mirror of
https://github.com/lisk77/comet.git
synced 2025-10-23 21:38:50 +00:00
feat: added multiple render passes to the Renderer2D
but only one render pass right now works so quite work in progress
This commit is contained in:
parent
4d4c6aad90
commit
391673ac09
2 changed files with 311 additions and 60 deletions
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@ -8,6 +8,7 @@ pub enum RenderPassType {
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User
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}
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pub struct RenderPassInfo {
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pass_name: String,
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pass_type: RenderPassType,
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@ -26,7 +27,7 @@ impl RenderPassInfo {
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pass_name: String,
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texture_group_layout: &BindGroupLayout,
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texture: &Texture,
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shader: ShaderModule,
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shader: &ShaderModule,
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vertex_data: Vec<Vertex>,
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index_data: Vec<u16>,
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pipeline_layout: &PipelineLayout,
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@ -1,4 +1,5 @@
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use std::iter;
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use std::num::NonZeroU16;
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use std::path::PathBuf;
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use std::sync::Arc;
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use std::time::Instant;
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@ -6,6 +7,7 @@ use wgpu::{BufferUsages, ShaderModule};
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use wgpu::naga::ShaderStage;
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use wgpu::util::DeviceExt;
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use winit::dpi::PhysicalSize;
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use winit::window::CursorIcon::Text;
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use winit::window::Window;
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use comet_colors::{ Color, LinearRgba };
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use comet_ecs::{Camera, Camera2D, Component, Position2D, Render, Render2D, Transform2D, Scene};
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@ -27,6 +29,8 @@ pub struct Renderer2D<'a> {
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render_pipeline_layout: wgpu::PipelineLayout,
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universal_render_pipeline: wgpu::RenderPipeline,
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texture_bind_group_layout: wgpu::BindGroupLayout,
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dummy_texture_bind_group: wgpu::BindGroup,
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texture_sampler: wgpu::Sampler,
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camera: RenderCamera,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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@ -40,9 +44,6 @@ pub struct Renderer2D<'a> {
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impl<'a> Renderer2D<'a> {
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pub async fn new(window: Arc<Window>, clear_color: Option<impl Color>) -> Renderer2D<'a> {
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let geometry_data: Vec<Vertex> = vec![];
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let index_data: Vec<u16> = vec![];
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let size = PhysicalSize::<u32>::new(1920, 1080);
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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@ -167,6 +168,7 @@ impl<'a> Renderer2D<'a> {
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bind_group_layouts: &[
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&texture_bind_group_layout,
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&camera_bind_group_layout,
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&texture_bind_group_layout,
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],
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push_constant_ranges: &[],
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});
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@ -226,8 +228,8 @@ impl<'a> Renderer2D<'a> {
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"Standard Render Pass".to_string(),
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&texture_bind_group_layout,
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&diffuse_texture,
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geometry_data.clone(),
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index_data.clone(),
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vec![],
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vec![],
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));
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let clear_color = match clear_color {
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@ -240,6 +242,51 @@ impl<'a> Renderer2D<'a> {
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}
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};
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let texture_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::Linear,
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lod_min_clamp: 0.0,
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lod_max_clamp: 100.0,
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compare: None,
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anisotropy_clamp: 16,
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border_color: None,
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..Default::default()
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});
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let empty_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Empty Texture"),
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size: wgpu::Extent3d {
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width: config.width,
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height: config.height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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usage: wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::COPY_DST | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[wgpu::TextureFormat::Bgra8UnormSrgb],
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});
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let dummy_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&empty_texture.create_view(&wgpu::TextureViewDescriptor::default())),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&texture_sampler),
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},
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],
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label: Some("dummy_texture_bind_group"),
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});
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Self {
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surface,
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device,
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@ -249,6 +296,8 @@ impl<'a> Renderer2D<'a> {
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render_pipeline_layout,
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universal_render_pipeline,
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texture_bind_group_layout,
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dummy_texture_bind_group,
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texture_sampler,
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camera,
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camera_uniform,
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camera_buffer,
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@ -283,8 +332,19 @@ impl<'a> Renderer2D<'a> {
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}
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}
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pub fn add_render_pass(&mut self, render_pass_info: RenderPassInfo) {
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self.render_pass.push(render_pass_info);
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pub fn add_render_pass(&mut self, name: String, texture: Texture, shader: String) {
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let render_pass = RenderPassInfo::new_user_pass(
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&self.device,
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name,
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&self.texture_bind_group_layout,
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&texture,
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self.graphic_resource_manager.get_shader(shader.as_str()).unwrap(),
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vec![],
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vec![],
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&self.render_pipeline_layout,
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&self.config
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);
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self.render_pass.push(render_pass);
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}
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/// A function that loads a shader from the resources/shaders folder given the full name of the shader file.
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@ -320,6 +380,17 @@ impl<'a> Renderer2D<'a> {
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pub fn load_font(&mut self, path: &str, size: f32) {
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self.graphic_resource_manager.load_font(path, size);
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let atlas = self.graphic_resource_manager.fonts().iter().find(|f| f.name() == path).unwrap().glyphs().atlas();
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let font_pass = RenderPassInfo::new_engine_pass(
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&self.device,
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format!("Font Render Pass {}", path),
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&self.texture_bind_group_layout,
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&Texture::from_image(&self.device, &self.queue, atlas, None, false).unwrap(),
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vec![],
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vec![],
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);
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self.render_pass.push(font_pass);
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}
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/// An interface for getting the location of the texture in the texture atlas.
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@ -333,18 +404,6 @@ impl<'a> Renderer2D<'a> {
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font_atlas.get_glyph(glyph).unwrap()
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}
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fn create_rectangle(&self, width: f32, height: f32) -> Vec<Vertex> {
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let (bound_x, bound_y) =
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((width/ self.config.width as f32) * 0.5, (height/ self.config.height as f32) * 0.5);
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vec![
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Vertex :: new ( [-bound_x, bound_y, 0.0], [0.0, 0.0], [0.0, 0.0, 0.0, 0.0] ),
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Vertex :: new ( [-bound_x, -bound_y, 0.0], [0.0, 1.0], [0.0, 0.0, 0.0, 0.0] ),
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Vertex :: new ( [ bound_x, -bound_y, 0.0], [1.0, 1.0], [0.0, 0.0, 0.0, 0.0] ),
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Vertex :: new ( [ bound_x, bound_y, 0.0], [1.0, 0.0], [0.0, 0.0, 0.0, 0.0] )
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]
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}
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/// A function that allows you to set the texture atlas with a list of paths to the textures.
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/// The old texture atlas will be replaced with the new one.
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pub fn set_texture_atlas_by_paths(&mut self, paths: Vec<String>) {
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@ -352,17 +411,18 @@ impl<'a> Renderer2D<'a> {
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self.render_pass[0].set_texture(&self.device, &self.texture_bind_group_layout, &Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap());
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}
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fn switch_texture(&mut self, to: Texture) {
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todo!()
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}
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fn set_texture_atlas(&mut self) {
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self.switch_texture(Texture::from_image(&self.device, &self.queue, self.graphic_resource_manager.texture_atlas().atlas(), None, false).unwrap());
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}
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fn set_font_atlas(&mut self, font: String) {
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let font_atlas = self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap();
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self.switch_texture(Texture::from_image(&self.device, &self.queue, font_atlas.glyphs().atlas(), None, false).unwrap());
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fn set_texture_atlas(&mut self, texture_atlas: Texture) {
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self.render_pass[0].set_texture(
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&self.device,
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&self.texture_bind_group_layout,
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&Texture::from_image(
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&self.device,
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&self.queue,
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&texture_atlas.to_image(&self.device, &self.queue).unwrap(),
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None,
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false
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).unwrap()
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);
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}
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fn get_project_root() -> std::io::Result<PathBuf> {
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@ -437,7 +497,7 @@ impl<'a> Renderer2D<'a> {
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/// A function to draw text at a given position.
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pub fn draw_text_at(&mut self, text: &str, font: String, size: f32, position: Point2, color: impl Color) {
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self.set_font_atlas(font.clone());
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//self.set_font_atlas(font.clone());
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let wgpu_color = color.to_wgpu();
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let vert_color = [wgpu_color.r as f32, wgpu_color.g as f32, wgpu_color.b as f32, wgpu_color.a as f32];
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@ -490,6 +550,63 @@ impl<'a> Renderer2D<'a> {
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}
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}
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fn add_text_to_buffers(&self, text: String, font: String, size: f32, position: Point2, color: wgpu::Color) -> (Vec<Vertex>, Vec<u16>) {
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let vert_color = [color.r as f32, color.g as f32, color.b as f32, color.a as f32];
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let screen_position = Point2::new(position.x()/self.config.width as f32, position.y()/self.config.height as f32);
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let scale_factor = size / self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap().size();
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let line_height = (self.graphic_resource_manager.fonts().iter().find(|f| f.name() == font).unwrap().line_height() / self.config.height as f32) * scale_factor;
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let lines = text.split("\n").collect::<Vec<&str>>();
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let mut x_offset = 0.0;
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let mut y_offset = 0.0;
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let mut vertex_data = Vec::new();
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let mut index_data = Vec::new();
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for line in lines {
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for c in line.chars() {
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let region = self.get_glyph_region(c, font.clone());
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let (dim_x, dim_y) = region.dimensions();
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let w = (dim_x as f32 / self.config.width as f32) * scale_factor;
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let h = (dim_y as f32 / self.config.height as f32) * scale_factor;
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let offset_x_px = (region.offset_x() / self.config.width as f32) * scale_factor;
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let offset_y_px = (region.offset_y() / self.config.height as f32) * scale_factor;
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let glyph_left = screen_position.x() + x_offset + offset_x_px;
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let glyph_top = screen_position.y() - offset_y_px - y_offset;
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let glyph_right = glyph_left + w;
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let glyph_bottom = glyph_top - h;
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let vertices: &mut Vec<Vertex> = &mut vec![
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Vertex::new([ glyph_left, glyph_top, 0.0 ], [region.u0(), region.v0()], vert_color),
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Vertex::new([ glyph_left, glyph_bottom, 0.0 ], [region.u0(), region.v1()], vert_color),
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Vertex::new([ glyph_right, glyph_bottom, 0.0 ], [region.u1(), region.v1()], vert_color),
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Vertex::new([ glyph_right, glyph_top, 0.0 ], [region.u1(), region.v0()], vert_color),
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];
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let buffer_size = self.render_pass[1].vertex_data().len() as u16;
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let indices: &mut Vec<u16> = &mut vec![
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buffer_size, buffer_size + 1, buffer_size + 3,
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buffer_size + 1, buffer_size + 2, buffer_size + 3,
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];
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x_offset += (region.advance() / self.config.width as f32) * scale_factor;
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vertex_data.append(vertices);
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index_data.append(indices);
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}
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y_offset += line_height;
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x_offset = 0.0;
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}
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(vertex_data, index_data)
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}
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fn find_priority_camera(&self, cameras: Vec<Camera2D>) -> usize {
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let mut priority = 0;
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let mut position = 0;
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@ -563,12 +680,14 @@ impl<'a> Renderer2D<'a> {
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/// The entities must have the `Render2D` and `Transform2D` components to be rendered as well as set visible.
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pub fn render_scene_2d(&mut self, scene: &Scene) {
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let cameras = scene.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), Camera2D::type_id()]));
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let entities = scene.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), Render2D::type_id()]));
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if cameras.is_empty() {
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return;
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}
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let entities = scene.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), Render2D::type_id()]));
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//let texts = scene.get_entities_with(ComponentSet::from_ids(vec![Transform2D::type_id(), comet_ecs::Text::type_id()]));
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self.setup_camera(cameras, scene);
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let mut vertex_buffer: Vec<Vertex> = Vec::new();
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@ -604,6 +723,18 @@ impl<'a> Renderer2D<'a> {
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}
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}
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/*for text in texts {
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let component = scene.get_component::<comet_ecs::Text>(text).unwrap();
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let transform = scene.get_component::<Transform2D>(text).unwrap();
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if component.is_visible() {
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let (vertices, indices) = self.add_text_to_buffers(component.content().to_string(), component.font().to_string(), component.font_size(), Point2::from_vec(transform.position().as_vec()), component.color().to_wgpu());
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let render_pass = self.render_pass.iter_mut().find(|r| r.pass_name() == format!("Font Render Pass {}", component.font())).unwrap();
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render_pass.set_vertex_buffer(&self.device, &self.queue, vertices);
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render_pass.set_index_buffer(&self.device, &self.queue, indices);
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}
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}*/
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self.set_buffers(vertex_buffer, index_buffer);
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}
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@ -713,9 +844,7 @@ impl<'a> Renderer2D<'a> {
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pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let output_view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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@ -723,37 +852,158 @@ impl<'a> Renderer2D<'a> {
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label: Some("Render Encoder"),
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});
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for pass in self.render_pass.iter() {
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some(pass.pass_name()),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(self.clear_color),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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if self.render_pass.len() < 2 {
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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: &[Some(wgpu::RenderPassColorAttachment {
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view: &output_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(self.clear_color),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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render_pass.set_pipeline(&self.universal_render_pipeline);
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render_pass.set_bind_group(0, self.render_pass[0].texture_bind_group(), &[]);
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render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
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render_pass.set_bind_group(2, &self.dummy_texture_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.render_pass[0].vertex_buffer().slice(..));
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render_pass.set_index_buffer(self.render_pass[0].index_buffer().slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.render_pass[0].num_indices(), 0, 0..1);
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}
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}
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else {
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let texture = self.device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Intermediary Texture"),
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size: wgpu::Extent3d {
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width: self.config.width,
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height: self.config.height,
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depth_or_array_layers: 1,
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},
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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.config.format,
|
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_SRC | wgpu::TextureUsages::TEXTURE_BINDING,
|
||||
view_formats: &[wgpu::TextureFormat::Bgra8UnormSrgb],
|
||||
});
|
||||
|
||||
match pass.pass_type() {
|
||||
RenderPassType::Engine => render_pass.set_pipeline(&self.universal_render_pipeline),
|
||||
RenderPassType::User => render_pass.set_pipeline(pass.pipeline().unwrap()),
|
||||
let intermediary_texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
let (middle, last) = self.render_pass.split_at(self.render_pass.len() - 1);
|
||||
let first_pass = &middle[0];
|
||||
let last_pass = &last[0];
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Render Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &intermediary_texture_view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(self.clear_color),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.universal_render_pipeline);
|
||||
render_pass.set_bind_group(0, first_pass.texture_bind_group(), &[]);
|
||||
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
|
||||
render_pass.set_bind_group(2, &self.dummy_texture_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, first_pass.vertex_buffer().slice(..));
|
||||
render_pass.set_index_buffer(first_pass.index_buffer().slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..first_pass.num_indices(), 0, 0..1);
|
||||
}
|
||||
|
||||
/*if middle.iter().skip(1).len() > 0 {
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Middle Render Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &intermediary_texture_view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Load,
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
for pass in &middle[1..] {
|
||||
render_pass.set_pipeline(match pass.pass_type() {
|
||||
RenderPassType::Engine => &self.universal_render_pipeline,
|
||||
RenderPassType::User => pass.pipeline().unwrap(),
|
||||
});
|
||||
|
||||
render_pass.set_bind_group(0, pass.texture_bind_group(), &[]);
|
||||
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
|
||||
render_pass.set_bind_group(2, &self.dummy_texture_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, pass.vertex_buffer().slice(..));
|
||||
render_pass.set_index_buffer(pass.index_buffer().slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..pass.num_indices(), 0, 0..1);
|
||||
}
|
||||
}*/
|
||||
|
||||
let intermediary_bind_group = self.device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &self.texture_bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&intermediary_texture_view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&self.texture_sampler),
|
||||
},
|
||||
],
|
||||
label: Some("intermediary_bind_group"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Last Render Pass"),
|
||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
||||
view: &output_view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Clear(self.clear_color),
|
||||
store: wgpu::StoreOp::Store,
|
||||
},
|
||||
})],
|
||||
depth_stencil_attachment: None,
|
||||
occlusion_query_set: None,
|
||||
timestamp_writes: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(match last_pass.pass_type() {
|
||||
RenderPassType::Engine => &self.universal_render_pipeline,
|
||||
RenderPassType::User => last_pass.pipeline().unwrap(),
|
||||
});
|
||||
|
||||
render_pass.set_bind_group(0, last_pass.texture_bind_group(), &[]);
|
||||
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
|
||||
render_pass.set_bind_group(2, &intermediary_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, last_pass.vertex_buffer().slice(..));
|
||||
render_pass.set_index_buffer(last_pass.index_buffer().slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..last_pass.num_indices(), 0, 0..1);
|
||||
}
|
||||
|
||||
render_pass.set_bind_group(0, pass.texture_bind_group(), &[]);
|
||||
render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
|
||||
render_pass.set_vertex_buffer(0, pass.vertex_buffer().slice(..));
|
||||
render_pass.set_index_buffer(pass.index_buffer().slice(..), wgpu::IndexFormat::Uint16);
|
||||
render_pass.draw_indexed(0..pass.num_indices(), 0, 0..1);
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
@ -767,7 +1017,7 @@ impl<'a> Renderer for Renderer2D<'a> {
|
|||
self.size()
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
|
||||
fn resize(&mut self, new_size: PhysicalSize<u32>) {
|
||||
self.resize(new_size)
|
||||
}
|
||||
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue