forked from StrafesNET/strafe-client
707 lines
27 KiB
Rust
707 lines
27 KiB
Rust
use bytemuck::{Pod, Zeroable};
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use std::{borrow::Cow, time::Instant};
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use wgpu::{util::DeviceExt, AstcBlock, AstcChannel};
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const IMAGE_SIZE: u32 = 128;
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#[derive(Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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struct Vertex {
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pos: [f32; 3],
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normal: [f32; 3],
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}
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struct Entity {
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transform: glam::Affine3A,
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vertex_count: u32,
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vertex_buf: wgpu::Buffer,
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}
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// Note: we use the Y=up coordinate space in this example.
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struct Camera {
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time: Instant,
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pos: glam::Vec3,
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vel: glam::Vec3,
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gravity: glam::Vec3,
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friction: f32,
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screen_size: (u32, u32),
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offset: glam::Vec3,
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fov: f32,
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yaw: f32,
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pitch: f32,
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controls: u32,
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mv: f32,
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grounded: bool,
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walkspeed: f32,
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}
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const MAGIC_ENTITIES: usize = 7;
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const CONTROL_MOVEFORWARD:u32 = 0b00000001;
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const CONTROL_MOVEBACK:u32 = 0b00000010;
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const CONTROL_MOVERIGHT:u32 = 0b00000100;
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const CONTROL_MOVELEFT:u32 = 0b00001000;
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const CONTROL_MOVEUP:u32 = 0b00010000;
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const CONTROL_MOVEDOWN:u32 = 0b00100000;
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const CONTROL_JUMP:u32 = 0b01000000;
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const CONTROL_ZOOM:u32 = 0b10000000;
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const FORWARD_DIR:glam::Vec3 = glam::Vec3::new(0.0,0.0,-1.0);
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const RIGHT_DIR:glam::Vec3 = glam::Vec3::new(1.0,0.0,0.0);
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const UP_DIR:glam::Vec3 = glam::Vec3::new(0.0,1.0,0.0);
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fn get_control_dir(controls: u32) -> glam::Vec3{
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//don't get fancy just do it
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let mut control_dir:glam::Vec3 = glam::Vec3::new(0.0,0.0,0.0);
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if controls & CONTROL_MOVEFORWARD == CONTROL_MOVEFORWARD {
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control_dir+=FORWARD_DIR;
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}
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if controls & CONTROL_MOVEBACK == CONTROL_MOVEBACK {
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control_dir+=-FORWARD_DIR;
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}
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if controls & CONTROL_MOVELEFT == CONTROL_MOVELEFT {
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control_dir+=-RIGHT_DIR;
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}
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if controls & CONTROL_MOVERIGHT == CONTROL_MOVERIGHT {
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control_dir+=RIGHT_DIR;
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}
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if controls & CONTROL_MOVEUP == CONTROL_MOVEUP {
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control_dir+=UP_DIR;
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}
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if controls & CONTROL_MOVEDOWN == CONTROL_MOVEDOWN {
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control_dir+=-UP_DIR;
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}
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return control_dir
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}
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#[inline]
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fn perspective_rh(fov_y_slope: f32, aspect_ratio: f32, z_near: f32, z_far: f32) -> glam::Mat4 {
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//glam_assert!(z_near > 0.0 && z_far > 0.0);
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let r = z_far / (z_near - z_far);
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glam::Mat4::from_cols(
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glam::Vec4::new(1.0/(fov_y_slope * aspect_ratio), 0.0, 0.0, 0.0),
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glam::Vec4::new(0.0, 1.0/fov_y_slope, 0.0, 0.0),
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glam::Vec4::new(0.0, 0.0, r, -1.0),
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glam::Vec4::new(0.0, 0.0, r * z_near, 0.0),
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)
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}
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impl Camera {
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fn to_uniform_data(&self) -> [f32; 16 * 3 + 4] {
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let aspect = self.screen_size.0 as f32 / self.screen_size.1 as f32;
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let fov = if self.controls&CONTROL_ZOOM==0 {
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self.fov
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}else{
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self.fov/5.0
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};
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let proj = perspective_rh(fov, aspect, 1.0, 200.0);
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let view = (glam::Mat4::from_translation(self.pos+self.offset) * glam::Mat4::from_euler(glam::EulerRot::YXZ, self.yaw, self.pitch, 0f32)).inverse();
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let proj_inv = proj.inverse();
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let mut raw = [0f32; 16 * 3 + 4];
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raw[..16].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj)[..]);
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raw[16..32].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&proj_inv)[..]);
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raw[32..48].copy_from_slice(&AsRef::<[f32; 16]>::as_ref(&view)[..]);
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raw[48..51].copy_from_slice(AsRef::<[f32; 3]>::as_ref(&self.pos));
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raw[51] = 1.0;//cam_pos is vec4
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raw
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}
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}
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pub struct Skybox {
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camera: Camera,
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sky_pipeline: wgpu::RenderPipeline,
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entity_pipeline: wgpu::RenderPipeline,
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ground_pipeline: wgpu::RenderPipeline,
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main_bind_group: wgpu::BindGroup,
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model_bind_group: wgpu::BindGroup,
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camera_buf: wgpu::Buffer,
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entity_buf: wgpu::Buffer,
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entities: Vec<Entity>,
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depth_view: wgpu::TextureView,
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staging_belt: wgpu::util::StagingBelt,
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}
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impl Skybox {
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth24Plus;
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fn create_depth_texture(
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config: &wgpu::SurfaceConfiguration,
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device: &wgpu::Device,
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) -> wgpu::TextureView {
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let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
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size: wgpu::Extent3d {
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width: config.width,
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height: config.height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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label: None,
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view_formats: &[],
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});
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depth_texture.create_view(&wgpu::TextureViewDescriptor::default())
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}
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}
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fn get_entity_uniform_data(entities:& Vec<Entity>) -> [f32; (9+3)*MAGIC_ENTITIES] {
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let mut raw = [0f32; (9+3)*MAGIC_ENTITIES];
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for (i,entity) in entities.iter().enumerate() {
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raw[i*12..(i+1)*12-3].copy_from_slice(&AsRef::<[f32; 9]>::as_ref(&glam::Mat3::from(entity.transform.matrix3))[..]);
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raw[i*12+9..(i+1)*12].copy_from_slice(AsRef::<[f32; 3]>::as_ref(&glam::Vec3::from(entity.transform.translation)));
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}
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raw
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}
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fn add_obj(device:&wgpu::Device,entities:& mut Vec<Entity>,source:&[u8]){
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let data = obj::ObjData::load_buf(&source[..]).unwrap();
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let mut vertices = Vec::new();
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for object in data.objects {
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for group in object.groups {
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vertices.clear();
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for poly in group.polys {
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for end_index in 2..poly.0.len() {
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for &index in &[0, end_index - 1, end_index] {
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let obj::IndexTuple(position_id, _texture_id, normal_id) =
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poly.0[index];
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vertices.push(Vertex {
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pos: data.position[position_id],
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normal: data.normal[normal_id.unwrap()],
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})
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}
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}
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}
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let vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex"),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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entities.push(Entity {
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transform: glam::Affine3A::default(),
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vertex_count: vertices.len() as u32,
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vertex_buf,
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});
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}
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}
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}
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impl strafe_client::framework::Example for Skybox {
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fn optional_features() -> wgpu::Features {
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wgpu::Features::TEXTURE_COMPRESSION_ASTC
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| wgpu::Features::TEXTURE_COMPRESSION_ETC2
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| wgpu::Features::TEXTURE_COMPRESSION_BC
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}
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fn init(
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config: &wgpu::SurfaceConfiguration,
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_adapter: &wgpu::Adapter,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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) -> Self {
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let mut entities = Vec::<Entity>::new();
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add_obj(device,& mut entities,include_bytes!("../models/teslacyberv3.0.obj"));
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add_obj(device,& mut entities,include_bytes!("../models/suzanne.obj"));
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println!("entities.len = {:?}", entities.len());
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entities[6].transform=glam::Affine3A::from_translation(glam::vec3(10.,5.,10.));
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let main_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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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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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::Cube,
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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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let model_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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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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});
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// Create the render pipeline
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("shader.wgsl"))),
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});
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let camera = Camera {
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time: Instant::now(),
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pos: glam::Vec3::new(5.0,0.0,5.0),
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vel: glam::Vec3::new(0.0,0.0,0.0),
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gravity: glam::Vec3::new(0.0,-100.0,0.0),
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friction: 90.0,
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screen_size: (config.width, config.height),
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offset: glam::Vec3::new(0.0,4.5,0.0),
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fov: 1.0, //fov_slope = tan(fov_y/2)
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pitch: 0.0,
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yaw: 0.0,
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mv: 2.7,
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controls:0,
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grounded: true,
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walkspeed: 18.0,
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};
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let camera_uniforms = camera.to_uniform_data();
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let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera"),
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contents: bytemuck::cast_slice(&camera_uniforms),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let entity_uniforms = get_entity_uniform_data(&entities);
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let entity_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("EntityData"),
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contents: bytemuck::cast_slice(&entity_uniforms),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[&main_bind_group_layout, &model_bind_group_layout],
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push_constant_ranges: &[],
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});
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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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label: Some("Sky"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_sky",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_sky",
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targets: &[Some(config.view_formats[0].into())],
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}),
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primitive: wgpu::PrimitiveState {
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::DEPTH_FORMAT,
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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let entity_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Entity"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_entity",
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x3],
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}],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_entity",
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targets: &[Some(config.view_formats[0].into())],
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}),
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primitive: wgpu::PrimitiveState {
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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let ground_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Ground"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_ground",
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buffers: &[],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_ground",
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targets: &[Some(config.view_formats[0].into())],
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}),
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primitive: wgpu::PrimitiveState {
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front_face: wgpu::FrontFace::Cw,
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Self::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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});
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: None,
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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 device_features = device.features();
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let skybox_format = if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ASTC) {
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log::info!("Using ASTC");
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wgpu::TextureFormat::Astc {
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block: AstcBlock::B4x4,
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channel: AstcChannel::UnormSrgb,
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}
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} else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_ETC2) {
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log::info!("Using ETC2");
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wgpu::TextureFormat::Etc2Rgb8UnormSrgb
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} else if device_features.contains(wgpu::Features::TEXTURE_COMPRESSION_BC) {
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log::info!("Using BC");
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wgpu::TextureFormat::Bc1RgbaUnormSrgb
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} else {
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log::info!("Using plain");
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wgpu::TextureFormat::Bgra8UnormSrgb
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};
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let size = wgpu::Extent3d {
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width: IMAGE_SIZE,
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height: IMAGE_SIZE,
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depth_or_array_layers: 6,
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};
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let layer_size = wgpu::Extent3d {
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depth_or_array_layers: 1,
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..size
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};
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let max_mips = layer_size.max_mips(wgpu::TextureDimension::D2);
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log::debug!(
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"Copying {:?} skybox images of size {}, {}, 6 with {} mips to gpu",
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skybox_format,
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IMAGE_SIZE,
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IMAGE_SIZE,
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max_mips,
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);
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let bytes = match skybox_format {
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wgpu::TextureFormat::Astc {
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block: AstcBlock::B4x4,
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channel: AstcChannel::UnormSrgb,
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} => &include_bytes!("../images/astc.dds")[..],
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wgpu::TextureFormat::Etc2Rgb8UnormSrgb => &include_bytes!("../images/etc2.dds")[..],
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wgpu::TextureFormat::Bc1RgbaUnormSrgb => &include_bytes!("../images/bc1.dds")[..],
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wgpu::TextureFormat::Bgra8UnormSrgb => &include_bytes!("../images/bgra.dds")[..],
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_ => unreachable!(),
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};
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let image = ddsfile::Dds::read(&mut std::io::Cursor::new(&bytes)).unwrap();
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let texture = device.create_texture_with_data(
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queue,
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&wgpu::TextureDescriptor {
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size,
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mip_level_count: max_mips,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: skybox_format,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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label: None,
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view_formats: &[],
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},
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&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 model_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
|
|
layout: &model_bind_group_layout,
|
|
entries: &[
|
|
wgpu::BindGroupEntry {
|
|
binding: 0,
|
|
resource: entity_buf.as_entire_binding(),
|
|
},
|
|
],
|
|
label: Some("Model"),
|
|
});
|
|
|
|
let depth_view = Self::create_depth_texture(config, device);
|
|
|
|
Skybox {
|
|
camera,
|
|
sky_pipeline,
|
|
entity_pipeline,
|
|
ground_pipeline,
|
|
main_bind_group,
|
|
model_bind_group,
|
|
camera_buf,
|
|
entity_buf,
|
|
entities,
|
|
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/-512.) as f32;
|
|
self.camera.yaw=(self.camera.yaw as f64+delta.0/-512.) 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 time = Instant::now();
|
|
|
|
//physique
|
|
let dt=(time-self.camera.time).as_secs_f32();
|
|
self.camera.time=time;
|
|
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 d=self.camera.vel.dot(control_dir);
|
|
if d<self.camera.mv {
|
|
self.camera.vel+=(self.camera.mv-d)*control_dir;
|
|
}
|
|
self.camera.vel+=self.camera.gravity*dt;
|
|
self.camera.pos+=self.camera.vel*dt;
|
|
if self.camera.pos.y<0.0{
|
|
self.camera.pos.y=0.0;
|
|
self.camera.vel.y=0.0;
|
|
self.camera.grounded=true;
|
|
}
|
|
if self.camera.grounded&&(self.camera.controls&CONTROL_JUMP)!=0 {
|
|
self.camera.grounded=false;
|
|
self.camera.vel+=glam::Vec3::new(0.0,0.715588/2.0*100.0,0.0);
|
|
}
|
|
if self.camera.grounded {
|
|
let applied_friction=self.camera.friction*dt;
|
|
let targetv=control_dir*self.camera.walkspeed;
|
|
let diffv=targetv-self.camera.vel;
|
|
if applied_friction*applied_friction<diffv.length_squared() {
|
|
self.camera.vel+=applied_friction*diffv.normalize();
|
|
} else {
|
|
self.camera.vel=targetv;
|
|
}
|
|
}
|
|
|
|
let mut encoder =
|
|
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
|
|
|
// update rotation
|
|
let camera_uniforms = self.camera.to_uniform_data();
|
|
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));
|
|
let entity_uniforms = get_entity_uniform_data(&self.entities);
|
|
self.staging_belt
|
|
.write_buffer(
|
|
&mut encoder,
|
|
&self.entity_buf,//description of where data will be written when command is executed
|
|
0,//offset in staging belt?
|
|
wgpu::BufferSize::new((entity_uniforms.len() * 4) as wgpu::BufferAddress).unwrap(),
|
|
device,
|
|
)
|
|
.copy_from_slice(bytemuck::cast_slice(&entity_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_bind_group(1, &self.model_bind_group, &[]);
|
|
|
|
rpass.set_pipeline(&self.entity_pipeline);
|
|
for entity in self.entities.iter() {
|
|
rpass.set_vertex_buffer(0, entity.vertex_buf.slice(..));
|
|
rpass.draw(0..entity.vertex_count, 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()
|
|
);
|
|
}
|