Extract line rendering
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2e2c93792b
commit
aa94681ab9
170
src/bin/wireframe/lines.rs
Normal file
170
src/bin/wireframe/lines.rs
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@ -0,0 +1,170 @@
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use std::mem;
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use bytemuck::{bytes_of, cast_slice, Pod, Zeroable};
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use glam::Vec3;
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use refraction::types::Ray;
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use wgpu::util::DeviceExt as _;
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#[repr(C)]
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#[derive(Copy, Clone, Debug, Pod, Zeroable)]
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struct Vertex {
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pub position: [f32; 3],
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pub tangent: [f32; 3],
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}
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#[repr(C)]
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#[derive(Copy, Clone, Pod, Zeroable)]
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struct PushConsts {
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pub color: [f32; 3],
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pub _pad: f32,
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}
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#[derive(Copy, Clone)]
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pub struct Attrs {
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pub color: Vec3,
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}
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impl Attrs {
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fn consts(&self) -> PushConsts {
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PushConsts {
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color: self.color.to_array(),
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_pad: 0.,
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}
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}
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}
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pub struct Line {
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consts: PushConsts,
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npoints: u32,
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buf: wgpu::Buffer,
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}
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impl Line {
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pub fn new_strip(device: &wgpu::Device, attrs: Attrs, points: Vec<Ray>) -> Line {
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let data: Vec<Vertex> = points
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.into_iter()
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.map(|r| Vertex {
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position: r.pos.to_array(),
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tangent: r.dir.to_array(),
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})
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.collect();
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let buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: cast_slice(&data),
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usage: wgpu::BufferUsages::VERTEX,
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});
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Line {
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consts: attrs.consts(),
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npoints: data.len() as u32,
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buf,
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}
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}
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}
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pub struct LineRenderer {
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pipeline: wgpu::RenderPipeline,
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}
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static SHADER: &'static str = include_str!("ray.wgsl");
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impl LineRenderer {
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pub fn new(
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device: &wgpu::Device,
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cam_layout: &wgpu::BindGroupLayout,
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target_format: wgpu::TextureFormat,
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depth_stencil: Option<wgpu::DepthStencilState>,
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multisample: wgpu::MultisampleState,
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) -> LineRenderer {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Line Shader"),
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source: wgpu::ShaderSource::Wgsl(SHADER.into()),
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});
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let consts_range = wgpu::PushConstantRange {
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stages: wgpu::ShaderStages::VERTEX,
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range: 0..mem::size_of::<PushConsts>() as u32,
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};
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let layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Line RenderPipelineLayout"),
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bind_group_layouts: &[cam_layout],
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push_constant_ranges: &[consts_range],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Line RenderPipeline"),
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layout: Some(&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: &[wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: mem::offset_of!(Vertex, 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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wgpu::VertexAttribute {
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offset: mem::offset_of!(Vertex, tangent) as u64,
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shader_location: 1,
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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::<Vertex>() + mem::offset_of!(Vertex, position))
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as u64,
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shader_location: 2,
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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::<Vertex>() + mem::offset_of!(Vertex, tangent))
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as u64,
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shader_location: 3,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}],
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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: target_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::TriangleStrip,
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..Default::default()
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},
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depth_stencil,
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multisample,
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multiview: None,
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cache: None,
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});
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LineRenderer { pipeline }
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}
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pub fn render<'a>(
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&self,
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pass: &mut wgpu::RenderPass,
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cam_bind: &wgpu::BindGroup,
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lines: impl Iterator<Item = &'a Line>,
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) {
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, cam_bind, &[]);
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for line in lines {
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pass.set_push_constants(wgpu::ShaderStages::VERTEX, 0, bytes_of(&line.consts));
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pass.set_vertex_buffer(0, line.buf.slice(..));
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pass.draw(0..4, 0..line.npoints - 1);
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}
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}
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}
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@ -1,7 +1,6 @@
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use std::{iter, mem, time::Instant};
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use std::{iter, time::Instant};
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use glam::{vec2, vec3, Vec3};
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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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@ -10,6 +9,7 @@ use winit::{
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};
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mod camera;
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mod lines;
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mod scene;
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// The coordinate system:
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@ -17,40 +17,10 @@ mod scene;
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// * Y: left
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// * Z: up
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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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tangent: [f32; 3],
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}
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struct Wireframe {
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color: Vec3,
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data: wgpu::Buffer,
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size: u32,
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}
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fn prepare_scene(device: &wgpu::Device) -> Vec<Wireframe> {
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fn prepare_scene(device: &wgpu::Device) -> Vec<lines::Line> {
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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 data: Vec<Vertex> = line
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.pts
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.into_iter()
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.map(|r| Vertex {
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position: r.pos.to_array(),
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tangent: r.dir.to_array(),
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})
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.collect();
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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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.map(|line| lines::Line::new_strip(device, lines::Attrs { color: line.color }, line.pts))
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.collect()
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}
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@ -141,28 +111,21 @@ 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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#[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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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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kbd: keyctl::Keyboard,
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t1: Instant,
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cam_loc: camctl::CameraLocation,
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cam_obj: camera::Camera,
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line_rend: lines::LineRenderer,
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scene: Vec<Wireframe>,
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scene: Vec<lines::Line>,
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window: &'a Window,
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}
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@ -190,7 +153,7 @@ impl<'a> State<'a> {
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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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max_push_constant_size: 16,
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..wgpu::Limits::default()
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},
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memory_hints: Default::default(),
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@ -222,87 +185,21 @@ impl<'a> State<'a> {
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let cam_loc = camctl::CameraLocation::new();
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let t1 = Instant::now();
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let cam_obj = camera::Camera::new(&device);
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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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let depth = None;
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let msaa = 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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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: &[cam_obj.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: &[wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: mem::offset_of!(Vertex, 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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wgpu::VertexAttribute {
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offset: mem::offset_of!(Vertex, tangent) as u64,
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shader_location: 1,
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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::<Vertex>() + mem::offset_of!(Vertex, position))
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as u64,
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shader_location: 2,
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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::<Vertex>() + mem::offset_of!(Vertex, tangent))
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as u64,
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shader_location: 3,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}],
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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::TriangleStrip,
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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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let cam_obj = camera::Camera::new(&device);
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let line_rend = lines::LineRenderer::new(
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&device,
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cam_obj.bind_group_layout(),
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config.format,
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depth,
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msaa,
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);
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let scene = prepare_scene(&device);
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@ -312,7 +209,7 @@ impl<'a> State<'a> {
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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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line_rend,
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kbd,
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cam_loc,
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cam_obj,
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@ -384,17 +281,11 @@ impl<'a> State<'a> {
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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.cam_obj.bind_group(), &[]);
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for wireframe in &self.scene {
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let line = LineUniform {
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color: wireframe.color.to_array(),
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_pad: 0.,
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};
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render_pass.set_push_constants(ShaderStages::VERTEX, 0, bytemuck::bytes_of(&line));
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render_pass.set_vertex_buffer(0, wireframe.data.slice(..));
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render_pass.draw(0..4, 0..wireframe.size - 1);
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}
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self.line_rend.render(
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&mut render_pass,
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self.cam_obj.bind_group(),
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self.scene.iter(),
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);
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}
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self.queue.submit(iter::once(encoder.finish()));
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