Merge branch 'renderer-refactor'
This commit is contained in:
commit
40cdd5766d
60
src/app.rs
60
src/app.rs
|
@ -5,13 +5,12 @@ use winit::{
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event_loop::{ControlFlow, EventLoop},
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};
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use crate::renderer;
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use crate::{camera, render, renderer};
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pub(crate) struct App {
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window: winit::window::Window,
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event_loop: EventLoop<()>,
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render_ctx: renderer::RenderContext,
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renderer: renderer::Renderer,
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render_ctx: render::Context,
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}
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impl App {
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|
@ -25,18 +24,58 @@ impl App {
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.build(&event_loop)
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.unwrap();
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let render_ctx = renderer::RenderContext::new(&window).await;
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let renderer = renderer::Renderer::new(&render_ctx);
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let render_ctx = render::Context::new(&window).await;
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Self {
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window,
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event_loop,
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render_ctx,
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renderer,
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}
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}
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pub fn run(mut self) {
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pub fn run(self) {
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let mut camera_controller = camera::CameraController::new(
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&self.render_ctx,
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camera::Camera::new(
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glam::Vec3 {
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x: 4.01,
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y: 4.01,
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z: 20.0,
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},
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-90.0_f32.to_radians(),
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0.0_f32.to_radians(),
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),
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camera::Projection::new(
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self.render_ctx.size.width,
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self.render_ctx.size.height,
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90.0_f32.to_radians(),
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0.01,
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100.0,
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),
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10.0,
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0.25,
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);
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let camera_bind_group_layout = render::BindGroupLayoutBuilder::new()
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.with_label("camera_bind_group_layout")
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.with_entry(
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wgpu::ShaderStages::COMPUTE,
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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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.build(&self.render_ctx);
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let camera_bind_group = render::BindGroupBuilder::new()
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.with_label("camera_bind_group")
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.with_layout(&camera_bind_group_layout)
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.with_entry(camera_controller.get_buffer().as_entire_binding())
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.build(&self.render_ctx);
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let renderer = renderer::Renderer::new(&self.render_ctx, &camera_bind_group_layout);
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let mut last_render_time = Instant::now();
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self.event_loop
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.run(move |event, _, control_flow| match event {
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|
@ -46,7 +85,7 @@ impl App {
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} if window_id == self.window.id() => match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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_ => {
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self.renderer.input(&event);
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camera_controller.process_events(&event);
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}
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},
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Event::MainEventsCleared => {
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|
@ -56,8 +95,9 @@ impl App {
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let now = Instant::now();
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let dt = now - last_render_time;
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last_render_time = now;
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self.renderer.update(dt, &self.render_ctx);
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self.renderer.render(&self.render_ctx);
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camera_controller.update(dt);
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camera_controller.update_buffer(&self.render_ctx);
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renderer.render(&self.render_ctx, &camera_bind_group);
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}
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_ => {}
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});
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|
|
|
@ -2,7 +2,7 @@ use std::time::Duration;
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use wgpu::util::DeviceExt;
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use winit::event::{ElementState, KeyboardInput, VirtualKeyCode, WindowEvent};
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use crate::renderer::RenderContext;
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use crate::render::Context;
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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|
@ -103,7 +103,7 @@ pub(crate) struct CameraController {
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impl CameraController {
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pub fn new(
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context: &RenderContext,
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context: &Context,
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camera: Camera,
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projection: Projection,
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move_speed: f32,
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|
@ -236,7 +236,7 @@ impl CameraController {
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// log::info!("Camera Pitch: {:?}", self.camera.pitch);
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}
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pub fn update_buffer(&mut self, context: &RenderContext) {
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pub fn update_buffer(&mut self, context: &Context) {
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self.uniform.update(
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self.camera.get_view_matrix(),
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self.projection.get_matrix(),
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|
|
|
@ -1,7 +1,7 @@
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mod app;
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mod camera;
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mod render;
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mod renderer;
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mod texture;
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fn main() {
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env_logger::init();
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|
|
|
@ -0,0 +1,9 @@
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mod bind_group;
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mod context;
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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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context::Context,
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texture::{Texture, TextureBuilder},
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};
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@ -0,0 +1,96 @@
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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 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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@ -0,0 +1,69 @@
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use winit::{dpi::PhysicalSize, window::Window};
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pub struct Context {
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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) -> 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(),
|
||||
limits: wgpu::Limits::default(),
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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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|
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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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|
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Self {
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instance,
|
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size,
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surface,
|
||||
surface_config,
|
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adapter,
|
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device,
|
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queue,
|
||||
}
|
||||
}
|
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}
|
|
@ -1,7 +1,7 @@
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use crate::renderer::RenderContext;
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||||
|
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// TODO: Support mip-mapping and multi-sampling
|
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|
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use super::{BindGroupBuilder, BindGroupLayoutBuilder, Context};
|
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|
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#[derive(Debug, Clone)]
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pub struct TextureAttributes {
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||||
pub size: wgpu::Extent3d,
|
||||
|
@ -35,7 +35,7 @@ impl Default for TextureAttributes {
|
|||
}
|
||||
}
|
||||
|
||||
pub(crate) struct TextureBuilder {
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||||
pub struct TextureBuilder {
|
||||
pub attributes: TextureAttributes,
|
||||
}
|
||||
|
||||
|
@ -97,12 +97,12 @@ impl TextureBuilder {
|
|||
}
|
||||
|
||||
#[inline]
|
||||
pub fn build(self, context: &RenderContext) -> Texture {
|
||||
pub fn build(self, context: &Context) -> Texture {
|
||||
Texture::new(context, self.attributes)
|
||||
}
|
||||
}
|
||||
|
||||
pub(crate) struct Texture {
|
||||
pub struct Texture {
|
||||
pub attributes: TextureAttributes,
|
||||
pub texture: wgpu::Texture,
|
||||
pub view: wgpu::TextureView,
|
||||
|
@ -112,7 +112,7 @@ pub(crate) struct Texture {
|
|||
}
|
||||
|
||||
impl Texture {
|
||||
pub fn new(context: &RenderContext, attributes: TextureAttributes) -> Self {
|
||||
pub fn new(context: &Context, attributes: TextureAttributes) -> Self {
|
||||
let texture = context.device.create_texture(&wgpu::TextureDescriptor {
|
||||
label: None,
|
||||
size: attributes.size,
|
||||
|
@ -141,46 +141,27 @@ impl Texture {
|
|||
wgpu::TextureDimension::D3 => wgpu::TextureViewDimension::D3,
|
||||
};
|
||||
|
||||
let bind_group_layout =
|
||||
context
|
||||
.device
|
||||
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: None,
|
||||
entries: &[
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: attributes.shader_visibility,
|
||||
ty: wgpu::BindingType::Texture {
|
||||
sample_type: wgpu::TextureSampleType::Float { filterable: true },
|
||||
view_dimension: view_dimension,
|
||||
multisampled: false,
|
||||
},
|
||||
count: None,
|
||||
},
|
||||
wgpu::BindGroupLayoutEntry {
|
||||
binding: 1,
|
||||
visibility: attributes.shader_visibility,
|
||||
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
|
||||
count: None,
|
||||
},
|
||||
],
|
||||
});
|
||||
let bind_group = context
|
||||
.device
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: None,
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&view),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::Sampler(&sampler),
|
||||
},
|
||||
],
|
||||
});
|
||||
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,
|
||||
|
@ -192,7 +173,7 @@ impl Texture {
|
|||
}
|
||||
}
|
||||
|
||||
pub fn update(&self, context: &RenderContext, data: &[u8]) {
|
||||
pub fn update(&self, context: &Context, data: &[u8]) {
|
||||
log::info!("Updating texture contents...");
|
||||
let copy_texture = wgpu::ImageCopyTexture {
|
||||
texture: &self.texture,
|
189
src/renderer.rs
189
src/renderer.rs
|
@ -1,79 +1,4 @@
|
|||
use std::time::Duration;
|
||||
|
||||
use wgpu::util::DeviceExt;
|
||||
use winit::event::WindowEvent;
|
||||
use winit::{dpi::PhysicalSize, window::Window};
|
||||
|
||||
use crate::camera;
|
||||
use crate::texture::{Texture, TextureBuilder};
|
||||
|
||||
pub(crate) struct RenderContext {
|
||||
pub instance: wgpu::Instance,
|
||||
pub size: PhysicalSize<u32>,
|
||||
pub surface: wgpu::Surface,
|
||||
pub surface_config: wgpu::SurfaceConfiguration,
|
||||
pub adapter: wgpu::Adapter,
|
||||
pub device: wgpu::Device,
|
||||
pub queue: wgpu::Queue,
|
||||
}
|
||||
|
||||
impl RenderContext {
|
||||
pub async fn new(window: &Window) -> Self {
|
||||
log::info!("Initialising WGPU context...");
|
||||
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
|
||||
backends: wgpu::Backends::VULKAN,
|
||||
dx12_shader_compiler: Default::default(),
|
||||
});
|
||||
|
||||
// To be able to start drawing we need a few things:
|
||||
// - A surface
|
||||
// - A GPU device to draw to the surface
|
||||
// - A draw command queue
|
||||
log::info!("Initialising window surface...");
|
||||
let surface = unsafe { instance.create_surface(&window) }.unwrap();
|
||||
|
||||
log::info!("Requesting GPU adapter...");
|
||||
let adapter = instance
|
||||
.request_adapter(&wgpu::RequestAdapterOptions {
|
||||
power_preference: wgpu::PowerPreference::HighPerformance,
|
||||
force_fallback_adapter: false,
|
||||
compatible_surface: Some(&surface),
|
||||
})
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
log::info!("Checking GPU adapter meets requirements");
|
||||
log::info!("Requesting GPU device...");
|
||||
let (device, queue) = adapter
|
||||
.request_device(
|
||||
&wgpu::DeviceDescriptor {
|
||||
label: None,
|
||||
features: wgpu::Features::empty(),
|
||||
limits: wgpu::Limits::default(),
|
||||
},
|
||||
None,
|
||||
)
|
||||
.await
|
||||
.unwrap();
|
||||
|
||||
log::info!("Configuring window surface...");
|
||||
let size = window.inner_size();
|
||||
let surface_config = surface
|
||||
.get_default_config(&adapter, size.width, size.height)
|
||||
.unwrap();
|
||||
surface.configure(&device, &surface_config);
|
||||
|
||||
Self {
|
||||
instance,
|
||||
size,
|
||||
surface,
|
||||
surface_config,
|
||||
adapter,
|
||||
device,
|
||||
queue,
|
||||
}
|
||||
}
|
||||
}
|
||||
use crate::render::{BindGroupBuilder, BindGroupLayoutBuilder, Context, Texture, TextureBuilder};
|
||||
|
||||
pub(crate) struct Renderer {
|
||||
clear_color: wgpu::Color,
|
||||
|
@ -82,12 +7,10 @@ pub(crate) struct Renderer {
|
|||
render_pipeline: wgpu::RenderPipeline,
|
||||
render_texture: Texture,
|
||||
voxel_texture: Texture,
|
||||
camera_controller: camera::CameraController,
|
||||
camera_bind_group: wgpu::BindGroup,
|
||||
}
|
||||
|
||||
impl Renderer {
|
||||
pub fn new(context: &RenderContext) -> Self {
|
||||
pub fn new(context: &Context, camera_bind_group_layout: &wgpu::BindGroupLayout) -> Self {
|
||||
log::info!("Creating render shader...");
|
||||
let shader_descriptor = wgpu::include_wgsl!("../assets/shaders/shader.wgsl");
|
||||
let shader = context.device.create_shader_module(shader_descriptor);
|
||||
|
@ -140,54 +63,6 @@ impl Renderer {
|
|||
voxel_texture.update(&context, &data);
|
||||
|
||||
log::info!("Creating camera...");
|
||||
let camera_controller = camera::CameraController::new(
|
||||
context,
|
||||
camera::Camera::new(
|
||||
glam::Vec3 {
|
||||
x: 4.01,
|
||||
y: 4.01,
|
||||
z: 20.0,
|
||||
},
|
||||
-90.0_f32.to_radians(),
|
||||
0.0_f32.to_radians(),
|
||||
),
|
||||
camera::Projection::new(
|
||||
context.size.width,
|
||||
context.size.height,
|
||||
90.0_f32.to_radians(),
|
||||
0.01,
|
||||
100.0,
|
||||
),
|
||||
10.0,
|
||||
0.25,
|
||||
);
|
||||
|
||||
let camera_bind_group_layout =
|
||||
context
|
||||
.device
|
||||
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::Buffer {
|
||||
ty: wgpu::BufferBindingType::Uniform,
|
||||
has_dynamic_offset: false,
|
||||
min_binding_size: None,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
label: Some("camera_bind_group_layout"),
|
||||
});
|
||||
let camera_bind_group = context
|
||||
.device
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
layout: &camera_bind_group_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: camera_controller.get_buffer().as_entire_binding(),
|
||||
}],
|
||||
label: Some("camera_bind_group"),
|
||||
});
|
||||
|
||||
log::info!("Creating render pipeline...");
|
||||
let render_pipeline =
|
||||
|
@ -221,32 +96,21 @@ impl Renderer {
|
|||
log::info!("Creating compute pipeline...");
|
||||
let cs_descriptor = wgpu::include_wgsl!("../assets/shaders/voxel_volume.wgsl");
|
||||
let cs = context.device.create_shader_module(cs_descriptor);
|
||||
let compute_layout =
|
||||
context
|
||||
.device
|
||||
.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
|
||||
label: None,
|
||||
entries: &[wgpu::BindGroupLayoutEntry {
|
||||
binding: 0,
|
||||
visibility: wgpu::ShaderStages::COMPUTE,
|
||||
ty: wgpu::BindingType::StorageTexture {
|
||||
access: wgpu::StorageTextureAccess::WriteOnly,
|
||||
format: render_texture.attributes.format,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
count: None,
|
||||
}],
|
||||
});
|
||||
let compute_bind_group = context
|
||||
.device
|
||||
.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: None,
|
||||
layout: &compute_layout,
|
||||
entries: &[wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::TextureView(&render_texture.view),
|
||||
}],
|
||||
});
|
||||
let compute_layout = BindGroupLayoutBuilder::new()
|
||||
.with_entry(
|
||||
wgpu::ShaderStages::COMPUTE,
|
||||
wgpu::BindingType::StorageTexture {
|
||||
access: wgpu::StorageTextureAccess::WriteOnly,
|
||||
format: render_texture.attributes.format,
|
||||
view_dimension: wgpu::TextureViewDimension::D2,
|
||||
},
|
||||
None,
|
||||
)
|
||||
.build(context);
|
||||
let compute_bind_group = BindGroupBuilder::new()
|
||||
.with_layout(&compute_layout)
|
||||
.with_entry(wgpu::BindingResource::TextureView(&render_texture.view))
|
||||
.build(context);
|
||||
let compute_pipeline =
|
||||
context
|
||||
.device
|
||||
|
@ -281,12 +145,10 @@ impl Renderer {
|
|||
render_pipeline,
|
||||
render_texture,
|
||||
voxel_texture,
|
||||
camera_controller,
|
||||
camera_bind_group,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn render(&mut self, context: &RenderContext) {
|
||||
pub fn render(&self, context: &Context, camera_bind_group: &wgpu::BindGroup) {
|
||||
let frame = context.surface.get_current_texture().unwrap();
|
||||
let view = frame
|
||||
.texture
|
||||
|
@ -301,7 +163,7 @@ impl Renderer {
|
|||
compute_pass.set_pipeline(&self.compute_pipeline);
|
||||
compute_pass.set_bind_group(0, &self.compute_bind_group, &[]);
|
||||
compute_pass.set_bind_group(1, &self.voxel_texture.bind_group, &[]);
|
||||
compute_pass.set_bind_group(2, &self.camera_bind_group, &[]);
|
||||
compute_pass.set_bind_group(2, camera_bind_group, &[]);
|
||||
compute_pass.dispatch_workgroups(size.width / 8, size.height / 8, 1);
|
||||
drop(compute_pass);
|
||||
|
||||
|
@ -325,14 +187,13 @@ impl Renderer {
|
|||
|
||||
context.queue.submit(Some(encoder.finish()));
|
||||
frame.present();
|
||||
}
|
||||
|
||||
pub fn input(&mut self, event: &WindowEvent) -> bool {
|
||||
self.camera_controller.process_events(event)
|
||||
}
|
||||
// let mut command_buffers = Vec::with_capacity(encoders.len());
|
||||
// for encoder in encoders {
|
||||
// command_buffers.push(encoder.finish());
|
||||
// }
|
||||
|
||||
pub fn update(&mut self, dt: Duration, render_ctx: &RenderContext) {
|
||||
self.camera_controller.update(dt);
|
||||
self.camera_controller.update_buffer(render_ctx)
|
||||
// context.queue.submit(command_buffers);
|
||||
// frame.present();
|
||||
}
|
||||
}
|
||||
|
|
Loading…
Reference in New Issue