &wgpu::SwapChainDescriptor, device: &mut wgpu::Device) {
|
|
{
|
|
let mx_total = Self::generate_matrix(sc_desc.width as f32 / sc_desc.height as f32);
|
|
let mx_ref: &[f32; 16] = mx_total.as_ref();
|
|
let temp_buf = device
|
|
.create_buffer_mapped(16, wgpu::BufferUsage::COPY_SRC)
|
|
.fill_from_slice(mx_ref);
|
|
|
|
let mut encoder =
|
|
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
|
|
encoder.copy_buffer_to_buffer(&temp_buf, 0, &self.forward_pass.uniform_buf, 0, 64);
|
|
device.get_queue().submit(&[encoder.finish()]);
|
|
}
|
|
|
|
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
|
|
size: wgpu::Extent3d {
|
|
width: sc_desc.width,
|
|
height: sc_desc.height,
|
|
depth: 1,
|
|
},
|
|
array_layer_count: 1,
|
|
mip_level_count: 1,
|
|
sample_count: 1,
|
|
dimension: wgpu::TextureDimension::D2,
|
|
format: Self::DEPTH_FORMAT,
|
|
usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
|
|
});
|
|
self.forward_depth = depth_texture.create_default_view();
|
|
}
|
|
|
|
fn render(&mut self, frame: &wgpu::SwapChainOutput, device: &mut wgpu::Device) {
|
|
let mut encoder =
|
|
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
|
|
|
|
{
|
|
let size = mem::size_of::<EntityUniforms>() as wgpu::BufferAddress;
|
|
let temp_buf_data =
|
|
device.create_buffer_mapped(self.entities.len(), wgpu::BufferUsage::COPY_SRC);
|
|
|
|
for (i, entity) in self.entities.iter_mut().enumerate() {
|
|
if entity.rotation_speed != 0.0 {
|
|
let rotation =
|
|
cgmath::Matrix4::from_angle_x(cgmath::Deg(entity.rotation_speed));
|
|
entity.mx_world = entity.mx_world * rotation;
|
|
}
|
|
temp_buf_data.data[i] = EntityUniforms {
|
|
model: entity.mx_world.clone(),
|
|
color: [
|
|
entity.color.r as f32,
|
|
entity.color.g as f32,
|
|
entity.color.b as f32,
|
|
entity.color.a as f32,
|
|
],
|
|
};
|
|
}
|
|
|
|
let temp_buf = temp_buf_data.finish();
|
|
|
|
for (i, entity) in self.entities.iter().enumerate() {
|
|
encoder.copy_buffer_to_buffer(
|
|
&temp_buf,
|
|
i as wgpu::BufferAddress * size,
|
|
&entity.uniform_buf,
|
|
0,
|
|
size,
|
|
);
|
|
}
|
|
}
|
|
|
|
if self.lights_are_dirty {
|
|
self.lights_are_dirty = false;
|
|
let size = (self.lights.len() * mem::size_of::<LightRaw>()) as wgpu::BufferAddress;
|
|
let temp_buf_data =
|
|
device.create_buffer_mapped(self.lights.len(), wgpu::BufferUsage::COPY_SRC);
|
|
for (i, light) in self.lights.iter().enumerate() {
|
|
temp_buf_data.data[i] = light.to_raw();
|
|
}
|
|
encoder.copy_buffer_to_buffer(
|
|
&temp_buf_data.finish(),
|
|
0,
|
|
&self.light_uniform_buf,
|
|
0,
|
|
size,
|
|
);
|
|
}
|
|
|
|
for (i, light) in self.lights.iter().enumerate() {
|
|
// The light uniform buffer already has the projection,
|
|
// let's just copy it over to the shadow uniform buffer.
|
|
encoder.copy_buffer_to_buffer(
|
|
&self.light_uniform_buf,
|
|
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
|
|
&self.shadow_pass.uniform_buf,
|
|
0,
|
|
64,
|
|
);
|
|
|
|
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
color_attachments: &[],
|
|
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
|
attachment: &light.target_view,
|
|
depth_load_op: wgpu::LoadOp::Clear,
|
|
depth_store_op: wgpu::StoreOp::Store,
|
|
stencil_load_op: wgpu::LoadOp::Clear,
|
|
stencil_store_op: wgpu::StoreOp::Store,
|
|
clear_depth: 1.0,
|
|
clear_stencil: 0,
|
|
}),
|
|
});
|
|
pass.set_pipeline(&self.shadow_pass.pipeline);
|
|
pass.set_bind_group(0, &self.shadow_pass.bind_group, &[]);
|
|
|
|
for entity in &self.entities {
|
|
pass.set_bind_group(1, &entity.bind_group, &[]);
|
|
pass.set_index_buffer(&entity.index_buf, 0);
|
|
pass.set_vertex_buffers(0, &[(&entity.vertex_buf, 0)]);
|
|
pass.draw_indexed(0 .. entity.index_count as u32, 0, 0 .. 1);
|
|
}
|
|
}
|
|
|
|
// forward pass
|
|
{
|
|
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
|
|
attachment: &frame.view,
|
|
resolve_target: None,
|
|
load_op: wgpu::LoadOp::Clear,
|
|
store_op: wgpu::StoreOp::Store,
|
|
clear_color: wgpu::Color {
|
|
r: 0.1,
|
|
g: 0.2,
|
|
b: 0.3,
|
|
a: 1.0,
|
|
},
|
|
}],
|
|
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachmentDescriptor {
|
|
attachment: &self.forward_depth,
|
|
depth_load_op: wgpu::LoadOp::Clear,
|
|
depth_store_op: wgpu::StoreOp::Store,
|
|
stencil_load_op: wgpu::LoadOp::Clear,
|
|
stencil_store_op: wgpu::StoreOp::Store,
|
|
clear_depth: 1.0,
|
|
clear_stencil: 0,
|
|
}),
|
|
});
|
|
pass.set_pipeline(&self.forward_pass.pipeline);
|
|
pass.set_bind_group(0, &self.forward_pass.bind_group, &[]);
|
|
|
|
for entity in &self.entities {
|
|
pass.set_bind_group(1, &entity.bind_group, &[]);
|
|
pass.set_index_buffer(&entity.index_buf, 0);
|
|
pass.set_vertex_buffers(0, &[(&entity.vertex_buf, 0)]);
|
|
pass.draw_indexed(0 .. entity.index_count as u32, 0, 0 .. 1);
|
|
}
|
|
}
|
|
|
|
device.get_queue().submit(&[encoder.finish()]);
|
|
}
|
|
}
|
|
|
|
fn main() {
|
|
framework::run::<Example>("shadow");
|
|
}
|