forked from StrafesNET/strafe-client
wip: 4 bind group limit 😱 combine bind groups
This commit is contained in:
parent
f9a725b767
commit
f457acef2f
125
src/main.rs
125
src/main.rs
@ -113,21 +113,14 @@ impl Camera {
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}
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}
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}
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}
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pub struct SamplerBindGroups {
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clamp: wgpu::BindGroup,
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repeat: wgpu::BindGroup,
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}
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pub struct GraphicsBindGroups {
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pub struct GraphicsBindGroups {
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camera: wgpu::BindGroup,
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camera: wgpu::BindGroup,
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skybox_texture: wgpu::BindGroup,
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skybox_texture: wgpu::BindGroup,
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sampler: SamplerBindGroups,
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}
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}
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pub struct GraphicsPipelines {
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pub struct GraphicsPipelines {
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skybox: wgpu::RenderPipeline,
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skybox: wgpu::RenderPipeline,
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entity: wgpu::RenderPipeline,
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model: wgpu::RenderPipeline,
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}
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}
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pub struct GraphicsData {
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pub struct GraphicsData {
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@ -290,7 +283,7 @@ impl strafe_client::framework::Example for GraphicsData {
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],
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],
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});
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});
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let skybox_texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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let skybox_texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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label: Some("Skybox Texture Bind Group Layout"),
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entries: &[
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entries: &[
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wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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binding: 0,
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@ -302,13 +295,8 @@ impl strafe_client::framework::Example for GraphicsData {
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},
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},
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count: None,
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count: None,
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},
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},
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],
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});
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let texture_filter_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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entries: &[
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wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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count: None,
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@ -316,7 +304,7 @@ impl strafe_client::framework::Example for GraphicsData {
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],
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],
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});
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});
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let model_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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let model_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Model"),
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label: Some("Model Bind Group Layout"),
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entries: &[
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entries: &[
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wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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binding: 0,
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@ -328,9 +316,46 @@ impl strafe_client::framework::Example for GraphicsData {
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},
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},
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count: None,
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count: None,
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},
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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],
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});
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});
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let clamp_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Clamp Sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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let repeat_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Repeat Sampler"),
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address_mode_u: wgpu::AddressMode::Repeat,
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address_mode_v: wgpu::AddressMode::Repeat,
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address_mode_w: wgpu::AddressMode::Repeat,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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// Create the render pipeline
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// Create the render pipeline
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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label: None,
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@ -388,6 +413,14 @@ impl strafe_client::framework::Example for GraphicsData {
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binding: 0,
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binding: 0,
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resource: model_buf.as_entire_binding(),
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resource: model_buf.as_entire_binding(),
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},
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&squid_texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&repeat_sampler),
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},
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],
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],
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label: Some(format!("ModelGraphics{}",i).as_str()),
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label: Some(format!("ModelGraphics{}",i).as_str()),
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});
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});
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@ -407,14 +440,13 @@ impl strafe_client::framework::Example for GraphicsData {
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&camera_bind_group_layout,
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&camera_bind_group_layout,
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&model_bind_group_layout,
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&model_bind_group_layout,
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&skybox_texture_bind_group_layout,
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&skybox_texture_bind_group_layout,
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&texture_filter_bind_group_layout,
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],
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],
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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});
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});
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// Create the render pipelines
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// Create the render pipelines
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let sky_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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let sky_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Sky"),
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label: Some("Sky Pipeline"),
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layout: Some(&pipeline_layout),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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vertex: wgpu::VertexState {
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module: &shader,
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module: &shader,
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@ -440,8 +472,8 @@ impl strafe_client::framework::Example for GraphicsData {
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multisample: wgpu::MultisampleState::default(),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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multiview: None,
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});
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});
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let entity_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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let model_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Entity"),
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label: Some("Model Pipeline"),
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layout: Some(&pipeline_layout),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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vertex: wgpu::VertexState {
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module: &shader,
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module: &shader,
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@ -472,27 +504,6 @@ impl strafe_client::framework::Example for GraphicsData {
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multiview: None,
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multiview: None,
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});
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});
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let clamp_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Clamp Sampler"),
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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let repeat_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Repeat Sampler"),
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address_mode_u: wgpu::AddressMode::Repeat,
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address_mode_v: wgpu::AddressMode::Repeat,
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address_mode_w: wgpu::AddressMode::Repeat,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Linear,
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..Default::default()
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});
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let device_features = device.features();
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let device_features = device.features();
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let skybox_format = if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC) {
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let skybox_format = if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC) {
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@ -583,29 +594,12 @@ impl strafe_client::framework::Example for GraphicsData {
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binding: 0,
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&skybox_texture_view),
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resource: wgpu::BindingResource::TextureView(&skybox_texture_view),
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},
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},
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],
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label: Some("Sky Texture"),
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});
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let clamp_sampler_texture_filter_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_filter_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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wgpu::BindGroupEntry {
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binding: 0,
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&clamp_sampler),
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resource: wgpu::BindingResource::Sampler(&clamp_sampler),
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},
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},
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],
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],
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label: Some("Clamp Sampler Bind Group"),
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label: Some("Sky Texture"),
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});
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let repeat_sampler_texture_filter_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_filter_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Sampler(&repeat_sampler),
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},
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],
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label: Some("Repeat Sampler Bind Group"),
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});
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});
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let depth_view = Self::create_depth_texture(config, device);
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let depth_view = Self::create_depth_texture(config, device);
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@ -616,15 +610,11 @@ impl strafe_client::framework::Example for GraphicsData {
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physics,
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physics,
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pipelines:GraphicsPipelines{
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pipelines:GraphicsPipelines{
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skybox:sky_pipeline,
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skybox:sky_pipeline,
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entity:entity_pipeline
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model:model_pipeline
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},
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},
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bind_groups:GraphicsBindGroups{
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bind_groups:GraphicsBindGroups{
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camera:camera_bind_group,
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camera:camera_bind_group,
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skybox_texture:skybox_texture_bind_group,
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skybox_texture:skybox_texture_bind_group,
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sampler:SamplerBindGroups{
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clamp:clamp_sampler_texture_filter_bind_group,
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repeat:repeat_sampler_texture_filter_bind_group,
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}
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},
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},
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camera_buf,
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camera_buf,
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models,
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models,
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@ -798,9 +788,8 @@ impl strafe_client::framework::Example for GraphicsData {
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rpass.set_bind_group(0, &self.bind_groups.camera, &[]);
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rpass.set_bind_group(0, &self.bind_groups.camera, &[]);
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rpass.set_bind_group(2, &self.bind_groups.skybox_texture, &[]);
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rpass.set_bind_group(2, &self.bind_groups.skybox_texture, &[]);
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rpass.set_bind_group(3, &self.bind_groups.sampler.repeat, &[]);
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rpass.set_pipeline(&self.pipelines.entity);
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rpass.set_pipeline(&self.pipelines.model);
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for model in self.models.iter() {
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for model in self.models.iter() {
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rpass.set_bind_group(1, &model.bind_group, &[]);
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rpass.set_bind_group(1, &model.bind_group, &[]);
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rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));
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rpass.set_vertex_buffer(0, model.vertex_buf.slice(..));
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@ -812,8 +801,6 @@ impl strafe_client::framework::Example for GraphicsData {
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}
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}
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rpass.set_pipeline(&self.pipelines.skybox);
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rpass.set_pipeline(&self.pipelines.skybox);
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rpass.set_bind_group(2, &self.bind_groups.skybox_texture, &[]);
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rpass.set_bind_group(3, &self.bind_groups.sampler.clamp, &[]);
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rpass.draw(0..3, 0..1);
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rpass.draw(0..3, 0..1);
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}
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}
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@ -8,6 +8,8 @@ struct Camera {
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// camera position
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// camera position
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cam_pos: vec4<f32>,
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cam_pos: vec4<f32>,
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};
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};
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//group 0 is the camera
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@group(0)
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@group(0)
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@binding(0)
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@binding(0)
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var<uniform> camera: Camera;
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var<uniform> camera: Camera;
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@ -39,13 +41,8 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
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return result;
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return result;
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}
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}
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struct EntityOutputTexture {
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@builtin(position) position: vec4<f32>,
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@location(1) texture: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) view: vec3<f32>,
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};
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const MAX_ENTITY_INSTANCES=1024;
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const MAX_ENTITY_INSTANCES=1024;
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//group 1 is the model
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@group(1)
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@group(1)
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@binding(0)
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@binding(0)
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var<uniform> entity_transforms: array<mat4x4<f32>,MAX_ENTITY_INSTANCES>;
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var<uniform> entity_transforms: array<mat4x4<f32>,MAX_ENTITY_INSTANCES>;
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@ -53,7 +50,19 @@ var<uniform> entity_transforms: array<mat4x4<f32>,MAX_ENTITY_INSTANCES>;
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//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
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//my fancy idea is to create a megatexture for each model that includes all the textures each intance will need
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//the texture transform then maps the texture coordinates to the location of the specific texture
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//the texture transform then maps the texture coordinates to the location of the specific texture
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//how to do no texture?
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//how to do no texture?
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@group(1)
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@binding(1)
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var model_texture: texture_2d<f32>;
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@group(1)
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@binding(2)
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var model_sampler: sampler;
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struct EntityOutputTexture {
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@builtin(position) position: vec4<f32>,
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@location(1) texture: vec2<f32>,
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@location(2) normal: vec3<f32>,
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@location(3) view: vec3<f32>,
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};
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@vertex
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@vertex
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fn vs_entity_texture(
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fn vs_entity_texture(
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@builtin(instance_index) instance: u32,
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@builtin(instance_index) instance: u32,
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@ -70,19 +79,17 @@ fn vs_entity_texture(
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return result;
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return result;
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}
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}
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//group 2 is texture bindings
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//group 2 is the skybox texture
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@group(2)
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@group(2)
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@binding(0)
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@binding(0)
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var cube_texture: texture_cube<f32>;
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var cube_texture: texture_cube<f32>;
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@group(2)
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//group 3 is texture sampler
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@binding(1)
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@group(3)
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var cube_sampler: sampler;
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@binding(0)
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var texture_sampler: sampler;
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@fragment
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@fragment
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fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
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fn fs_sky(vertex: SkyOutput) -> @location(0) vec4<f32> {
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return textureSample(cube_texture, texture_sampler, vertex.sampledir);
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return textureSample(cube_texture, model_sampler, vertex.sampledir);
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}
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}
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@fragment
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@fragment
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@ -92,8 +99,7 @@ fn fs_entity_texture(vertex: EntityOutputTexture) -> @location(0) vec4<f32> {
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let d = dot(normal, incident);
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let d = dot(normal, incident);
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let reflected = incident - 2.0 * d * normal;
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let reflected = incident - 2.0 * d * normal;
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let dir = vec3<f32>(-1.0)+2.0*vec3<f32>(vertex.texture.x,0.0,vertex.texture.y);
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let fragment_color = textureSample(model_texture, model_sampler, vertex.texture).rgb;
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let fragment_color = textureSample(cube_texture, texture_sampler, dir).rgb;
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let reflected_color = textureSample(cube_texture, cube_sampler, reflected).rgb;
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let reflected_color = textureSample(cube_texture, texture_sampler, reflected).rgb;
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return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,fragment_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
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return vec4<f32>(mix(vec3<f32>(0.1) + 0.5 * reflected_color,fragment_color,1.0-pow(1.0-abs(d),2.0)), 1.0);
|
||||||
}
|
}
|
||||||
|
Loading…
Reference in New Issue
Block a user