Camera + basic controller, very WIP still
parent
136d965f5e
commit
d1cd09b52a
File diff suppressed because it is too large
Load Diff
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@ -13,13 +13,17 @@ path = "src/lib.rs"
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unsafe_code = { level = "forbid" }
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unsafe_code = { level = "forbid" }
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[dependencies]
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[dependencies]
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ashpd = "0.9.2"
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ashpd = { version = "0.9.2" }
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winit = "0.30.5"
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winit = "0.30.5"
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image = "0.25.4"
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image = { version = "0.25.4", default-features = false, features = [
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"png",
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"rayon",
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] }
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wgpu = "23.0.0"
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wgpu = "23.0.0"
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bytemuck = { version = "1.19.0", features = ["derive"] }
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bytemuck = { version = "1.19.0", features = ["derive"] }
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anyhow = "1.0.92"
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anyhow = "1.0.92"
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pollster = "0.4.0"
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pollster = "0.4.0"
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cgmath = "0.18"
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[profile.dev]
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[profile.dev]
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codegen-backend = "cranelift"
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codegen-backend = "cranelift"
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28
src/app.rs
28
src/app.rs
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@ -30,13 +30,15 @@ impl<'a> ApplicationHandler for App<'a> {
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let path = response.uri().to_file_path().unwrap();
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let path = response.uri().to_file_path().unwrap();
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let file = File::open(&path).unwrap();
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let file = File::open(&path).unwrap();
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let buffer = BufReader::new(file);
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let buffer = BufReader::new(file);
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let image = image::load(buffer, image::ImageFormat::Png).unwrap();
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let mut image = image::load(buffer, image::ImageFormat::Png).unwrap();
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let image = image.crop(0, 0, 1920, 1080);
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let image = image.to_rgba8();
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let window = event_loop
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let window = event_loop
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.create_window(
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.create_window(
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Window::default_attributes().with_fullscreen(Some(Fullscreen::Borderless(None))),
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Window::default_attributes().with_fullscreen(Some(Fullscreen::Borderless(None))),
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)
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)
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.unwrap();
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.expect("could not create winit winodw");
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self.state = Some(State::new(Arc::new(window), image));
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self.state = Some(State::new(Arc::new(window), image));
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@ -46,10 +48,12 @@ impl<'a> ApplicationHandler for App<'a> {
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fn window_event(
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fn window_event(
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&mut self,
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&mut self,
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event_loop: &winit::event_loop::ActiveEventLoop,
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event_loop: &winit::event_loop::ActiveEventLoop,
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window_id: winit::window::WindowId,
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_window_id: winit::window::WindowId,
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event: winit::event::WindowEvent,
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event: winit::event::WindowEvent,
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) {
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) {
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let state = self.state.as_mut().unwrap();
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let state = self.state.as_mut().unwrap();
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state.input(&event);
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match event {
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match event {
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WindowEvent::CloseRequested => {
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WindowEvent::CloseRequested => {
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event_loop.exit();
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event_loop.exit();
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@ -63,29 +67,11 @@ impl<'a> ApplicationHandler for App<'a> {
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state.resize(new_size);
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state.resize(new_size);
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}
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}
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WindowEvent::KeyboardInput { event, .. } => {
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WindowEvent::KeyboardInput { event, .. } => {
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state.key_input(&event);
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let key = event.logical_key;
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let key = event.logical_key;
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if key == Key::Named(NamedKey::Escape) {
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if key == Key::Named(NamedKey::Escape) {
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event_loop.exit();
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event_loop.exit();
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}
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}
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}
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}
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WindowEvent::MouseWheel {
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device_id,
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delta,
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phase,
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} => match delta {
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MouseScrollDelta::LineDelta(x, y) => {
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if y > 0.0 {
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state.zoom += 0.1;
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state.zoom = state.zoom.clamp(0.0, 2.0);
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}
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else if y < 0.0 {
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state.zoom -= 0.1;
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state.zoom = state.zoom.clamp(0.0, 2.0);
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}
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}
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_ => (),
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},
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_ => (),
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_ => (),
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}
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}
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}
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}
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@ -0,0 +1,106 @@
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use wgpu::util::DeviceExt;
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#[rustfmt::skip]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.5,
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0.0, 0.0, 0.0, 1.0,
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);
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pub struct Camera {
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pub eye: cgmath::Point3<f32>,
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pub target: cgmath::Point3<f32>,
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pub up: cgmath::Vector3<f32>,
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aspect: f32,
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fovy: f32,
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znear: f32,
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zfar: f32,
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}
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pub struct CameraInfo {
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pub uniform: CameraUniform,
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pub buffer: wgpu::Buffer,
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pub layout: wgpu::BindGroupLayout,
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pub bind_group: wgpu::BindGroup,
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}
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impl Camera {
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pub fn new(config: &wgpu::SurfaceConfiguration, device: &wgpu::Device) -> (Self, CameraInfo) {
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let camera = Self {
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eye: (0.0, 0.0, 1.7).into(),
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target: (0.0, 0.0, 0.0).into(),
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up: cgmath::Vector3::unit_y(),
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aspect: config.width as f32 / config.height as f32,
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fovy: 45.0,
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znear: 0.1,
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zfar: 100.0,
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};
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let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[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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label: Some("camera_bind_group_layout"),
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});
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let mut uniform = CameraUniform::new();
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uniform.update_view_proj(&camera);
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let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: buffer.as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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});
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let info = CameraInfo {
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uniform,
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buffer,
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layout,
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bind_group,
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};
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(camera, info)
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}
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fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
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let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
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let proj = cgmath::perspective(cgmath::Deg(self.fovy), 1.0, self.znear, self.zfar);
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OPENGL_TO_WGPU_MATRIX * proj * view
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}
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct CameraUniform {
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view_proj: [[f32; 4]; 4],
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}
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impl CameraUniform {
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fn new() -> Self {
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use cgmath::SquareMatrix;
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Self {
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view_proj: cgmath::Matrix4::identity().into(),
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}
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}
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pub fn update_view_proj(&mut self, camera: &Camera) {
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self.view_proj = camera.build_view_projection_matrix().into();
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}
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}
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use winit::{
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event::{ElementState, KeyEvent, MouseScrollDelta, WindowEvent},
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keyboard::{KeyCode, PhysicalKey},
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};
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use crate::camera::Camera;
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pub struct CameraController {
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speed: f32,
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cursor: (f64, f64),
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forward: f32,
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}
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impl CameraController {
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pub fn new(speed: f32) -> Self {
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Self {
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speed,
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cursor: (0.0, 0.0),
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forward: 0.0,
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}
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}
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pub fn process_events(&mut self, event: &WindowEvent) -> bool {
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match event {
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WindowEvent::CursorMoved { position, .. } => {
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self.cursor = (position.x, position.y);
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true
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}
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WindowEvent::MouseWheel { delta, .. } => match delta {
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MouseScrollDelta::LineDelta(_, y) => {
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self.forward = *y;
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true
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}
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_ => false,
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},
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_ => false,
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}
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}
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pub fn update_camera(&mut self, camera: &mut Camera) {
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use cgmath::InnerSpace;
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let forward = camera.target - camera.eye;
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let forward_norm = forward.normalize();
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if self.forward > 0.0 {
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camera.eye += forward_norm * self.speed;
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}
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else if self.forward < 0.0 {
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camera.eye -= forward_norm * self.speed;
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}
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camera.eye.x = (self.cursor.0 as f32 / 1920.0) - 0.5;
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camera.eye.y = (-self.cursor.1 as f32 / 1080.0) + 0.5;
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camera.target.x = (self.cursor.0 as f32 / 1920.0) - 0.5;
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camera.target.y = (-self.cursor.1 as f32 / 1080.0) + 0.5;
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self.forward = 0.0;
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}
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}
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@ -2,6 +2,8 @@ use app::App;
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::event_loop::{ControlFlow, EventLoop};
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pub mod app;
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pub mod app;
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pub mod camera;
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pub mod controller;
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pub mod state;
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pub mod state;
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pub mod texture;
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pub mod texture;
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pub mod vertex;
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pub mod vertex;
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@ -12,7 +14,5 @@ pub fn capture() -> anyhow::Result<()> {
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let mut app = App::default();
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let mut app = App::default();
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event_loop.run_app(&mut app)?;
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Ok(event_loop.run_app(&mut app)?)
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Ok(())
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}
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}
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@ -1,5 +1,12 @@
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// Vertex shader
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// Vertex shader
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struct CameraUniform {
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view_proj: mat4x4<f32>,
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};
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@group(1) @binding(0)
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var<uniform> camera: CameraUniform;
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struct VertexInput {
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struct VertexInput {
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@location(0) position: vec2<f32>,
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@location(0) position: vec2<f32>,
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@location(1) tex_coords: vec2<f32>,
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@location(1) tex_coords: vec2<f32>,
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) -> VertexOutput {
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) -> VertexOutput {
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var out: VertexOutput;
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.tex_coords = model.tex_coords;
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out.position = vec4<f32>(model.position, 0.0, 1.0);
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out.position = camera.view_proj * vec4<f32>(model.position, 0.0, 1.0);
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return out;
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return out;
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}
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}
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40
src/state.rs
40
src/state.rs
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@ -4,7 +4,12 @@ use pollster::FutureExt;
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use wgpu::util::DeviceExt;
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use wgpu::util::DeviceExt;
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use winit::window::Window;
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use winit::window::Window;
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use crate::{texture::Texture, vertex::Vertex};
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use crate::{
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camera::{Camera, CameraInfo},
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controller::CameraController,
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texture::Texture,
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vertex::Vertex,
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};
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const VERTICES: &[Vertex] = &[
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const VERTICES: &[Vertex] = &[
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Vertex {
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Vertex {
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@ -25,7 +30,11 @@ const VERTICES: &[Vertex] = &[
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},
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},
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];
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];
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const INDICES: &[u16] = &[0, 1, 2, 2, 3, 0];
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#[rustfmt::skip]
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const INDICES: &[u16] = &[
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0, 1, 2,
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2, 3, 0
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];
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pub struct State<'a> {
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pub struct State<'a> {
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surface: wgpu::Surface<'a>,
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surface: wgpu::Surface<'a>,
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@ -38,11 +47,14 @@ pub struct State<'a> {
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vertex_buffer: wgpu::Buffer,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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bind_group: wgpu::BindGroup,
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bind_group: wgpu::BindGroup,
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pub camera: Camera,
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pub camera_info: CameraInfo,
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pub zoom: f32,
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pub zoom: f32,
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pub camera_controller: CameraController,
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}
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}
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impl<'a> State<'a> {
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impl<'a> State<'a> {
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pub fn new(window: Arc<Window>, image: image::DynamicImage) -> Self {
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pub fn new(window: Arc<Window>, image: image::RgbaImage) -> Self {
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let window_size = window.inner_size();
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let window_size = window.inner_size();
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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@ -93,6 +105,9 @@ impl<'a> State<'a> {
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desired_maximum_frame_latency: 2,
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desired_maximum_frame_latency: 2,
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};
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};
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let (camera, camera_info) = Camera::new(&config, &device);
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let camera_controller = CameraController::new(0.1);
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let shader = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
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let shader = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
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let texture = Texture::new(image, &device, &queue);
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let texture = Texture::new(image, &device, &queue);
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@ -100,7 +115,7 @@ impl<'a> State<'a> {
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let render_pipeline_layout =
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture.layout],
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bind_group_layouts: &[&texture.layout, &camera_info.layout],
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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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@ -168,6 +183,9 @@ impl<'a> State<'a> {
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vertex_buffer,
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vertex_buffer,
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index_buffer,
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index_buffer,
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bind_group: texture.group,
|
bind_group: texture.group,
|
||||||
|
camera,
|
||||||
|
camera_info,
|
||||||
|
camera_controller,
|
||||||
zoom: 1.0,
|
zoom: 1.0,
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -181,11 +199,20 @@ impl<'a> State<'a> {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn key_input(&mut self, event: &winit::event::KeyEvent) -> bool {
|
pub fn input(&mut self, event: &winit::event::WindowEvent) -> bool {
|
||||||
|
self.camera_controller.process_events(&event);
|
||||||
false
|
false
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn update(&mut self) {}
|
pub fn update(&mut self) {
|
||||||
|
self.camera_controller.update_camera(&mut self.camera);
|
||||||
|
self.camera_info.uniform.update_view_proj(&self.camera);
|
||||||
|
self.queue.write_buffer(
|
||||||
|
&self.camera_info.buffer,
|
||||||
|
0,
|
||||||
|
bytemuck::cast_slice(&[self.camera_info.uniform]),
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
|
||||||
let output = self.surface.get_current_texture()?;
|
let output = self.surface.get_current_texture()?;
|
||||||
|
@ -221,6 +248,7 @@ impl<'a> State<'a> {
|
||||||
|
|
||||||
render_pass.set_pipeline(&self.render_pipeline);
|
render_pass.set_pipeline(&self.render_pipeline);
|
||||||
render_pass.set_bind_group(0, &self.bind_group, &[]);
|
render_pass.set_bind_group(0, &self.bind_group, &[]);
|
||||||
|
render_pass.set_bind_group(1, &self.camera_info.bind_group, &[]);
|
||||||
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
|
||||||
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
|
||||||
|
|
||||||
|
|
|
@ -6,9 +6,7 @@ pub struct Texture {
|
||||||
}
|
}
|
||||||
|
|
||||||
impl Texture {
|
impl Texture {
|
||||||
pub fn new(mut image: image::DynamicImage, device: &wgpu::Device, queue: &wgpu::Queue) -> Self {
|
pub fn new(image: image::RgbaImage, device: &wgpu::Device, queue: &wgpu::Queue) -> Self {
|
||||||
let image = image.crop(0, 0, 1920, 1080);
|
|
||||||
let image_rgba = image.to_rgba8();
|
|
||||||
let image_size = image.dimensions();
|
let image_size = image.dimensions();
|
||||||
|
|
||||||
let texture_size = wgpu::Extent3d {
|
let texture_size = wgpu::Extent3d {
|
||||||
|
@ -35,7 +33,7 @@ impl Texture {
|
||||||
origin: wgpu::Origin3d::ZERO,
|
origin: wgpu::Origin3d::ZERO,
|
||||||
aspect: wgpu::TextureAspect::All,
|
aspect: wgpu::TextureAspect::All,
|
||||||
},
|
},
|
||||||
&image_rgba,
|
&image,
|
||||||
wgpu::ImageDataLayout {
|
wgpu::ImageDataLayout {
|
||||||
offset: 0,
|
offset: 0,
|
||||||
bytes_per_row: Some(4 * image_size.0),
|
bytes_per_row: Some(4 * image_size.0),
|
||||||
|
|
Loading…
Reference in New Issue