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fix(examples): changed function calls from the new Renderer2D implementation
This commit is contained in:
parent
1f983fb2ad
commit
40d60771a3
8 changed files with 3 additions and 809 deletions
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@ -1,42 +0,0 @@
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// Vertex shader
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struct CameraUniform {
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view_proj: mat4x4<f32>,
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};
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@group(1) @binding(0) // 1.
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var<uniform> camera: CameraUniform;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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@location(1) tex_coords: vec2<f32>,
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@location(2) color: vec4<f32>,
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}
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) tex_coords: vec2<f32>,
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@location(1) color: vec4<f32>,
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}
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@vertex
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.color = model.color;
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out.clip_position = camera.view_proj * vec4<f32>(model.position, 1.0);
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return out;
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}
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// Fragment shader
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0) @binding(1)
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var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let sample_color = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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return sample_color * in.color;
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}
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@ -1,134 +0,0 @@
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use std::ops::Range;
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use crate::texture;
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pub trait Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static>;
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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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pub struct ModelVertex {
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pub position: [f32; 3],
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pub tex_coords: [f32; 2],
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pub normal: [f32; 3],
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}
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impl Vertex for ModelVertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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use std::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<ModelVertex>() 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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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}
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}
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}
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pub struct Material {
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#[allow(unused)]
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pub name: String,
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#[allow(unused)]
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pub diffuse_texture: texture::Texture,
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pub bind_group: wgpu::BindGroup,
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}
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pub struct Mesh {
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#[allow(unused)]
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pub name: String,
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pub vertex_buffer: wgpu::Buffer,
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pub index_buffer: wgpu::Buffer,
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pub num_elements: u32,
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pub material: usize,
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}
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pub struct Model {
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pub meshes: Vec<Mesh>,
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pub materials: Vec<Material>,
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}
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pub trait DrawModel<'a> {
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#[allow(unused)]
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fn draw_mesh(
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&mut self,
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mesh: &'a Mesh,
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material: &'a Material,
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camera_bind_group: &'a wgpu::BindGroup,
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);
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fn draw_mesh_instanced(
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&mut self,
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mesh: &'a Mesh,
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material: &'a Material,
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instances: Range<u32>,
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camera_bind_group: &'a wgpu::BindGroup,
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);
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#[allow(unused)]
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fn draw_model(&mut self, model: &'a Model, camera_bind_group: &'a wgpu::BindGroup);
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fn draw_model_instanced(
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&mut self,
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model: &'a Model,
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instances: Range<u32>,
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camera_bind_group: &'a wgpu::BindGroup,
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);
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}
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impl<'a, 'b> DrawModel<'b> for wgpu::RenderPass<'a>
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where
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'b: 'a,
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{
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fn draw_mesh(
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&mut self,
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mesh: &'b Mesh,
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material: &'b Material,
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camera_bind_group: &'b wgpu::BindGroup,
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) {
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self.draw_mesh_instanced(mesh, material, 0..1, camera_bind_group);
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}
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fn draw_mesh_instanced(
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&mut self,
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mesh: &'b Mesh,
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material: &'b Material,
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instances: Range<u32>,
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camera_bind_group: &'b wgpu::BindGroup,
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) {
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self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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self.set_bind_group(0, &material.bind_group, &[]);
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self.set_bind_group(1, camera_bind_group, &[]);
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self.draw_indexed(0..mesh.num_elements, 0, instances);
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}
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fn draw_model(&mut self, model: &'b Model, camera_bind_group: &'b wgpu::BindGroup) {
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self.draw_model_instanced(model, 0..1, camera_bind_group);
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}
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fn draw_model_instanced(
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&mut self,
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model: &'b Model,
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instances: Range<u32>,
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camera_bind_group: &'b wgpu::BindGroup,
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) {
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for mesh in &model.meshes {
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let material = &model.materials[mesh.material];
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self.draw_mesh_instanced(mesh, material, instances.clone(), camera_bind_group);
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}
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}
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}
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@ -1,313 +0,0 @@
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use crate::camera::{CameraUniform, RenderCamera};
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use crate::draw_info::DrawInfo;
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use crate::render_pass::{RenderPassInfo, RenderPassType};
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use crate::renderer::Renderer;
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use comet_colors::Color;
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use comet_ecs::{Camera2D, Component, Position2D, Render, Render2D, Scene, Text, Transform2D};
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use comet_log::*;
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use comet_math::{p2, p3, v2, v3};
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use comet_resources::texture_atlas::TextureRegion;
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use comet_resources::{graphic_resource_manager::GraphicResourceManager, Texture, Vertex};
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use comet_structs::ComponentSet;
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use std::iter;
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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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use wgpu::core::command::DrawKind::Draw;
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use wgpu::naga::ShaderStage;
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use wgpu::util::DeviceExt;
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use wgpu::BufferUsages;
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use winit::dpi::PhysicalSize;
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use winit::window::Window;
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pub struct Renderer2D<'a> {
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surface: wgpu::Surface<'a>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: PhysicalSize<u32>,
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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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camera_bind_group: wgpu::BindGroup,
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render_pass: Vec<RenderPassInfo>,
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draw_info: Vec<DrawInfo>,
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graphic_resource_manager: GraphicResourceManager,
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delta_time: f32,
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last_frame_time: Instant,
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clear_color: wgpu::Color,
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}
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impl<'a> Renderer2D<'a> {
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pub fn new(window: Arc<Window>, clear_color: Option<impl Color>) -> Renderer2D<'a> {
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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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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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});
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let surface = instance.create_surface(window).unwrap();
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let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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}))
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.unwrap();
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let (device, queue) = pollster::block_on(adapter.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::default(),
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memory_hints: Default::default(),
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},
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None, // Trace path
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))
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.unwrap();
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let surface_caps = surface.get_capabilities(&adapter);
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let surface_format = surface_caps
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.formats
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.iter()
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.copied()
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.find(|f| f.is_srgb())
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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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!("base2d.wgsl").into()),
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});
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let graphic_resource_manager = GraphicResourceManager::new();
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let diffuse_bytes = include_bytes!(r"../../../res/textures/comet_icon.png");
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let diffuse_texture =
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Texture::from_bytes(&device, &queue, diffuse_bytes, "comet_icon.png", false).unwrap();
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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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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label: Some("texture_bind_group_layout"),
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});
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let camera = RenderCamera::new(1.0, v2::new(2.0, 2.0), v3::new(0.0, 0.0, 0.0));
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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: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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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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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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label: Some("camera_bind_group_layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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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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label: Some("camera_bind_group"),
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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: &[&texture_bind_group_layout, &camera_bind_group_layout],
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push_constant_ranges: &[],
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});
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let universal_render_pipeline =
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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: "vs_main",
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buffers: &[Vertex::desc()],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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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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unclipped_depth: false,
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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: None,
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cache: None,
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});
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let mut render_pass: Vec<RenderPassInfo> = Vec::new();
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/*render_pass.push(RenderPassInfo::new_engine_pass(
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&device,
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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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vec![],
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vec![],
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));*/
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let clear_color = match clear_color {
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Some(color) => color.to_wgpu(),
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None => wgpu::Color {
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r: 0.0,
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g: 0.0,
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b: 0.0,
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a: 1.0,
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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
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| wgpu::TextureUsages::COPY_DST
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| 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(
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&empty_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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),
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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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let mut draw_info: Vec<DrawInfo> = Vec::new();
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Self {
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surface,
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device,
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queue,
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config,
|
||||
size,
|
||||
render_pipeline_layout,
|
||||
universal_render_pipeline,
|
||||
texture_bind_group_layout,
|
||||
dummy_texture_bind_group,
|
||||
texture_sampler,
|
||||
camera,
|
||||
camera_uniform,
|
||||
camera_buffer,
|
||||
camera_bind_group,
|
||||
render_pass,
|
||||
draw_info,
|
||||
graphic_resource_manager,
|
||||
delta_time: 0.0,
|
||||
last_frame_time: Instant::now(),
|
||||
clear_color,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,25 +0,0 @@
|
|||
struct VertexInput {
|
||||
@location(0) position: vec3<f32>,
|
||||
@location(1) tex_coords: vec2<f32>,
|
||||
@location(2) color: vec4<f32>,
|
||||
}
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) tex_coords: vec2<f32>,
|
||||
@location(1) color: vec4<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_main(input: VertexInput) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
out.clip_position = vec4(input.position, 1.0);
|
||||
out.tex_coords = input.tex_coords;
|
||||
out.color = input.color;
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
return in.color;
|
||||
}
|
||||
|
|
@ -1,196 +0,0 @@
|
|||
mod render_context;
|
||||
|
||||
use render_context::*;
|
||||
|
||||
use crate::renderer::Renderer;
|
||||
use comet_colors::Color;
|
||||
use comet_resources::{graphic_resource_manager::GraphicResourceManager, Vertex};
|
||||
use std::iter;
|
||||
use std::sync::Arc;
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::dpi::PhysicalSize;
|
||||
use winit::window::Window;
|
||||
|
||||
pub struct Renderer2D_<'a> {
|
||||
render_context: RenderContext<'a>,
|
||||
universal_render_pipeline: wgpu::RenderPipeline,
|
||||
graphic_resource_manager: GraphicResourceManager,
|
||||
vertex_vec: Vec<Vertex>,
|
||||
vertex_buffer: wgpu::Buffer,
|
||||
index_vec: Vec<u32>,
|
||||
index_buffer: wgpu::Buffer,
|
||||
num_indices: u32,
|
||||
clear_color: wgpu::Color,
|
||||
}
|
||||
|
||||
impl<'a> Renderer2D_<'a> {
|
||||
pub fn new(window: Arc<Window>, clear_color: Option<impl Color>) -> Renderer2D_<'a> {
|
||||
let render_context = RenderContext::new(window.clone(), clear_color);
|
||||
let graphic_resource_manager = GraphicResourceManager::new();
|
||||
let clear_color = match clear_color {
|
||||
Some(color) => color.to_wgpu(),
|
||||
None => wgpu::Color {
|
||||
r: 0.0,
|
||||
g: 0.0,
|
||||
b: 0.0,
|
||||
a: 1.0,
|
||||
},
|
||||
};
|
||||
|
||||
let universal_renderpipeline_module =
|
||||
render_context
|
||||
.device
|
||||
.create_shader_module(wgpu::ShaderModuleDescriptor {
|
||||
label: Some("Universal Render Pipeline Shader Module"),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("base.wgsl").into()),
|
||||
});
|
||||
|
||||
let universal_renderpipeline_layout =
|
||||
render_context
|
||||
.device
|
||||
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("Universal Render Pipeline Layout"),
|
||||
bind_group_layouts: &[],
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
let universal_render_pipeline =
|
||||
render_context
|
||||
.device
|
||||
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("Universal Render Pipeline"),
|
||||
layout: Some(&universal_renderpipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module: &universal_renderpipeline_module,
|
||||
entry_point: "vs_main",
|
||||
buffers: &[Vertex::desc()],
|
||||
compilation_options: Default::default(),
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module: &universal_renderpipeline_module,
|
||||
entry_point: "fs_main",
|
||||
targets: &[Some(wgpu::ColorTargetState {
|
||||
format: render_context.config.format,
|
||||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: wgpu::ColorWrites::ALL,
|
||||
})],
|
||||
compilation_options: Default::default(),
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: Some(wgpu::Face::Back),
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
unclipped_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
multiview: None,
|
||||
cache: None,
|
||||
});
|
||||
|
||||
let vertex_buffer =
|
||||
render_context
|
||||
.device
|
||||
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Vertex Buffer"),
|
||||
contents: &[],
|
||||
usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
let index_buffer =
|
||||
render_context
|
||||
.device
|
||||
.create_buffer_init(&wgpu::util::BufferInitDescriptor {
|
||||
label: Some("Index Buffer"),
|
||||
contents: &[],
|
||||
usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
|
||||
});
|
||||
|
||||
Self {
|
||||
render_context,
|
||||
universal_render_pipeline,
|
||||
graphic_resource_manager,
|
||||
vertex_buffer,
|
||||
vertex_vec: vec![],
|
||||
index_buffer,
|
||||
index_vec: vec![],
|
||||
num_indices: 0,
|
||||
clear_color,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a> Renderer for Renderer2D_<'a> {
|
||||
fn new(window: Arc<Window>, clear_color: Option<impl Color>) -> Renderer2D_<'a> {
|
||||
Self::new(window, clear_color)
|
||||
}
|
||||
|
||||
fn size(&self) -> PhysicalSize<u32> {
|
||||
self.render_context.size()
|
||||
}
|
||||
|
||||
fn resize(&mut self, new_size: PhysicalSize<u32>) {
|
||||
self.render_context.resize(new_size)
|
||||
}
|
||||
|
||||
fn scale_factor(&self) -> f64 {
|
||||
todo!()
|
||||
}
|
||||
|
||||
fn set_scale_factor(&mut self, scale_factor: f64) {
|
||||
todo!()
|
||||
}
|
||||
|
||||
fn update(&mut self) -> f32 {
|
||||
self.render_context.update()
|
||||
}
|
||||
|
||||
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
||||
let output = self.render_context.surface.get_current_texture()?;
|
||||
let output_view = output
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
|
||||
let mut encoder =
|
||||
self.render_context
|
||||
.device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("Render Encoder"),
|
||||
});
|
||||
|
||||
{
|
||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("Universal 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(&self.universal_render_pipeline);
|
||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
|
||||
render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
|
||||
}
|
||||
|
||||
self.render_context
|
||||
.queue
|
||||
.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
|
@ -1,96 +0,0 @@
|
|||
use comet_colors::Color;
|
||||
use std::sync::Arc;
|
||||
use std::time::Instant;
|
||||
use winit::dpi::PhysicalSize;
|
||||
use winit::window::Window;
|
||||
|
||||
pub struct RenderContext<'a> {
|
||||
pub surface: wgpu::Surface<'a>,
|
||||
pub device: wgpu::Device,
|
||||
pub queue: wgpu::Queue,
|
||||
pub config: wgpu::SurfaceConfiguration,
|
||||
pub size: PhysicalSize<u32>,
|
||||
pub last_frame_time: Instant,
|
||||
pub delta_time: f32,
|
||||
}
|
||||
|
||||
impl<'a> RenderContext<'a> {
|
||||
pub fn new(window: Arc<Window>, clear_color: Option<impl Color>) -> RenderContext<'a> {
|
||||
let size = window.inner_size();
|
||||
|
||||
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
|
||||
backends: wgpu::Backends::PRIMARY,
|
||||
..Default::default()
|
||||
});
|
||||
|
||||
let surface = instance.create_surface(window).unwrap();
|
||||
|
||||
let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::default(),
|
||||
compatible_surface: Some(&surface),
|
||||
force_fallback_adapter: false,
|
||||
}))
|
||||
.unwrap();
|
||||
|
||||
let (device, queue) = pollster::block_on(adapter.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
label: None,
|
||||
required_features: wgpu::Features::empty(),
|
||||
required_limits: wgpu::Limits::default(),
|
||||
memory_hints: Default::default(),
|
||||
},
|
||||
None,
|
||||
))
|
||||
.unwrap();
|
||||
|
||||
let surface_caps = surface.get_capabilities(&adapter);
|
||||
let surface_format = surface_caps
|
||||
.formats
|
||||
.iter()
|
||||
.copied()
|
||||
.find(|f| f.is_srgb())
|
||||
.unwrap_or(surface_caps.formats[0]);
|
||||
|
||||
let config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
format: surface_format,
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: surface_caps.present_modes[0],
|
||||
alpha_mode: surface_caps.alpha_modes[0],
|
||||
view_formats: vec![],
|
||||
desired_maximum_frame_latency: 2,
|
||||
};
|
||||
|
||||
Self {
|
||||
surface,
|
||||
device,
|
||||
queue,
|
||||
config,
|
||||
size,
|
||||
last_frame_time: Instant::now(),
|
||||
delta_time: 0.0,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn size(&self) -> PhysicalSize<u32> {
|
||||
self.size
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: PhysicalSize<u32>) {
|
||||
if new_size.width > 0 && new_size.height > 0 {
|
||||
self.size = new_size;
|
||||
self.config.width = new_size.width;
|
||||
self.config.height = new_size.height;
|
||||
self.surface.configure(&self.device, &self.config);
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(&mut self) -> f32 {
|
||||
let now = Instant::now();
|
||||
let delta_time = now.duration_since(self.last_frame_time).as_millis() as f32 / 1000.0;
|
||||
self.last_frame_time = now;
|
||||
self.delta_time = delta_time;
|
||||
delta_time
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue