Port to WGPU
This commit is contained in:
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7b90bbac65
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861
Cargo.lock
generated
861
Cargo.lock
generated
File diff suppressed because it is too large
Load Diff
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@ -21,9 +21,11 @@ show-image = "0.14.0"
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flo_draw = "0.3.1"
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flo_canvas = "0.3.1"
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itertools-num = "0.1.3"
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glium = "0.35.0"
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winit = "0.30.5"
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winit = "0.29"
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itertools = "0.13.0"
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wgpu = "22.1.0"
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bytemuck = { version = "1.18.0", features = ["derive"] }
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pollster = "0.3.0"
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[dev-dependencies]
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approx = "0.5.1"
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@ -1,18 +1,12 @@
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use std::time::Instant;
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use std::{iter, mem, time::Instant};
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use glam::{mat4, vec2, vec3, vec4, Mat4, Vec3};
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use glium::{
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backend::{glutin::SimpleWindowBuilder, Facade},
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glutin::config::ConfigTemplateBuilder,
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implement_vertex,
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index::PrimitiveType,
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uniform,
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winit::event::{Event, WindowEvent},
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DrawParameters, Program, Surface, VertexBuffer,
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};
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use wgpu::{util::DeviceExt, ShaderStages};
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use winit::{
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event::*,
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event_loop::EventLoop,
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keyboard::{KeyCode, PhysicalKey},
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window::{Window, WindowBuilder},
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};
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mod scene;
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@ -22,29 +16,42 @@ mod scene;
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// * Y: left
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// * Z: up
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#[derive(Copy, Clone)]
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 3],
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}
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implement_vertex!(Vertex, position);
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impl Vertex {
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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::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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offset: mem::offset_of!(Self, position) as u64,
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shader_location: 0,
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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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struct Wireframe {
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color: Vec3,
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mode: PrimitiveType,
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data: VertexBuffer<Vertex>,
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data: wgpu::Buffer,
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size: u32,
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}
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fn prepare_scene(display: &impl Facade) -> Vec<Wireframe> {
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fn prepare_scene(device: &wgpu::Device) -> Vec<Wireframe> {
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scene::build()
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.into_iter()
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.map(|line| {
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let color = line.color;
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let mode;
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let data: Vec<Vertex>;
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match line.line {
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scene::Line::Lines(_) => todo!(),
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scene::Line::Strip(pts) => {
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mode = PrimitiveType::LineStrip;
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data = pts
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.into_iter()
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.map(|p| Vertex {
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@ -53,17 +60,23 @@ fn prepare_scene(display: &impl Facade) -> Vec<Wireframe> {
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.collect();
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}
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scene::Line::Loop(pts) => {
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mode = PrimitiveType::LineLoop;
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let first = pts.first().copied();
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data = pts
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.into_iter()
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.chain(first)
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.map(|p| Vertex {
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position: p.to_array(),
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})
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.collect();
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}
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};
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let data = VertexBuffer::new(display, &data).unwrap();
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Wireframe { color, mode, data }
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let size = data.len() as u32;
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let data = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(&data),
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usage: wgpu::BufferUsages::VERTEX,
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});
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Wireframe { color, data, size }
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})
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.collect()
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}
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@ -155,111 +168,367 @@ static KEYS_ROTATE: &'static [(PhysicalKey, Vec3)] = &[
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(PhysicalKey::Code(KeyCode::Numpad6), vec3(0., 0., -1.)),
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];
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fn main() {
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let event_loop = EventLoop::builder().build().unwrap();
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let cfg = ConfigTemplateBuilder::new().with_multisampling(8);
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let (window, display) = SimpleWindowBuilder::new()
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.with_config_template_builder(cfg)
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.with_title("Refraction: Wireframe")
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.build(&event_loop);
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct CameraUniform {
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mvp: [[f32; 4]; 4],
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}
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let vs_src = include_str!("ray.v.glsl");
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let fs_src = include_str!("ray.f.glsl");
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let program = Program::from_source(&display, vs_src, fs_src, None).unwrap();
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct LineUniform {
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color: [f32; 3],
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_pad: f32,
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}
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let scene = prepare_scene(&display);
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struct State<'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: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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let mut kbd = keyctl::Keyboard::new();
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let mut cam = camctl::CameraLocation::new();
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let mut t1 = Instant::now();
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kbd: keyctl::Keyboard,
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cam: camctl::CameraLocation,
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t1: Instant,
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#[allow(deprecated)]
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event_loop
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.run(move |ev, window_target| match ev {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::RedrawRequested => {
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let dt = {
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let t2 = Instant::now();
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let dt = t2 - t1;
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t1 = t2;
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dt.as_secs_f32()
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};
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cam.move_rel(100. * dt * kbd.control(&KEYS_MOVE));
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cam.rotate_rel_ypr(2. * dt * kbd.control(&KEYS_ROTATE));
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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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let size = window.inner_size();
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let size = vec2(size.width as f32, size.height as f32).normalize()
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* std::f32::consts::SQRT_2;
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let proj = make_proj_matrix(vec3(size.x, size.y, 2.), (1., 4096.));
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scene: Vec<Wireframe>,
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let my_to_gl = mat4(
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vec4(0., 0., 1., 0.),
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vec4(-1., 0., 0., 0.),
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vec4(0., 1., 0., 0.),
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vec4(0., 0., 0., 1.),
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);
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let view = my_to_gl * cam.view_mtx();
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window: &'a Window,
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}
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let mut target = display.draw();
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target.clear_color(0.0, 0.0, 0.0, 0.0);
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impl<'a> State<'a> {
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async fn new(window: &'a Window) -> State<'a> {
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let size = window.inner_size();
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let mvp = proj * view;
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let params = DrawParameters {
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blend: glium::Blend {
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color: glium::BlendingFunction::Addition {
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source: glium::LinearBlendingFactor::One,
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destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
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},
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alpha: glium::BlendingFunction::Addition {
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source: glium::LinearBlendingFactor::One,
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destination: glium::LinearBlendingFactor::OneMinusSourceAlpha,
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},
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constant_value: (0., 0., 0., 0.),
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},
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line_width: Some(3.),
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smooth: Some(glium::Smooth::Nicest),
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..Default::default()
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};
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for mesh in &scene {
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let uniforms = uniform! {
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mvp: mvp.to_cols_array_2d(),
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color: mesh.color.to_array(),
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};
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let indices = glium::index::NoIndices(mesh.mode);
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target
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.draw(&mesh.data, &indices, &program, &uniforms, ¶ms)
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.unwrap();
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}
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target.finish().unwrap();
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}
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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 = instance
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.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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.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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label: None,
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required_features: wgpu::Features::PUSH_CONSTANTS,
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required_limits: wgpu::Limits {
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max_push_constant_size: mem::size_of::<LineUniform>() as u32,
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..wgpu::Limits::default()
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},
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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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.await
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.unwrap();
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WindowEvent::KeyboardInput {
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device_id: _,
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event,
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is_synthetic: _,
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} => {
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kbd.set_key_state(event.physical_key, event.state);
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}
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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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WindowEvent::Resized(window_size) => {
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display.resize(window_size.into());
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}
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let kbd = keyctl::Keyboard::new();
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let cam = camctl::CameraLocation::new();
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let t1 = Instant::now();
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WindowEvent::CloseRequested => {
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window_target.exit();
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}
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let camera_uniform = CameraUniform {
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mvp: cam.view_mtx().to_cols_array_2d(),
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};
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let 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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_ => (),
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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!("ray.wgsl").into()),
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});
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let line_push_constant_range = wgpu::PushConstantRange {
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stages: ShaderStages::VERTEX,
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range: 0..mem::size_of::<LineUniform>() as u32,
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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: &[&camera_bind_group_layout],
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push_constant_ranges: &[line_push_constant_range],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "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::OVER,
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alpha: wgpu::BlendComponent::OVER,
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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::LineStrip,
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..Default::default()
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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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Event::AboutToWait => {
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window.request_redraw();
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let scene = prepare_scene(&device);
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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,
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size,
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render_pipeline,
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kbd,
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cam,
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t1,
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scene,
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camera_buffer,
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camera_bind_group,
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camera_uniform,
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window,
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}
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}
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pub fn window(&self) -> &Window {
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&self.window
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}
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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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fn update(&mut self) {
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let dt = {
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let t2 = Instant::now();
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let dt = t2 - self.t1;
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self.t1 = t2;
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dt.as_secs_f32()
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};
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self.cam.move_rel(100. * dt * self.kbd.control(&KEYS_MOVE));
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self.cam
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.rotate_rel_ypr(2. * dt * self.kbd.control(&KEYS_ROTATE));
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let size = vec2(self.config.width as f32, self.config.height as f32);
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let size = size.normalize() * std::f32::consts::SQRT_2;
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let proj = make_proj_matrix(vec3(size.x, size.y, 2.), (1., 4096.));
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let my_to_gl = mat4(
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vec4(0., 0., 1., 0.),
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vec4(-1., 0., 0., 0.),
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vec4(0., 1., 0., 0.),
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vec4(0., 0., 0., 1.),
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);
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let view = my_to_gl * self.cam.view_mtx();
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let mvp = proj * view;
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self.camera_uniform.mvp = mvp.to_cols_array_2d();
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self.queue.write_buffer(
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&self.camera_buffer,
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0,
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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}
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fn 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 mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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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: &view,
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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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r: 0.,
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g: 0.,
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b: 0.,
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a: 1.,
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}),
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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.render_pipeline);
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render_pass.set_bind_group(0, &self.camera_bind_group, &[]);
|
||||
for wireframe in &self.scene {
|
||||
let line = LineUniform {
|
||||
color: wireframe.color.to_array(),
|
||||
_pad: 0.,
|
||||
};
|
||||
render_pass.set_push_constants(ShaderStages::VERTEX, 0, bytemuck::bytes_of(&line));
|
||||
render_pass.set_vertex_buffer(0, wireframe.data.slice(..));
|
||||
render_pass.draw(0..wireframe.size, 0..1);
|
||||
}
|
||||
}
|
||||
|
||||
self.queue.submit(iter::once(encoder.finish()));
|
||||
output.present();
|
||||
|
||||
Ok(())
|
||||
}
|
||||
}
|
||||
|
||||
pub async fn run() {
|
||||
let event_loop = EventLoop::new().unwrap();
|
||||
let window = WindowBuilder::new()
|
||||
.with_title("Refraction: Wireframe")
|
||||
.build(&event_loop)
|
||||
.unwrap();
|
||||
|
||||
// State::new uses async code, so we're going to wait for it to finish
|
||||
let mut state = State::new(&window).await;
|
||||
let mut surface_configured = false;
|
||||
|
||||
event_loop
|
||||
.run(move |event, control_flow| {
|
||||
match event {
|
||||
Event::WindowEvent {
|
||||
ref event,
|
||||
window_id,
|
||||
} if window_id == state.window().id() => {
|
||||
match event {
|
||||
WindowEvent::KeyboardInput {
|
||||
device_id: _,
|
||||
event,
|
||||
is_synthetic: _,
|
||||
} => {
|
||||
state.kbd.set_key_state(event.physical_key, event.state);
|
||||
}
|
||||
WindowEvent::CloseRequested => control_flow.exit(),
|
||||
WindowEvent::Resized(physical_size) => {
|
||||
surface_configured = true;
|
||||
state.resize(*physical_size);
|
||||
}
|
||||
WindowEvent::RedrawRequested => {
|
||||
// This tells winit that we want another frame after this one
|
||||
state.window().request_redraw();
|
||||
|
||||
if !surface_configured {
|
||||
return;
|
||||
}
|
||||
|
||||
state.update();
|
||||
match state.render() {
|
||||
Ok(_) => {}
|
||||
// Reconfigure the surface if it's lost or outdated
|
||||
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
|
||||
state.resize(state.size)
|
||||
}
|
||||
// The system is out of memory, we should probably quit
|
||||
Err(wgpu::SurfaceError::OutOfMemory) => {
|
||||
eprintln!("OutOfMemory");
|
||||
control_flow.exit();
|
||||
}
|
||||
|
||||
// This happens when the a frame takes too long to present
|
||||
Err(wgpu::SurfaceError::Timeout) => {
|
||||
eprintln!("Surface timeout")
|
||||
}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
_ => (),
|
||||
})
|
||||
.unwrap();
|
||||
}
|
||||
|
||||
fn main() {
|
||||
pollster::block_on(run());
|
||||
}
|
||||
|
||||
/// Make a projection matrix, assuming input coordinates are (right, up, forward).
|
||||
///
|
||||
/// `corner` is a vector that will be mapped to (x=1, y=1) after the perspective division.
|
||||
|
|
|
|||
|
|
@ -1,10 +0,0 @@
|
|||
#version 330
|
||||
|
||||
in vec3 vertex_color;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void main() {
|
||||
float opacity = pow(0.5 - 0.5 * gl_FragCoord.z, 0.25);
|
||||
color = opacity * vec4(vertex_color, 1.0);
|
||||
}
|
||||
|
|
@ -1,13 +0,0 @@
|
|||
#version 330
|
||||
|
||||
uniform mat4 mvp;
|
||||
uniform vec3 color;
|
||||
|
||||
in vec3 position;
|
||||
|
||||
out vec3 vertex_color;
|
||||
|
||||
void main() {
|
||||
vertex_color = color;
|
||||
gl_Position = mvp * vec4(position, 1.0);
|
||||
}
|
||||
33
src/bin/wireframe/ray.wgsl
Normal file
33
src/bin/wireframe/ray.wgsl
Normal file
|
|
@ -0,0 +1,33 @@
|
|||
struct CameraUniform {
|
||||
mvp: mat4x4<f32>,
|
||||
}
|
||||
@group(0) @binding(0)
|
||||
var<uniform> camera: CameraUniform;
|
||||
|
||||
struct LineUniform {
|
||||
color: vec3<f32>,
|
||||
}
|
||||
var<push_constant> line: LineUniform;
|
||||
|
||||
struct VertexInput {
|
||||
@location(0) position: vec3<f32>,
|
||||
}
|
||||
|
||||
struct VertexOutput {
|
||||
@builtin(position) clip_position: vec4<f32>,
|
||||
@location(0) vertex_color: vec3<f32>,
|
||||
}
|
||||
|
||||
@vertex
|
||||
fn vs_main(model: VertexInput) -> VertexOutput {
|
||||
var out: VertexOutput;
|
||||
out.vertex_color = line.color;
|
||||
out.clip_position = camera.mvp * vec4(model.position, 1.0);
|
||||
return out;
|
||||
}
|
||||
|
||||
@fragment
|
||||
fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
|
||||
let opacity = pow(0.5 - 0.5 * in.clip_position.z, 0.25);
|
||||
return opacity * vec4(in.vertex_color, 1.0);
|
||||
}
|
||||
Loading…
Reference in New Issue
Block a user