Viewport trait + depth prepass
This commit is contained in:
parent
47ab9cae65
commit
88333dd8bd
35
src/lib.rs
35
src/lib.rs
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@ -10,10 +10,12 @@ pub mod mesh;
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pub mod pass;
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pub mod phase;
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pub mod staging;
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pub mod viewport;
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use camera::Camera;
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use pass::*;
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use phase::*;
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use viewport::ViewportImage;
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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@ -119,8 +121,8 @@ impl FrameData {
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pub struct Renderer {
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device: Arc<wgpu::Device>,
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queue: Arc<wgpu::Queue>,
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layouts: Arc<RenderLayouts>,
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queue: wgpu::Queue,
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frames_in_flight: usize,
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frame_datas: Vec<FrameData>,
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frame_index: usize,
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@ -128,7 +130,7 @@ pub struct Renderer {
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}
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impl Renderer {
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pub fn new(device: Arc<wgpu::Device>, queue: wgpu::Queue) -> Self {
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pub fn new(device: Arc<wgpu::Device>, queue: Arc<wgpu::Queue>) -> Self {
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let layouts = RenderLayouts::new_arc(device.clone());
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let frames_in_flight = 1;
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@ -171,12 +173,7 @@ impl Renderer {
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self.render_passes.push(pass);
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}
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pub fn render(
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&mut self,
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camera: &impl Camera,
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surface: &wgpu::Surface,
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format: wgpu::TextureFormat,
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) -> Result<(), wgpu::SurfaceError> {
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pub fn render<'a>(&mut self, target: &impl ViewportImage<'a>, camera: &impl Camera) {
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self.frame_index += 1;
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if self.frame_index >= self.frame_datas.len() {
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self.frame_index = 0;
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@ -212,10 +209,6 @@ impl Renderer {
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let phase_passes = phase_passes.into_inner().unwrap();
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let viewport = ViewportData;
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let output = 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 mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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@ -247,14 +240,17 @@ impl Renderer {
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};
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// TODO: parallelize each phase's record_render
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let depth_cmds = record_render(Phase::Depth);
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let opaque_cmds = record_render(Phase::Opaque);
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let overlay_cmds = record_render(Phase::Overlay);
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{
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let target_views = target.get_views();
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let mut rp = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: &view,
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view: target_views.output,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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@ -266,16 +262,21 @@ impl Renderer {
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store: true,
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},
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}],
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depth_stencil_attachment: None,
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: target_views.depth,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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});
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rp.execute_bundles(depth_cmds.iter());
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rp.execute_bundles(opaque_cmds.iter());
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rp.execute_bundles(overlay_cmds.iter());
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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81
src/main.rs
81
src/main.rs
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@ -1,4 +1,4 @@
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use cyborg::{pass, Renderer};
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use cyborg::{pass, viewport::*, Renderer};
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use std::sync::Arc;
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use winit::{
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event::*,
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@ -6,71 +6,11 @@ use winit::{
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window::WindowBuilder,
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};
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struct SurfaceViewport {
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device: Arc<wgpu::Device>,
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size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface,
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config: wgpu::SurfaceConfiguration,
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}
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impl SurfaceViewport {
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fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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}
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}
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async fn make_window_renderer(window: &winit::window::Window) -> (Renderer, SurfaceViewport) {
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let size = window.inner_size();
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::LowPower,
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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features: wgpu::Features::empty(),
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limits: wgpu::Limits::default(),
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label: None,
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},
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None,
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)
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.await
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.unwrap();
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_preferred_format(&adapter).unwrap(),
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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};
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surface.configure(&device, &config);
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let device = Arc::new(device);
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let renderer = Renderer::new(device.clone(), queue);
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let viewport = SurfaceViewport {
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device,
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size,
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surface,
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config,
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};
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(renderer, viewport)
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}
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fn main() {
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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let (mut renderer, mut viewport) = pollster::block_on(make_window_renderer(&window));
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let mut viewport = pollster::block_on(WinitViewport::from_window(&window));
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let mut renderer = Renderer::new(viewport.device.clone(), viewport.queue.clone());
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let mut camera = cyborg::camera::Flycam::new(0.002, 10.0, 0.25);
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let mut is_grabbed = false;
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@ -78,8 +18,10 @@ fn main() {
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let device = renderer.get_device();
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let layouts = renderer.get_layouts();
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let mesh_pass = pass::mesh::MeshPass::new(device.to_owned(), layouts.to_owned(), viewport.config.format);
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let debug_pass = pass::debug::DebugPass::new(device.to_owned(), layouts.to_owned(), viewport.config.format);
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let mesh_pass =
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pass::mesh::MeshPass::new(device.to_owned(), layouts.to_owned(), viewport.get_info());
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let debug_pass =
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pass::debug::DebugPass::new(device.to_owned(), layouts.to_owned(), viewport.get_info());
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renderer.add_pass(mesh_pass);
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renderer.add_pass(debug_pass);
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@ -87,12 +29,15 @@ fn main() {
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event_loop.run(move |event, _, control_flow| match event {
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Event::RedrawRequested(_) => {
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println!("camera: {:#?}", camera);
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match renderer.render(&camera, &viewport.surface, viewport.config.format) {
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Ok(_) => {}
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match viewport.acquire() {
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Err(wgpu::SurfaceError::Lost) => viewport.resize(viewport.size),
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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Err(e) => eprintln!("error: {:?}", e),
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};
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Ok(target) => {
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renderer.render(&target, &camera);
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target.present();
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}
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}
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}
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Event::MainEventsCleared => {
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camera.update();
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@ -1,4 +1,5 @@
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use super::*;
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use crate::viewport::ViewportInfo;
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use crate::RenderLayouts;
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#[repr(C)]
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@ -34,14 +35,14 @@ pub struct FrameData {
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pub struct DebugPass {
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device: Arc<wgpu::Device>,
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pipeline: wgpu::RenderPipeline,
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target_format: wgpu::TextureFormat,
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target_info: ViewportInfo,
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}
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impl DebugPass {
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pub fn new(
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device: Arc<wgpu::Device>,
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layouts: Arc<RenderLayouts>,
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target_format: wgpu::TextureFormat,
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target_info: ViewportInfo,
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) -> Self {
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let shader = device.create_shader_module(&wgpu::include_wgsl!("mesh_shader.wgsl"));
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@ -63,7 +64,7 @@ impl DebugPass {
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module: &shader,
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entry_point: "fs_main",
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targets: &[wgpu::ColorTargetState {
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format: target_format,
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format: target_info.output_format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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}],
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@ -77,7 +78,13 @@ impl DebugPass {
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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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depth_stencil: Some(wgpu::DepthStencilState {
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format: target_info.depth_format,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: Default::default(),
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bias: Default::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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@ -89,7 +96,7 @@ impl DebugPass {
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Self {
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device,
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pipeline,
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target_format,
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target_info,
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}
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}
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}
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@ -153,8 +160,12 @@ impl RenderPass for DebugPass {
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self.device
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.create_render_bundle_encoder(&wgpu::RenderBundleEncoderDescriptor {
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label: Some("DebugPass Render Bundle"),
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color_formats: &[self.target_format],
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depth_stencil: None,
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color_formats: &[self.target_info.output_format],
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depth_stencil: Some(wgpu::RenderBundleDepthStencil {
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format: self.target_info.depth_format,
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depth_read_only: false, // TODO optimize?
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stencil_read_only: true,
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}),
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sample_count: 1,
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multiview: None,
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});
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@ -1,5 +1,6 @@
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use super::*;
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use crate::mesh::*;
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use crate::viewport::ViewportInfo;
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use crate::RenderLayouts;
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#[repr(C)]
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@ -41,15 +42,16 @@ pub struct MeshPass {
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index_attr_id: AttrId,
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mesh_layout_id: MeshLayoutId,
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example_mesh: MeshHandle,
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depth_pipeline: wgpu::RenderPipeline,
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opaque_pipeline: wgpu::RenderPipeline,
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target_format: wgpu::TextureFormat,
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target_info: ViewportInfo,
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}
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impl MeshPass {
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pub fn new(
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device: Arc<wgpu::Device>,
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layouts: Arc<RenderLayouts>,
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target_format: wgpu::TextureFormat,
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target_info: ViewportInfo,
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) -> Self {
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let attr_store = AttrStore::new();
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let mesh_pool = MeshPool::new(device.clone(), attr_store.to_owned());
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@ -110,7 +112,13 @@ impl MeshPass {
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let shader = device.create_shader_module(&wgpu::include_wgsl!("mesh_shader.wgsl"));
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let opaque_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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let targets = &[wgpu::ColorTargetState {
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format: target_info.output_format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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}];
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let mut pipeline_desc = wgpu::RenderPipelineDescriptor {
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label: Some("Opaque MeshPass Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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@ -121,11 +129,7 @@ impl MeshPass {
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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: &[wgpu::ColorTargetState {
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format: target_format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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}],
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targets,
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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@ -136,15 +140,33 @@ impl MeshPass {
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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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depth_stencil: Some(wgpu::DepthStencilState {
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format: target_info.depth_format,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: Default::default(),
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bias: Default::default(),
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}),
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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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};
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let depth_pipeline = device.create_render_pipeline(&pipeline_desc);
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pipeline_desc.depth_stencil = Some(wgpu::DepthStencilState {
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format: target_info.depth_format,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::Equal,
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stencil: Default::default(),
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bias: Default::default(),
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});
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let opaque_pipeline = device.create_render_pipeline(&pipeline_desc);
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Self {
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device,
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layouts,
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@ -154,8 +176,9 @@ impl MeshPass {
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vertex_attr_id,
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mesh_layout_id,
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example_mesh,
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depth_pipeline,
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opaque_pipeline,
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target_format,
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target_info,
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}
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}
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}
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@ -186,21 +209,26 @@ impl RenderPass for MeshPass {
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fn record_render(&self, data: PhaseData<&FrameData>) -> Option<wgpu::RenderBundle> {
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println!("MeshPass::record_render(phase: {:?})", data.phase);
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let pipeline = match data.phase {
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Phase::Depth => &self.depth_pipeline,
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Phase::Opaque => &self.opaque_pipeline,
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_ => return None,
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};
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let mut cmds =
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self.device
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.create_render_bundle_encoder(&wgpu::RenderBundleEncoderDescriptor {
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label: Some("Opaque Pass Render Bundle"),
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color_formats: &[self.target_format],
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depth_stencil: None,
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color_formats: &[self.target_info.output_format],
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depth_stencil: Some(wgpu::RenderBundleDepthStencil {
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format: self.target_info.depth_format,
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depth_read_only: false, // TODO optimize?
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stencil_read_only: true,
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}),
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sample_count: 1,
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multiview: None,
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});
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let pipeline = match data.phase {
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Phase::Opaque => &self.opaque_pipeline,
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_ => return None,
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};
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let meshes = &[&self.example_mesh, &self.example_mesh];
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// yikes
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@ -0,0 +1,182 @@
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use std::sync::Arc;
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#[derive(Clone)]
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pub struct ViewportInfo {
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pub output_format: wgpu::TextureFormat,
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pub depth_format: wgpu::TextureFormat,
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}
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pub struct ViewportViews<'a> {
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pub output: &'a wgpu::TextureView,
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pub depth: &'a wgpu::TextureView,
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}
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pub trait Viewport {
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fn get_info(&self) -> ViewportInfo;
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fn get_queue(&self) -> &wgpu::Queue;
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}
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pub trait ViewportImage<'a> {
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type Viewport: Viewport;
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fn get_viewport(&self) -> &Self::Viewport;
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fn get_views(&self) -> ViewportViews;
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}
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pub struct WinitViewport {
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pub device: Arc<wgpu::Device>,
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pub queue: Arc<wgpu::Queue>,
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pub size: winit::dpi::PhysicalSize<u32>,
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pub surface: wgpu::Surface,
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pub config: wgpu::SurfaceConfiguration,
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pub info: ViewportInfo,
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pub depth_texture: wgpu::Texture,
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pub depth_texture_view: wgpu::TextureView,
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}
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impl WinitViewport {
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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pub async fn from_window(window: &winit::window::Window) -> Self {
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let size = window.inner_size();
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::LowPower,
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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||||
.await
|
||||
.unwrap();
|
||||
let (device, queue) = adapter
|
||||
.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
features: wgpu::Features::empty(),
|
||||
limits: wgpu::Limits::default(),
|
||||
label: None,
|
||||
},
|
||||
None,
|
||||
)
|
||||
.await
|
||||
.unwrap();
|
||||
let config = wgpu::SurfaceConfiguration {
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
|
||||
format: surface.get_preferred_format(&adapter).unwrap(),
|
||||
width: size.width,
|
||||
height: size.height,
|
||||
present_mode: wgpu::PresentMode::Fifo,
|
||||
};
|
||||
surface.configure(&device, &config);
|
||||
|
||||
let device = Arc::new(device);
|
||||
let queue = Arc::new(queue);
|
||||
|
||||
let info = ViewportInfo {
|
||||
output_format: config.format,
|
||||
depth_format: Self::DEPTH_FORMAT,
|
||||
};
|
||||
|
||||
let (depth_texture, depth_texture_view) = Self::make_depth_texture(&device, &config);
|
||||
|
||||
Self {
|
||||
device,
|
||||
queue,
|
||||
size,
|
||||
surface,
|
||||
config,
|
||||
info,
|
||||
depth_texture,
|
||||
depth_texture_view,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn acquire(&mut self) -> Result<WinitImage, wgpu::SurfaceError> {
|
||||
let surface_texture = self.surface.get_current_texture()?;
|
||||
let output_view = surface_texture
|
||||
.texture
|
||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
let depth_view = &self.depth_texture_view;
|
||||
|
||||
Ok(WinitImage {
|
||||
viewport: self,
|
||||
surface_texture,
|
||||
output_view,
|
||||
depth_view,
|
||||
})
|
||||
}
|
||||
|
||||
pub fn resize(&mut self, new_size: winit::dpi::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);
|
||||
let (depth_texture, depth_texture_view) =
|
||||
Self::make_depth_texture(&self.device, &self.config);
|
||||
self.depth_texture = depth_texture;
|
||||
self.depth_texture_view = depth_texture_view;
|
||||
}
|
||||
}
|
||||
|
||||
fn make_depth_texture(
|
||||
device: &wgpu::Device,
|
||||
config: &wgpu::SurfaceConfiguration,
|
||||
) -> (wgpu::Texture, wgpu::TextureView) {
|
||||
let size = wgpu::Extent3d {
|
||||
width: config.width,
|
||||
height: config.height,
|
||||
depth_or_array_layers: 1,
|
||||
};
|
||||
let desc = wgpu::TextureDescriptor {
|
||||
label: Some("Depth Texture"),
|
||||
size,
|
||||
mip_level_count: 1,
|
||||
sample_count: 1,
|
||||
dimension: wgpu::TextureDimension::D2,
|
||||
format: Self::DEPTH_FORMAT,
|
||||
usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
|
||||
};
|
||||
let texture = device.create_texture(&desc);
|
||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
||||
(texture, view)
|
||||
}
|
||||
}
|
||||
|
||||
impl Viewport for WinitViewport {
|
||||
fn get_info(&self) -> ViewportInfo {
|
||||
self.info.clone()
|
||||
}
|
||||
|
||||
fn get_queue(&self) -> &wgpu::Queue {
|
||||
&self.queue
|
||||
}
|
||||
}
|
||||
|
||||
pub struct WinitImage<'a> {
|
||||
viewport: &'a WinitViewport,
|
||||
surface_texture: wgpu::SurfaceTexture,
|
||||
output_view: wgpu::TextureView,
|
||||
depth_view: &'a wgpu::TextureView,
|
||||
}
|
||||
|
||||
impl<'a> WinitImage<'a> {
|
||||
pub fn present(self) {
|
||||
self.surface_texture.present();
|
||||
}
|
||||
}
|
||||
|
||||
impl<'a> ViewportImage<'a> for WinitImage<'a> {
|
||||
type Viewport = WinitViewport;
|
||||
|
||||
fn get_viewport(&self) -> &WinitViewport {
|
||||
self.viewport
|
||||
}
|
||||
|
||||
fn get_views(&self) -> ViewportViews {
|
||||
ViewportViews {
|
||||
output: &self.output_view,
|
||||
depth: self.depth_view,
|
||||
}
|
||||
}
|
||||
}
|
Loading…
Reference in New Issue