Add raygen shader
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acf738ced3
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e73a4cd05e
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@ -0,0 +1,43 @@
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@group(0) @binding(0) var output: texture_storage_2d<rgba8unorm, write>;
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@group(0) @binding(1) var<uniform> camera: Camera;
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@group(0) @binding(2) var<storage, read_write> rays: array<Ray>;
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struct Camera {
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projection: mat4x4<f32>,
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view: mat4x4<f32>,
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pos: vec3<f32>,
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};
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struct Ray {
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pos: vec3<f32>,
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dist: f32,
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dir: vec3<f32>,
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hit: u32,
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}
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@compute @workgroup_size(8, 8, 1)
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fn compute(@builtin(global_invocation_id) global_id: vec3<u32>) {
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let img_coord = global_id.xy;
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let img_dims = textureDimensions(output);
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// This discards the extra pixels in cases where the image size isn't perfectly divisible by the kernel.xy
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if (img_coord.x >= img_dims.x || img_coord.y >= img_dims.y) {
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return;
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}
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// Construct ray
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let img_coord_frac = vec2<f32>(img_coord) / vec2<f32>(img_dims);
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let screen_pos = img_coord_frac * 2.0 - vec2<f32>(1.0);
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var ray_eye = camera.projection * vec4<f32>(screen_pos, -1.0, 0.0);
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ray_eye = vec4<f32>(ray_eye.xy, -1.0, 0.0);
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let ray_dir = normalize((camera.view * ray_eye).xyz);
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let ray_pos = camera.pos;
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let idx = img_coord.x + img_coord.y * img_dims.x;
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let ray = Ray(ray_pos, 0.0, ray_dir, 0);
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rays[idx] = ray;
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// Temp
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var color = vec4<f32>(f32(img_coord.x) / f32(img_dims.x), f32(img_coord.y) / f32(img_dims.y), 0.5, 1.0);
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textureStore(output, img_coord, color);
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}
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30
src/main.rs
30
src/main.rs
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@ -1,3 +1,4 @@
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mod camera;
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mod renderer;
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mod renderer;
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use anyhow::Result;
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use anyhow::Result;
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@ -12,7 +13,30 @@ fn main() -> Result<()> {
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.with_vsync(false)
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.with_vsync(false)
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.build(),
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.build(),
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)?;
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)?;
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let renderer = VoxelRenderer::new(&context)?;
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let mut camera_controller = camera::CameraController::new(
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&context,
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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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context.size.width,
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context.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 renderer = VoxelRenderer::new(&context, &camera_controller)?;
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let passes: Vec<Box<dyn crawl::Pass>> = vec![Box::new(renderer)];
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let passes: Vec<Box<dyn crawl::Pass>> = vec![Box::new(renderer)];
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event_loop.run(|event, elwt| match event {
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event_loop.run(|event, elwt| match event {
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@ -21,6 +45,10 @@ fn main() -> Result<()> {
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return;
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return;
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}
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}
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if camera_controller.process_events(&event) {
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return;
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}
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if let WindowEvent::RedrawRequested = event {
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if let WindowEvent::RedrawRequested = event {
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if let Err(err) = context.render(passes.as_slice()) {
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if let Err(err) = context.render(passes.as_slice()) {
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log::error!("{err:?}");
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log::error!("{err:?}");
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@ -1,14 +1,27 @@
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use anyhow::Result;
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use anyhow::Result;
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use crawl::wgpu;
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use crawl::wgpu;
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use crate::camera::CameraController;
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#[repr(C)]
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#[derive(Debug, Default, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct Ray {
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pos: [f32; 3],
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dist: f32,
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dir: [f32; 3],
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hit: u32,
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}
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pub struct VoxelRenderer {
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pub struct VoxelRenderer {
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render_texture: crawl::Texture,
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render_texture: crawl::Texture,
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render_pipeline: wgpu::RenderPipeline,
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render_pipeline: wgpu::RenderPipeline,
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raygen_bind_group: wgpu::BindGroup,
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raygen_pipeline: wgpu::ComputePipeline,
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}
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}
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impl VoxelRenderer {
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impl VoxelRenderer {
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pub fn new(context: &crawl::Context) -> Result<Self> {
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pub fn new(context: &crawl::Context, camera: &CameraController) -> Result<Self> {
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let shader = context
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let render_shader = context
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.device
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.device
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.create_shader_module(wgpu::include_wgsl!(concat!(
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.create_shader_module(wgpu::include_wgsl!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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env!("CARGO_MANIFEST_DIR"),
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@ -26,20 +39,68 @@ impl VoxelRenderer {
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.with_shader_visibility(wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::COMPUTE)
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.with_shader_visibility(wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::COMPUTE)
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.build(context)?;
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.build(context)?;
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let render_pipeline = crawl::RenderPipelineBuilder::new("Raycast Quad", &shader)
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let render_pipeline = crawl::RenderPipelineBuilder::new("Raycast Quad", &render_shader)
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.with_layout("Draw", &[&render_texture.bind_group_layout], &[])
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.with_layout("Draw", &[&render_texture.bind_group_layout], &[])
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.with_fragment_targets(&[Some(context.surface_config.format.into())])
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.with_fragment_targets(&[Some(context.surface_config.format.into())])
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.build(context);
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.build(context);
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let raygen_shader = context
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.device
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.create_shader_module(wgpu::include_wgsl!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/res/common/raygen.wgsl"
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)));
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let ray_data = vec![Ray::default(); (context.size.width * context.size.height) as usize];
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let mut raygen_buffers = crawl::BulkBufferBuilder::new()
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.set_usage(wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST)
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.with_init_buffer_bm("Rays", &ray_data)
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.build(context);
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let raygen_layout = crawl::BindGroupLayoutBuilder::new()
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.with_label("Raygen BGL")
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.with_entry(
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wgpu::ShaderStages::COMPUTE,
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wgpu::BindingType::StorageTexture {
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access: wgpu::StorageTextureAccess::WriteOnly,
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format: render_texture.attributes.format,
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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None,
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)
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.with_uniform_entry(wgpu::ShaderStages::COMPUTE)
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.with_rw_storage_entry(wgpu::ShaderStages::COMPUTE)
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.build(context);
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let raygen_bind_group = crawl::BindGroupBuilder::new()
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.with_label("Raygen BG")
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.with_layout(&raygen_layout)
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.with_entry(wgpu::BindingResource::TextureView(&render_texture.view))
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.with_entry(camera.get_buffer().as_entire_binding())
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.with_entry(raygen_buffers.remove(0).as_entire_binding())
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.build(context)?;
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let raygen_pipeline = crawl::ComputePipelineBuilder::new("Raygen P", &raygen_shader)
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.with_layout("Raygen PL", &[&raygen_layout], &[])
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.build(context);
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Ok(Self {
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Ok(Self {
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render_texture,
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render_texture,
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render_pipeline,
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render_pipeline,
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raygen_pipeline,
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raygen_bind_group,
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})
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})
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}
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}
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}
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}
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impl crawl::Pass for VoxelRenderer {
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impl crawl::Pass for VoxelRenderer {
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fn execute(&self, encoder: &mut wgpu::CommandEncoder, view: &wgpu::TextureView) {
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fn execute(&self, encoder: &mut wgpu::CommandEncoder, view: &wgpu::TextureView) {
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let size = self.render_texture.attributes.size;
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let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor::default());
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compute_pass.set_pipeline(&self.raygen_pipeline);
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compute_pass.set_bind_group(0, &self.raygen_bind_group, &[]);
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compute_pass.dispatch_workgroups(size.width / 8, size.height / 8, 1);
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drop(compute_pass);
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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@ -52,5 +113,6 @@ impl crawl::Pass for VoxelRenderer {
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.render_texture.bind_group, &[]);
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render_pass.set_bind_group(0, &self.render_texture.bind_group, &[]);
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render_pass.draw(0..6, 0..1);
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render_pass.draw(0..6, 0..1);
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drop(render_pass);
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}
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}
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}
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}
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