strafe-client/src/main.rs

734 lines
22 KiB
Rust

use bytemuck::{Pod, Zeroable};
use std::{borrow::Cow, time::Instant};
use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
const IMAGE_SIZE: u32 = 128;
#[derive(Clone, Copy, Pod, Zeroable)]
#[repr(C)]
struct Vertex {
pos: [f32; 3],
texture: [f32; 2],
normal: [f32; 3],
}
struct Entity {
index_count: u32,
index_buf: wgpu::Buffer,
}
//temp?
struct ModelData {
transform: glam::Mat4,
vertex_buf: wgpu::Buffer,
entities: Vec<Entity>,
}
struct ModelGraphics {
transform: glam::Mat4,
vertex_buf: wgpu::Buffer,
entities: Vec<Entity>,
bind_group: wgpu::BindGroup,
model_buf: wgpu::Buffer,
}
// Note: we use the Y=up coordinate space in this example.
struct Camera {
screen_size: (u32, u32),
offset: glam::Vec3,
fov: f32,
yaw: f32,
pitch: f32,
controls: u32,
}
const CONTROL_MOVEFORWARD:u32 = 0b00000001;
const CONTROL_MOVEBACK:u32 = 0b00000010;
const CONTROL_MOVERIGHT:u32 = 0b00000100;
const CONTROL_MOVELEFT:u32 = 0b00001000;
const CONTROL_MOVEUP:u32 = 0b00010000;
const CONTROL_MOVEDOWN:u32 = 0b00100000;
const CONTROL_JUMP:u32 = 0b01000000;
const CONTROL_ZOOM:u32 = 0b10000000;
const FORWARD_DIR:glam::Vec3 = glam::Vec3::new(0.0,0.0,-1.0);
const RIGHT_DIR:glam::Vec3 = glam::Vec3::new(1.0,0.0,0.0);
const UP_DIR:glam::Vec3 = glam::Vec3::new(0.0,1.0,0.0);
fn get_control_dir(controls: u32) -> glam::Vec3{
//don't get fancy just do it
let mut control_dir:glam::Vec3 = glam::Vec3::new(0.0,0.0,0.0);
if controls & CONTROL_MOVEFORWARD == CONTROL_MOVEFORWARD {
control_dir+=FORWARD_DIR;
}
if controls & CONTROL_MOVEBACK == CONTROL_MOVEBACK {
control_dir+=-FORWARD_DIR;
}
if controls & CONTROL_MOVELEFT == CONTROL_MOVELEFT {
control_dir+=-RIGHT_DIR;
}
if controls & CONTROL_MOVERIGHT == CONTROL_MOVERIGHT {
control_dir+=RIGHT_DIR;
}
if controls & CONTROL_MOVEUP == CONTROL_MOVEUP {
control_dir+=UP_DIR;
}
if controls & CONTROL_MOVEDOWN == CONTROL_MOVEDOWN {
control_dir+=-UP_DIR;
}
return control_dir
}
#[inline]
fn perspective_rh(fov_y_slope: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> glam::Mat4 {
//glam_assert!(z_near > 0.0 && z_far > 0.0);
let r = z_far / (z_near - z_far);
glam::Mat4::from_cols(
glam::Vec4::new(1.0/(fov_y_slope * aspect_ratio), 0.0, 0.0, 0.0),
glam::Vec4::new(0.0, 1.0/fov_y_slope, 0.0, 0.0),
glam::Vec4::new(0.0, 0.0, r, -1.0),
glam::Vec4::new(0.0, 0.0, r * z_near, 0.0),
)
}
impl Camera {
fn to_uniform_data(&self, pos: glam::Vec3) -> [f32; 16 * 3 + 4] {
let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
let fov = if self.controls&CONTROL_ZOOM==0 {
self.fov
}else{
self.fov/5.0
};
let proj = perspective_rh(fov, aspect, 0.5, 1000.0);
let proj_inv = proj.inverse();
let view = glam::Mat4::from_translation(pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32);
let view_inv = view.inverse();
let mut raw = [0f32; 16 * 3 + 4];
raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view_inv)[..]);
raw[48..52].copy_from_slice(AsRef::<[f32; 4]>::as_ref(&view.col(3)));
raw
}
}
pub struct Skybox {
start_time: std::time::Instant,
camera: Camera,
physics: strafe_client::body::PhysicsState,
sky_pipeline: wgpu::RenderPipeline,
entity_pipeline: wgpu::RenderPipeline,
ground_pipeline: wgpu::RenderPipeline,
main_bind_group: wgpu::BindGroup,
camera_buf: wgpu::Buffer,
models: Vec<ModelGraphics>,
depth_view: wgpu::TextureView,
staging_belt: wgpu::util::StagingBelt,
}
impl Skybox {
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth24Plus;
fn create_depth_texture(
config: &wgpu::SurfaceConfiguration,
device: &wgpu::Device,
) -> wgpu::TextureView {
let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
size: wgpu::Extent3d {
width: config.width,
height: config.height,
depth_or_array_layers: 1,
},
mip_level_count: 1,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: Self::DEPTH_FORMAT,
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
label: None,
view_formats: &[],
});
depth_texture.create_view(&wgpu::TextureViewDescriptor::default())
}
}
fn get_transform_uniform_data(transform:&glam::Mat4) -> [f32; 4*4] {
let mut raw = [0f32; 4*4];
raw[0..16].copy_from_slice(&AsRef::<[f32; 4*4]>::as_ref(transform)[..]);
raw
}
fn add_obj(device:&wgpu::Device,modeldatas:& mut Vec<ModelData>,source:&[u8]){
let data = obj::ObjData::load_buf(&source[..]).unwrap();
let mut vertices = Vec::new();
let mut vertex_index = std::collections::HashMap::<obj::IndexTuple,u16>::new();
for object in data.objects {
let mut entities = Vec::<Entity>::new();
for group in object.groups {
let mut indices = Vec::new();
for poly in group.polys {
for end_index in 2..poly.0.len() {
for &index in &[0, end_index - 1, end_index] {
let vert = poly.0[index];
if let Some(&i)=vertex_index.get(&vert){
indices.push(i as u16);
}else{
let i=vertices.len() as u16;
vertices.push(Vertex {
pos: data.position[vert.0],
texture: data.texture[vert.1.unwrap()],
normal: data.normal[vert.2.unwrap()],
});
vertex_index.insert(vert,i);
indices.push(i);
}
}
}
}
let index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index"),
contents: bytemuck::cast_slice(&indices),
usage: wgpu::BufferUsages::INDEX,
});
entities.push(Entity {
index_buf,
index_count: indices.len() as u32,
});
}
let vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex"),
contents: bytemuck::cast_slice(&vertices),
usage: wgpu::BufferUsages::VERTEX,
});
modeldatas.push(ModelData {
transform: glam::Mat4::default(),
vertex_buf,
entities,
})
}
}
impl strafe_client::framework::Example for Skybox {
fn optional_features() -> wgpu::Features {
wgpu::Features::TEXTURE_COMPRESSION_ASTC
| wgpu::Features::TEXTURE_COMPRESSION_ETC2
| wgpu::Features::TEXTURE_COMPRESSION_BC
}
fn init(
config: &wgpu::SurfaceConfiguration,
_adapter: &wgpu::Adapter,
device: &wgpu::Device,
queue: &wgpu::Queue,
) -> Self {
let mut modeldatas = Vec::<ModelData>::new();
add_obj(device,& mut modeldatas,include_bytes!("../models/teslacyberv3.0.obj"));
add_obj(device,& mut modeldatas,include_bytes!("../models/suzanne.obj"));
add_obj(device,& mut modeldatas,include_bytes!("../models/teapot.obj"));
println!("models.len = {:?}", modeldatas.len());
modeldatas[1].transform=glam::Mat4::from_translation(glam::vec3(10.,5.,10.));
modeldatas[2].transform=glam::Mat4::from_translation(glam::vec3(-10.,5.,10.));
let main_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 1,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Texture {
sample_type: wgpu::TextureSampleType::Float { filterable: true },
multisampled: false,
view_dimension: wgpu::TextureViewDimension::Cube,
},
count: None,
},
wgpu::BindGroupLayoutEntry {
binding: 2,
visibility: wgpu::ShaderStages::FRAGMENT,
ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
count: None,
},
],
});
let model_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
entries: &[
wgpu::BindGroupLayoutEntry {
binding: 0,
visibility: wgpu::ShaderStages::VERTEX,
ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: None,
},
count: None,
},
],
});
// Create the render pipeline
let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: None,
source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
});
let camera = Camera {
screen_size: (config.width, config.height),
offset: glam::Vec3::new(0.0,4.5,0.0),
fov: 1.0, //fov_slope = tan(fov_y/2)
pitch: 0.0,
yaw: 0.0,
controls:0,
};
let physics = strafe_client::body::PhysicsState {
body: strafe_client::body::Body::with_position(glam::Vec3::new(5.0,5.0,5.0)),
time: 0,
tick: 0,
strafe_tick_num: 100,//100t
strafe_tick_den: 1_000_000_000,
gravity: glam::Vec3::new(0.0,-100.0,0.0),
friction: 90.0,
mv: 2.7,
grounded: true,
jump_trying: false,
temp_control_dir: glam::Vec3::ZERO,
walkspeed: 18.0,
contacts: std::collections::HashSet::new(),
models_cringe_clone: modeldatas.iter().map(|m|strafe_client::body::Model::new(m.transform)).collect(),
walk_target_velocity: glam::Vec3::ZERO,
hitbox_size: glam::vec3(2.0,5.0,2.0),
};
let camera_uniforms = camera.to_uniform_data(physics.body.extrapolated_position(0));
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera"),
contents: bytemuck::cast_slice(&camera_uniforms),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
//drain the modeldata vec so entities can be /moved/ to models.entities
let mut models = Vec::<ModelGraphics>::with_capacity(modeldatas.len());
for (i,modeldata) in modeldatas.drain(..).enumerate() {
let model_uniforms = get_transform_uniform_data(&modeldata.transform);
let model_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some(format!("ModelGraphics{}",i).as_str()),
contents: bytemuck::cast_slice(&model_uniforms),
usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
});
let model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &model_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: model_buf.as_entire_binding(),
},
],
label: Some(format!("ModelGraphics{}",i).as_str()),
});
//all of these are being moved here
models.push(ModelGraphics{
transform: modeldata.transform,
vertex_buf:modeldata.vertex_buf,
entities: modeldata.entities,
bind_group: model_bind_group,
model_buf,
})
}
let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&main_bind_group_layout, &model_bind_group_layout],
push_constant_ranges: &[],
});
// Create the render pipelines
let sky_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Sky"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_sky",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_sky",
targets: &[Some(config.view_formats[0].into())],
}),
primitive: wgpu::PrimitiveState {
front_face: wgpu::FrontFace::Cw,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: Self::DEPTH_FORMAT,
depth_write_enabled: false,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let entity_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Entity"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_entity",
buffers: &[wgpu::VertexBufferLayout {
array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
step_mode: wgpu::VertexStepMode::Vertex,
attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x2, 2 => Float32x3],
}],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_entity",
targets: &[Some(config.view_formats[0].into())],
}),
primitive: wgpu::PrimitiveState {
front_face: wgpu::FrontFace::Cw,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: Self::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let ground_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Ground"),
layout: Some(&pipeline_layout),
vertex: wgpu::VertexState {
module: &shader,
entry_point: "vs_ground",
buffers: &[],
},
fragment: Some(wgpu::FragmentState {
module: &shader,
entry_point: "fs_ground",
targets: &[Some(config.view_formats[0].into())],
}),
primitive: wgpu::PrimitiveState {
front_face: wgpu::FrontFace::Cw,
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
format: Self::DEPTH_FORMAT,
depth_write_enabled: true,
depth_compare: wgpu::CompareFunction::LessEqual,
stencil: wgpu::StencilState::default(),
bias: wgpu::DepthBiasState::default(),
}),
multisample: wgpu::MultisampleState::default(),
multiview: None,
});
let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
label: None,
address_mode_u: wgpu::AddressMode::ClampToEdge,
address_mode_v: wgpu::AddressMode::ClampToEdge,
address_mode_w: wgpu::AddressMode::ClampToEdge,
mag_filter: wgpu::FilterMode::Linear,
min_filter: wgpu::FilterMode::Linear,
mipmap_filter: wgpu::FilterMode::Linear,
..Default::default()
});
let device_features = device.features();
let skybox_format = if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC) {
log::info!("Using ASTC");
wgpu::TextureFormat::Astc {
block: AstcBlock::B4x4,
channel: AstcChannel::UnormSrgb,
}
} else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ETC2) {
log::info!("Using ETC2");
wgpu::TextureFormat::Etc2Rgb8UnormSrgb
} else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_BC) {
log::info!("Using BC");
wgpu::TextureFormat::Bc1RgbaUnormSrgb
} else {
log::info!("Using plain");
wgpu::TextureFormat::Bgra8UnormSrgb
};
let size = wgpu::Extent3d {
width: IMAGE_SIZE,
height: IMAGE_SIZE,
depth_or_array_layers: 6,
};
let layer_size = wgpu::Extent3d {
depth_or_array_layers: 1,
..size
};
let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);
log::debug!(
"Copying {:?} skybox images of size {}, {}, 6 with {} mips to gpu",
skybox_format,
IMAGE_SIZE,
IMAGE_SIZE,
max_mips,
);
let bytes = match skybox_format {
wgpu::TextureFormat::Astc {
block: AstcBlock::B4x4,
channel: AstcChannel::UnormSrgb,
} => &include_bytes!("../images/astc.dds")[..],
wgpu::TextureFormat::Etc2Rgb8UnormSrgb => &include_bytes!("../images/etc2.dds")[..],
wgpu::TextureFormat::Bc1RgbaUnormSrgb => &include_bytes!("../images/bc1.dds")[..],
wgpu::TextureFormat::Bgra8UnormSrgb => &include_bytes!("../images/bgra.dds")[..],
_ => unreachable!(),
};
let image = ddsfile::Dds::read(&mut std::io::Cursor::new(&bytes)).unwrap();
let texture = device.create_texture_with_data(
queue,
&wgpu::TextureDescriptor {
size,
mip_level_count: max_mips,
sample_count: 1,
dimension: wgpu::TextureDimension::D2,
format: skybox_format,
usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
label: None,
view_formats: &[],
},
&image.data,
);
let texture_view = texture.create_view(&wgpu::TextureViewDescriptor {
label: None,
dimension: Some(wgpu::TextureViewDimension::Cube),
..wgpu::TextureViewDescriptor::default()
});
let main_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &main_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: camera_buf.as_entire_binding(),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::TextureView(&texture_view),
},
wgpu::BindGroupEntry {
binding: 2,
resource: wgpu::BindingResource::Sampler(&sampler),
},
],
label: Some("Camera"),
});
let depth_view = Self::create_depth_texture(config, device);
Skybox {
start_time: Instant::now(),
camera,
physics,
sky_pipeline,
entity_pipeline,
ground_pipeline,
main_bind_group,
camera_buf,
models,
depth_view,
staging_belt: wgpu::util::StagingBelt::new(0x100),
}
}
#[allow(clippy::single_match)]
fn update(&mut self, event: winit::event::WindowEvent) {
match event {
winit::event::WindowEvent::KeyboardInput {
input:
winit::event::KeyboardInput {
state,
virtual_keycode: Some(keycode),
..
},
..
} => {
match (state,keycode) {
(k,winit::event::VirtualKeyCode::W) => match k {
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEFORWARD,
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEFORWARD,
}
(k,winit::event::VirtualKeyCode::A) => match k {
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVELEFT,
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVELEFT,
}
(k,winit::event::VirtualKeyCode::S) => match k {
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEBACK,
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEBACK,
}
(k,winit::event::VirtualKeyCode::D) => match k {
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVERIGHT,
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVERIGHT,
}
(k,winit::event::VirtualKeyCode::E) => match k {
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEUP,
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEUP,
}
(k,winit::event::VirtualKeyCode::Q) => match k {
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_MOVEDOWN,
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_MOVEDOWN,
}
(k,winit::event::VirtualKeyCode::Space) => match k {
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_JUMP,
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_JUMP,
}
(k,winit::event::VirtualKeyCode::Z) => match k {
winit::event::ElementState::Pressed => self.camera.controls|=CONTROL_ZOOM,
winit::event::ElementState::Released => self.camera.controls&=!CONTROL_ZOOM,
}
_ => (),
}
}
_ => {}
}
}
fn move_mouse(&mut self, delta: (f64,f64)) {
self.camera.pitch=(self.camera.pitch as f64+delta.1/-2048.) as f32;
self.camera.yaw=(self.camera.yaw as f64+delta.0/-2048.) as f32;
}
fn resize(
&mut self,
config: &wgpu::SurfaceConfiguration,
device: &wgpu::Device,
_queue: &wgpu::Queue,
) {
self.depth_view = Self::create_depth_texture(config, device);
self.camera.screen_size = (config.width, config.height);
}
fn render(
&mut self,
view: &wgpu::TextureView,
device: &wgpu::Device,
queue: &wgpu::Queue,
_spawner: &strafe_client::framework::Spawner,
) {
let camera_mat=glam::Mat3::from_euler(glam::EulerRot::YXZ,self.camera.yaw,0f32,0f32);
let control_dir=camera_mat*get_control_dir(self.camera.controls&(CONTROL_MOVELEFT|CONTROL_MOVERIGHT|CONTROL_MOVEFORWARD|CONTROL_MOVEBACK)).normalize_or_zero();
let time=self.start_time.elapsed().as_nanos() as i64;
self.physics.temp_control_dir=control_dir;
self.physics.jump_trying=self.camera.controls&CONTROL_JUMP!=0;
self.physics.run(time);
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
// update rotation
let camera_uniforms = self.camera.to_uniform_data(self.physics.body.extrapolated_position(time));
self.staging_belt
.write_buffer(
&mut encoder,
&self.camera_buf,
0,
wgpu::BufferSize::new((camera_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
device,
)
.copy_from_slice(bytemuck::cast_slice(&camera_uniforms));
//This code only needs to run when the uniforms change
for model in self.models.iter() {
let model_uniforms = get_transform_uniform_data(&model.transform);
self.staging_belt
.write_buffer(
&mut encoder,
&model.model_buf,//description of where data will be written when command is executed
0,//offset in staging belt?
wgpu::BufferSize::new((model_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
device,
)
.copy_from_slice(bytemuck::cast_slice(&model_uniforms));
}
self.staging_belt.finish();
{
let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: None,
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view,
resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: true,
},
})],
depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
view: &self.depth_view,
depth_ops: Some(wgpu::Operations {
load: wgpu::LoadOp::Clear(1.0),
store: false,
}),
stencil_ops: None,
}),
});
rpass.set_bind_group(0, &self.main_bind_group, &[]);
rpass.set_pipeline(&self.entity_pipeline);
for model in self.models.iter() {
rpass.set_bind_group(1, &model.bind_group, &[]);
rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));
for entity in model.entities.iter() {
rpass.set_index_buffer(entity.index_buf.slice(..), wgpu::IndexFormat::Uint16);
rpass.draw_indexed(0..entity.index_count, 0, 0..1);
}
}
rpass.set_pipeline(&self.ground_pipeline);
//rpass.set_index_buffer(&[0u16,1,2,1,2,3][..] as wgpu::BufferSlice, wgpu::IndexFormat::Uint16);
//rpass.draw_indexed(0..4, 0, 0..1);
rpass.draw(0..6, 0..1);
rpass.set_pipeline(&self.sky_pipeline);
rpass.draw(0..3, 0..1);
}
queue.submit(std::iter::once(encoder.finish()));
self.staging_belt.recall();
}
}
fn main() {
strafe_client::framework::run::<Skybox>(
format!("Strafe Client v{}",
env!("CARGO_PKG_VERSION")
).as_str()
);
}