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e73a4cd05e
Author | SHA1 | Date |
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Jarrod Doyle | e73a4cd05e | |
Jarrod Doyle | acf738ced3 | |
Jarrod Doyle | f926513395 |
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@ -7,7 +7,9 @@ edition = "2021"
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[dependencies]
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anyhow = "1.0.82"
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bytemuck = { version = "1.15.0", features = ["derive"] }
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crawl = { path = "../crawl" }
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env_logger = "0.11.3"
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glam = "0.27.0"
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log = "0.4.21"
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pollster = "0.3.0"
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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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@ -0,0 +1,260 @@
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use crawl::{
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wgpu::{self, util::DeviceExt},
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winit::{
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event::{ElementState, KeyEvent, WindowEvent},
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keyboard::{KeyCode, PhysicalKey},
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},
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Context,
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};
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use std::time::Duration;
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct CameraUniform {
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projection: [[f32; 4]; 4],
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view: [[f32; 4]; 4],
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pos: [f32; 3],
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_pad: f32,
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}
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impl Default for CameraUniform {
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fn default() -> Self {
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Self::new()
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}
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}
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impl CameraUniform {
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pub fn new() -> Self {
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Self {
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projection: glam::Mat4::IDENTITY.to_cols_array_2d(),
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view: glam::Mat4::IDENTITY.to_cols_array_2d(),
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pos: glam::Vec3::ZERO.to_array(),
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_pad: 0.0,
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}
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}
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pub fn update(&mut self, view: glam::Mat4, projection: glam::Mat4, pos: glam::Vec3) {
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self.view = view.to_cols_array_2d();
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self.projection = projection.to_cols_array_2d();
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self.pos = pos.to_array();
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}
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}
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#[derive(Debug, Clone, Copy)]
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pub struct Camera {
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pub position: glam::Vec3,
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pub yaw: f32,
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pub pitch: f32,
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}
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impl Camera {
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pub fn new(position: glam::Vec3, yaw: f32, pitch: f32) -> Self {
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Self {
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position,
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yaw,
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pitch,
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}
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}
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pub fn get_view_matrix(&self) -> glam::Mat4 {
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glam::Mat4::look_to_rh(
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self.position,
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glam::vec3(
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self.pitch.cos() * self.yaw.cos(),
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self.pitch.sin(),
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self.pitch.cos() * self.yaw.sin(),
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)
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.normalize(),
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glam::Vec3::Y,
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)
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.transpose()
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}
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}
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#[derive(Debug, Clone, Copy)]
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pub struct Projection {
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aspect: f32,
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fov_y: f32,
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z_near: f32,
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z_far: f32,
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}
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impl Projection {
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pub fn new(width: u32, height: u32, fov_y: f32, z_near: f32, z_far: f32) -> Self {
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let aspect = height as f32 / width as f32;
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Self {
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aspect,
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fov_y,
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z_near,
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z_far,
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}
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}
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pub fn resize(&mut self, width: u32, height: u32) {
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self.aspect = height as f32 / width as f32;
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}
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pub fn get_matrix(&self) -> glam::Mat4 {
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glam::Mat4::perspective_rh(self.fov_y, self.aspect, self.z_near, self.z_far).transpose()
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}
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}
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#[derive(Debug)]
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pub struct CameraController {
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camera: Camera,
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projection: Projection,
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uniform: CameraUniform,
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buffer: wgpu::Buffer,
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move_speed: f32,
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mouse_sensitivity: f32,
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move_dirs_pressed: glam::IVec3,
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rot_dirs_pressed: glam::IVec2,
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}
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impl CameraController {
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pub fn new(
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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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mouse_sensitivity: f32,
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) -> Self {
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let mut uniform = CameraUniform::new();
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uniform.update(
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camera.get_view_matrix(),
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projection.get_matrix(),
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camera.position,
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);
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let buffer = context
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.device
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.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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contents: bytemuck::cast_slice(&[uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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Self {
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camera,
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projection,
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uniform,
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buffer,
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move_speed,
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mouse_sensitivity,
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move_dirs_pressed: glam::ivec3(0, 0, 0),
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rot_dirs_pressed: glam::ivec2(0, 0),
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}
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}
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pub fn process_events(&mut self, event: &WindowEvent) -> bool {
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let mut handled = true;
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match event {
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WindowEvent::Resized(physical_size) => {
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self.projection
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.resize(physical_size.width, physical_size.height);
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}
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WindowEvent::KeyboardInput {
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event:
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KeyEvent {
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state,
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physical_key: PhysicalKey::Code(keycode),
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..
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},
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..
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} => {
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let val = match state {
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ElementState::Pressed => 1,
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ElementState::Released => 0,
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};
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match keycode {
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KeyCode::KeyW => {
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self.move_dirs_pressed.z = val;
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}
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KeyCode::KeyS => {
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self.move_dirs_pressed.z = -val;
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}
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KeyCode::KeyA => {
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self.move_dirs_pressed.x = -val;
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}
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KeyCode::KeyD => {
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self.move_dirs_pressed.x = val;
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}
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KeyCode::KeyQ => {
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self.move_dirs_pressed.y = val;
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}
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KeyCode::KeyE => {
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self.move_dirs_pressed.y = -val;
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}
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KeyCode::ArrowUp => {
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self.rot_dirs_pressed.y = val;
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}
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KeyCode::ArrowDown => {
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self.rot_dirs_pressed.y = -val;
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}
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KeyCode::ArrowLeft => {
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self.rot_dirs_pressed.x = -val;
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}
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KeyCode::ArrowRight => {
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self.rot_dirs_pressed.x = val;
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}
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_ => handled = false,
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}
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}
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_ => handled = false,
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}
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handled
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}
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pub fn update(&mut self, dt: Duration) {
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let dt = dt.as_secs_f32();
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// Calculate look vectors
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let pitch = self.camera.pitch;
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let yaw = self.camera.yaw;
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let front = glam::vec3(
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pitch.cos() * yaw.cos(),
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pitch.sin(),
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pitch.cos() * yaw.sin(),
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)
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.normalize();
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let right = front.cross(glam::Vec3::Y).normalize();
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let up = right.cross(front).normalize();
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// Apply movement
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let ms = self.move_speed * dt;
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self.camera.position += front * ms * self.move_dirs_pressed.z as f32;
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self.camera.position += right * ms * self.move_dirs_pressed.x as f32;
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self.camera.position += up * ms * self.move_dirs_pressed.y as f32;
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// Apply rotation
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let cam_ms = (self.move_speed * self.move_speed).to_radians() * dt;
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let max_pitch = 85_f32.to_radians();
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self.camera.yaw += cam_ms * self.rot_dirs_pressed.x as f32;
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self.camera.pitch += cam_ms * self.rot_dirs_pressed.y as f32;
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self.camera.pitch = self.camera.pitch.clamp(-max_pitch, max_pitch);
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// Debug log
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// log::info!("Camera Front: {:?}", front);
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// log::info!("Move Speed: {:?} {:?} {:?}", self.move_speed, ms, dt);
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// log::info!("Camera Position: {:?}", self.camera.position);
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// log::info!("Camera Yaw: {:?}", self.camera.yaw);
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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: &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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self.camera.position,
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);
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context
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.queue
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.write_buffer(&self.buffer, 0, bytemuck::cast_slice(&[self.uniform]));
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}
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pub fn get_buffer(&self) -> &wgpu::Buffer {
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&self.buffer
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}
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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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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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.build(),
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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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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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}
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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 Err(err) = context.render(passes.as_slice()) {
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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 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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render_texture: crawl::Texture,
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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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impl VoxelRenderer {
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pub fn new(context: &crawl::Context) -> Result<Self> {
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let shader = context
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pub fn new(context: &crawl::Context, camera: &CameraController) -> Result<Self> {
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let render_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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@ -26,20 +39,68 @@ impl VoxelRenderer {
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.with_shader_visibility(wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::COMPUTE)
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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_fragment_targets(&[Some(context.surface_config.format.into())])
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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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render_texture,
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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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impl crawl::Pass for VoxelRenderer {
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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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label: Some("Render Pass"),
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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_bind_group(0, &self.render_texture.bind_group, &[]);
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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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