Replace everything with a basic Bevy setup
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10
Cargo.toml
10
Cargo.toml
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@ -6,9 +6,7 @@ edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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[dependencies]
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bytemuck = { version = "1.14.0", features = ["derive"] }
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bevy = "0.12.1"
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env_logger = "0.10.0"
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log = "0.4.20"
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[profile.dev.package."*"]
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pollster = "0.3.0"
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opt-level = 3
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wgpu = "0.17.1"
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winit = "0.28.7"
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13
src/gfx.rs
13
src/gfx.rs
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@ -1,13 +0,0 @@
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mod bind_group;
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mod buffer;
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mod context;
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mod renderer;
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mod texture;
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pub use self::{
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bind_group::{BindGroupBuilder, BindGroupLayoutBuilder},
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buffer::BulkBufferBuilder,
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context::Context,
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renderer::Renderer,
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texture::{Texture, TextureBuilder},
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};
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@ -1,135 +0,0 @@
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use std::num::NonZeroU32;
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use super::Context;
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#[derive(Debug, Default)]
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pub struct BindGroupLayoutBuilder<'a> {
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next_binding: u32,
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entries: Vec<wgpu::BindGroupLayoutEntry>,
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label: Option<&'a str>,
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}
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impl<'a> BindGroupLayoutBuilder<'a> {
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pub fn new() -> Self {
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Self::default()
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}
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#[inline]
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pub fn with_label(mut self, label: &'a str) -> Self {
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self.label = Some(label);
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self
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}
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#[inline]
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pub fn with_entry(
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mut self,
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visibility: wgpu::ShaderStages,
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ty: wgpu::BindingType,
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count: Option<NonZeroU32>,
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) -> Self {
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self.entries.push(wgpu::BindGroupLayoutEntry {
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binding: self.next_binding,
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visibility,
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ty,
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count,
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});
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self.next_binding += 1;
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self
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}
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#[inline]
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pub fn with_uniform_entry(self, visibility: wgpu::ShaderStages) -> Self {
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self.with_entry(
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visibility,
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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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None,
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)
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}
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#[inline]
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pub fn with_rw_storage_entry(self, visibility: wgpu::ShaderStages) -> Self {
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self.with_entry(
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visibility,
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wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Storage { read_only: false },
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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None,
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)
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}
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#[inline]
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pub fn with_ro_storage_entry(self, visibility: wgpu::ShaderStages) -> Self {
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self.with_entry(
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visibility,
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wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Storage { read_only: true },
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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None,
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)
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}
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#[inline]
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pub fn build(self, context: &Context) -> wgpu::BindGroupLayout {
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context
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.device
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: self.label,
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entries: &self.entries,
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})
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}
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}
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#[derive(Debug, Default)]
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pub struct BindGroupBuilder<'a> {
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next_binding: u32,
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label: Option<&'a str>,
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entries: Vec<wgpu::BindGroupEntry<'a>>,
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layout: Option<&'a wgpu::BindGroupLayout>,
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}
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impl<'a> BindGroupBuilder<'a> {
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pub fn new() -> Self {
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Self::default()
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}
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#[inline]
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pub fn with_label(mut self, label: &'a str) -> Self {
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self.label = Some(label);
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self
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}
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#[inline]
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pub fn with_entry(mut self, resource: wgpu::BindingResource<'a>) -> Self {
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self.entries.push(wgpu::BindGroupEntry {
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binding: self.next_binding,
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resource,
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});
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self.next_binding += 1;
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self
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}
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#[inline]
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pub fn with_layout(mut self, layout: &'a wgpu::BindGroupLayout) -> Self {
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self.layout = Some(layout);
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self
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}
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#[inline]
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pub fn build(self, context: &Context) -> wgpu::BindGroup {
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context
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.device
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.create_bind_group(&wgpu::BindGroupDescriptor {
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label: self.label,
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layout: self.layout.unwrap(),
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entries: self.entries.as_slice(),
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})
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}
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}
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@ -1,73 +0,0 @@
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use bytemuck::NoUninit;
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use wgpu::util::DeviceExt;
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use super::Context;
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#[derive(Debug)]
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pub struct BulkBufferBuilder<'a> {
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order: Vec<(bool, usize)>,
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init_descriptors: Vec<wgpu::util::BufferInitDescriptor<'a>>,
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descriptors: Vec<wgpu::BufferDescriptor<'a>>,
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current_usage: wgpu::BufferUsages,
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}
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impl<'a> BulkBufferBuilder<'a> {
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pub fn new() -> Self {
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Self {
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order: vec![],
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init_descriptors: vec![],
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descriptors: vec![],
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current_usage: wgpu::BufferUsages::UNIFORM,
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}
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}
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pub fn set_usage(mut self, usage: wgpu::BufferUsages) -> Self {
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self.current_usage = usage;
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self
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}
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pub fn with_buffer(mut self, label: &'a str, size: u64, mapped: bool) -> Self {
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let descriptor = wgpu::BufferDescriptor {
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label: Some(label),
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size,
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usage: self.current_usage,
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mapped_at_creation: mapped,
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};
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self.order.push((false, self.descriptors.len()));
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self.descriptors.push(descriptor);
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self
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}
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pub fn with_init_buffer(mut self, label: &'a str, contents: &'a [u8]) -> Self {
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let descriptor = wgpu::util::BufferInitDescriptor {
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label: Some(label),
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contents,
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usage: self.current_usage,
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};
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self.order.push((true, self.init_descriptors.len()));
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self.init_descriptors.push(descriptor);
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self
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}
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pub fn with_init_buffer_bm<A: NoUninit>(self, label: &'a str, contents: &'a [A]) -> Self {
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self.with_init_buffer(label, bytemuck::cast_slice(contents))
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}
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pub fn build(self, context: &Context) -> Vec<wgpu::Buffer> {
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let device = &context.device;
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let mut buffers = vec![];
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for (init, index) in self.order {
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let buffer = if init {
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device.create_buffer_init(&(self.init_descriptors[index]))
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} else {
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device.create_buffer(&(self.descriptors[index]))
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};
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buffers.push(buffer);
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}
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buffers
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}
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}
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@ -1,80 +0,0 @@
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use winit::{dpi::PhysicalSize, window::Window};
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pub struct Context {
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pub window: Window,
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pub instance: wgpu::Instance,
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pub size: PhysicalSize<u32>,
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pub surface: wgpu::Surface,
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pub surface_config: wgpu::SurfaceConfiguration,
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pub adapter: wgpu::Adapter,
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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}
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impl Context {
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pub async fn new(window: Window, limits: wgpu::Limits) -> Self {
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log::info!("Initialising WGPU context...");
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::VULKAN,
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dx12_shader_compiler: Default::default(),
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});
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// To be able to start drawing we need a few things:
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// - A surface
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// - A GPU device to draw to the surface
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// - A draw command queue
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log::info!("Initialising window surface...");
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let surface = unsafe { instance.create_surface(&window) }.unwrap();
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log::info!("Requesting GPU adapter...");
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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force_fallback_adapter: false,
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compatible_surface: Some(&surface),
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})
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.await
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.unwrap();
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log::info!("Checking GPU adapter meets requirements");
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log::info!("Requesting GPU device...");
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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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features: wgpu::Features::empty(),
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limits,
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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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log::info!("Configuring window surface...");
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let size = window.inner_size();
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let surface_config = surface
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.get_default_config(&adapter, size.width, size.height)
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.unwrap();
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surface.configure(&device, &surface_config);
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Self {
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window,
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instance,
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size,
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surface,
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surface_config,
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adapter,
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device,
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queue,
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}
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}
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pub fn resize(&mut self, new_size: 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.surface_config.width = new_size.width;
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self.surface_config.height = new_size.height;
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self.surface.configure(&self.device, &self.surface_config);
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}
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}
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}
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use std::time::Duration;
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pub trait Renderer {
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fn update(&mut self, dt: &Duration, context: &super::Context);
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fn render(&self, context: &super::Context);
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}
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// TODO: Support mip-mapping and multi-sampling
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use super::{BindGroupBuilder, BindGroupLayoutBuilder, Context};
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#[derive(Debug, Clone)]
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pub struct TextureAttributes {
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pub size: wgpu::Extent3d,
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pub dimension: wgpu::TextureDimension,
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pub format: wgpu::TextureFormat,
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pub usage: wgpu::TextureUsages,
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pub address_mode_u: wgpu::AddressMode,
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pub address_mode_v: wgpu::AddressMode,
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pub address_mode_w: wgpu::AddressMode,
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pub mag_filter: wgpu::FilterMode,
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pub min_filter: wgpu::FilterMode,
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pub mipmap_filter: wgpu::FilterMode,
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pub shader_visibility: wgpu::ShaderStages,
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}
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impl Default for TextureAttributes {
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fn default() -> Self {
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Self {
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size: Default::default(),
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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address_mode_u: wgpu::AddressMode::default(),
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address_mode_v: wgpu::AddressMode::default(),
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address_mode_w: wgpu::AddressMode::default(),
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mag_filter: wgpu::FilterMode::default(),
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min_filter: wgpu::FilterMode::default(),
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mipmap_filter: wgpu::FilterMode::default(),
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shader_visibility: wgpu::ShaderStages::FRAGMENT,
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}
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}
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}
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#[derive(Debug)]
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pub struct TextureBuilder {
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pub attributes: TextureAttributes,
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}
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impl TextureBuilder {
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pub fn new() -> Self {
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Self {
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attributes: Default::default(),
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}
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}
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#[inline]
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pub fn with_size(mut self, width: u32, height: u32, depth: u32) -> Self {
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self.attributes.size = wgpu::Extent3d {
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width,
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height,
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depth_or_array_layers: depth,
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};
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self
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}
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#[inline]
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pub fn with_dimension(mut self, dimension: wgpu::TextureDimension) -> Self {
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self.attributes.dimension = dimension;
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self
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}
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#[inline]
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pub fn with_format(mut self, format: wgpu::TextureFormat) -> Self {
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self.attributes.format = format;
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self
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}
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|
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#[inline]
|
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pub fn with_usage(mut self, usage: wgpu::TextureUsages) -> Self {
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self.attributes.usage = usage;
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self
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}
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#[inline]
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pub fn with_address_mode(mut self, address_mode: wgpu::AddressMode) -> Self {
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self.attributes.address_mode_u = address_mode;
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self.attributes.address_mode_v = address_mode;
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self.attributes.address_mode_w = address_mode;
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self
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}
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#[inline]
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pub fn with_filter_mode(mut self, filter_mode: wgpu::FilterMode) -> Self {
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self.attributes.mag_filter = filter_mode;
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|
||||||
self.attributes.min_filter = filter_mode;
|
|
||||||
self.attributes.mipmap_filter = filter_mode;
|
|
||||||
self
|
|
||||||
}
|
|
||||||
|
|
||||||
#[inline]
|
|
||||||
pub fn with_shader_visibility(mut self, visibility: wgpu::ShaderStages) -> Self {
|
|
||||||
self.attributes.shader_visibility = visibility;
|
|
||||||
self
|
|
||||||
}
|
|
||||||
|
|
||||||
#[inline]
|
|
||||||
pub fn build(self, context: &Context) -> Texture {
|
|
||||||
Texture::new(context, self.attributes)
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
#[derive(Debug)]
|
|
||||||
pub struct Texture {
|
|
||||||
pub attributes: TextureAttributes,
|
|
||||||
pub texture: wgpu::Texture,
|
|
||||||
pub view: wgpu::TextureView,
|
|
||||||
pub sampler: wgpu::Sampler,
|
|
||||||
pub bind_group_layout: wgpu::BindGroupLayout,
|
|
||||||
pub bind_group: wgpu::BindGroup,
|
|
||||||
}
|
|
||||||
|
|
||||||
impl Texture {
|
|
||||||
pub fn new(context: &Context, attributes: TextureAttributes) -> Self {
|
|
||||||
let texture = context.device.create_texture(&wgpu::TextureDescriptor {
|
|
||||||
label: None,
|
|
||||||
size: attributes.size,
|
|
||||||
mip_level_count: 1,
|
|
||||||
sample_count: 1,
|
|
||||||
dimension: attributes.dimension,
|
|
||||||
format: attributes.format,
|
|
||||||
usage: attributes.usage,
|
|
||||||
view_formats: &[],
|
|
||||||
});
|
|
||||||
|
|
||||||
let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
|
|
||||||
let sampler = context.device.create_sampler(&wgpu::SamplerDescriptor {
|
|
||||||
address_mode_u: attributes.address_mode_u,
|
|
||||||
address_mode_v: attributes.address_mode_v,
|
|
||||||
address_mode_w: attributes.address_mode_w,
|
|
||||||
mag_filter: attributes.mag_filter,
|
|
||||||
min_filter: attributes.min_filter,
|
|
||||||
mipmap_filter: attributes.mipmap_filter,
|
|
||||||
..Default::default()
|
|
||||||
});
|
|
||||||
|
|
||||||
let view_dimension = match attributes.dimension {
|
|
||||||
wgpu::TextureDimension::D1 => wgpu::TextureViewDimension::D1,
|
|
||||||
wgpu::TextureDimension::D2 => wgpu::TextureViewDimension::D2,
|
|
||||||
wgpu::TextureDimension::D3 => wgpu::TextureViewDimension::D3,
|
|
||||||
};
|
|
||||||
|
|
||||||
let bind_group_layout = BindGroupLayoutBuilder::new()
|
|
||||||
.with_entry(
|
|
||||||
attributes.shader_visibility,
|
|
||||||
wgpu::BindingType::Texture {
|
|
||||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
|
||||||
view_dimension,
|
|
||||||
multisampled: false,
|
|
||||||
},
|
|
||||||
None,
|
|
||||||
)
|
|
||||||
.with_entry(
|
|
||||||
attributes.shader_visibility,
|
|
||||||
wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
|
||||||
None,
|
|
||||||
)
|
|
||||||
.build(context);
|
|
||||||
let bind_group = BindGroupBuilder::new()
|
|
||||||
.with_layout(&bind_group_layout)
|
|
||||||
.with_entry(wgpu::BindingResource::TextureView(&view))
|
|
||||||
.with_entry(wgpu::BindingResource::Sampler(&sampler))
|
|
||||||
.build(context);
|
|
||||||
|
|
||||||
Self {
|
|
||||||
attributes,
|
|
||||||
texture,
|
|
||||||
view,
|
|
||||||
sampler,
|
|
||||||
bind_group_layout,
|
|
||||||
bind_group,
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
pub fn update(&self, context: &Context, data: &[u8]) {
|
|
||||||
log::info!("Updating texture contents...");
|
|
||||||
let copy_texture = wgpu::ImageCopyTexture {
|
|
||||||
texture: &self.texture,
|
|
||||||
mip_level: 0,
|
|
||||||
origin: wgpu::Origin3d::ZERO,
|
|
||||||
aspect: wgpu::TextureAspect::All,
|
|
||||||
};
|
|
||||||
|
|
||||||
let size = self.attributes.size;
|
|
||||||
let image_layout = wgpu::ImageDataLayout {
|
|
||||||
offset: 0,
|
|
||||||
bytes_per_row: Some(4 * size.width),
|
|
||||||
rows_per_image: Some(size.height),
|
|
||||||
};
|
|
||||||
|
|
||||||
context
|
|
||||||
.queue
|
|
||||||
.write_texture(copy_texture, data, image_layout, size);
|
|
||||||
}
|
|
||||||
}
|
|
138
src/main.rs
138
src/main.rs
|
@ -1,139 +1,5 @@
|
||||||
mod gfx;
|
use bevy::prelude::*;
|
||||||
|
|
||||||
use winit::{
|
|
||||||
dpi::PhysicalSize,
|
|
||||||
event::*,
|
|
||||||
event_loop::{ControlFlow, EventLoop},
|
|
||||||
window::WindowBuilder,
|
|
||||||
};
|
|
||||||
|
|
||||||
pub async fn run() {
|
|
||||||
let event_loop = EventLoop::new();
|
|
||||||
let window = WindowBuilder::new()
|
|
||||||
.with_title("Haranae")
|
|
||||||
.with_inner_size(PhysicalSize::new(1280, 720))
|
|
||||||
.build(&event_loop)
|
|
||||||
.unwrap();
|
|
||||||
|
|
||||||
let mut render_ctx = gfx::Context::new(window, wgpu::Limits::default()).await;
|
|
||||||
|
|
||||||
let shader = render_ctx
|
|
||||||
.device
|
|
||||||
.create_shader_module(wgpu::include_wgsl!("../res/shaders/main.wgsl"));
|
|
||||||
let render_pipeline_layout =
|
|
||||||
render_ctx
|
|
||||||
.device
|
|
||||||
.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
|
||||||
label: Some("RP Layout"),
|
|
||||||
bind_group_layouts: &[],
|
|
||||||
push_constant_ranges: &[],
|
|
||||||
});
|
|
||||||
let render_pipeline =
|
|
||||||
render_ctx
|
|
||||||
.device
|
|
||||||
.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
|
||||||
label: Some("Render Pipeline"),
|
|
||||||
layout: Some(&render_pipeline_layout),
|
|
||||||
vertex: wgpu::VertexState {
|
|
||||||
module: &shader,
|
|
||||||
entry_point: "vs_main",
|
|
||||||
buffers: &[],
|
|
||||||
},
|
|
||||||
fragment: Some(wgpu::FragmentState {
|
|
||||||
module: &shader,
|
|
||||||
entry_point: "fs_main",
|
|
||||||
targets: &[Some(wgpu::ColorTargetState {
|
|
||||||
format: render_ctx.surface_config.format,
|
|
||||||
blend: Some(wgpu::BlendState::REPLACE),
|
|
||||||
write_mask: wgpu::ColorWrites::ALL,
|
|
||||||
})],
|
|
||||||
}),
|
|
||||||
primitive: wgpu::PrimitiveState {
|
|
||||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
|
||||||
strip_index_format: None,
|
|
||||||
front_face: wgpu::FrontFace::Ccw,
|
|
||||||
cull_mode: Some(wgpu::Face::Back),
|
|
||||||
unclipped_depth: false,
|
|
||||||
polygon_mode: wgpu::PolygonMode::Fill,
|
|
||||||
conservative: false,
|
|
||||||
},
|
|
||||||
depth_stencil: None,
|
|
||||||
multisample: wgpu::MultisampleState {
|
|
||||||
count: 1,
|
|
||||||
mask: !0,
|
|
||||||
alpha_to_coverage_enabled: false,
|
|
||||||
},
|
|
||||||
multiview: None,
|
|
||||||
});
|
|
||||||
|
|
||||||
event_loop.run(move |event, _, control_flow| match event {
|
|
||||||
Event::WindowEvent {
|
|
||||||
ref event,
|
|
||||||
window_id,
|
|
||||||
} if window_id == render_ctx.window.id() => match event {
|
|
||||||
WindowEvent::CloseRequested
|
|
||||||
| WindowEvent::KeyboardInput {
|
|
||||||
input:
|
|
||||||
KeyboardInput {
|
|
||||||
state: ElementState::Pressed,
|
|
||||||
virtual_keycode: Some(VirtualKeyCode::Escape),
|
|
||||||
..
|
|
||||||
},
|
|
||||||
..
|
|
||||||
} => *control_flow = ControlFlow::Exit,
|
|
||||||
WindowEvent::Resized(physical_size) => {
|
|
||||||
render_ctx.resize(*physical_size);
|
|
||||||
}
|
|
||||||
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
|
|
||||||
render_ctx.resize(**new_inner_size);
|
|
||||||
}
|
|
||||||
_ => {}
|
|
||||||
},
|
|
||||||
Event::RedrawRequested(window_id) if window_id == render_ctx.window.id() => {
|
|
||||||
let output = match render_ctx.surface.get_current_texture() {
|
|
||||||
Ok(it) => it,
|
|
||||||
Err(err) => return log::error!("{err}"),
|
|
||||||
};
|
|
||||||
|
|
||||||
let view = output
|
|
||||||
.texture
|
|
||||||
.create_view(&wgpu::TextureViewDescriptor::default());
|
|
||||||
|
|
||||||
let mut encoder =
|
|
||||||
render_ctx
|
|
||||||
.device
|
|
||||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
|
||||||
label: Some("Render encoder"),
|
|
||||||
});
|
|
||||||
|
|
||||||
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
|
||||||
label: Some("Render Pass"),
|
|
||||||
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
|
|
||||||
view: &view,
|
|
||||||
resolve_target: None,
|
|
||||||
ops: wgpu::Operations {
|
|
||||||
load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
|
|
||||||
store: true,
|
|
||||||
},
|
|
||||||
})],
|
|
||||||
depth_stencil_attachment: None,
|
|
||||||
});
|
|
||||||
render_pass.set_pipeline(&render_pipeline);
|
|
||||||
render_pass.draw(0..3, 0..1);
|
|
||||||
|
|
||||||
drop(render_pass);
|
|
||||||
|
|
||||||
render_ctx.queue.submit(std::iter::once(encoder.finish()));
|
|
||||||
output.present();
|
|
||||||
}
|
|
||||||
Event::MainEventsCleared => {
|
|
||||||
render_ctx.window.request_redraw();
|
|
||||||
}
|
|
||||||
_ => {}
|
|
||||||
});
|
|
||||||
}
|
|
||||||
|
|
||||||
fn main() {
|
fn main() {
|
||||||
env_logger::init();
|
App::new().add_plugins(DefaultPlugins).run();
|
||||||
pollster::block_on(run());
|
|
||||||
}
|
}
|
||||||
|
|
Loading…
Reference in New Issue