Crude wide lines
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8736db19a3
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@ -22,21 +22,6 @@ struct Vertex {
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position: [f32; 3],
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}
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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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data: wgpu::Buffer,
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@ -311,7 +296,23 @@ impl<'a> State<'a> {
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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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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::size_of::<Vertex>() + mem::offset_of!(Vertex, position))
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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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],
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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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@ -328,7 +329,7 @@ impl<'a> State<'a> {
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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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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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@ -447,7 +448,7 @@ impl<'a> State<'a> {
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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..wireframe.size, 0..1);
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render_pass.draw(0..4, 0..wireframe.size - 1);
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}
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}
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@ -7,10 +7,15 @@ var<uniform> camera: CameraUniform;
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struct LineUniform {
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color: vec3<f32>,
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}
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const width = 0.1;
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var<push_constant> line: LineUniform;
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struct VertexInput {
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@location(0) position: vec3<f32>,
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struct SegmentInput {
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@location(0) a: vec3<f32>,
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@location(1) b: vec3<f32>,
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}
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struct OffsetInput {
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@builtin(vertex_index) idx: u32,
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}
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struct VertexOutput {
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@ -19,15 +24,24 @@ struct VertexOutput {
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}
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@vertex
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fn vs_main(model: VertexInput) -> VertexOutput {
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fn vs_main(seg: SegmentInput, off: OffsetInput) -> VertexOutput {
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var out: VertexOutput;
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out.vertex_color = line.color;
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out.clip_position = camera.mvp * vec4(model.position, 1.0);
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let a = camera.mvp * vec4(seg.a, 1.);
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let b = camera.mvp * vec4(seg.b, 1.);
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let dir = normalize(b.xy / b.w - a.xy / a.w);
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let d = width * vec4(-dir.y, dir.x, 0., 0.);
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switch (off.idx) {
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case 0u: { out.clip_position = a - d; }
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case 1u: { out.clip_position = a + d; }
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case 2u: { out.clip_position = b - d; }
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case 3u: { out.clip_position = b + d; }
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default: {}
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}
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return out;
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let opacity = pow(0.5 - 0.5 * in.clip_position.z, 0.25);
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return opacity * vec4(in.vertex_color, 1.0);
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return 0.5 * vec4(in.vertex_color, 1.0);
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}
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