solid
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a5473377a8
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de86f40394
@ -184,6 +184,7 @@ fn real_main() -> Result<(), &'static str> {
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frames += 1;
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if total_elapsed >= 1.0 {
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println!("frames in the past {total_elapsed}s: {frames:?}");
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println!("camera at {:?}", state.camera.position);
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frames = 0;
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total_elapsed = 0.0;
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}
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16
src/obj.rs
16
src/obj.rs
@ -1,6 +1,6 @@
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use std::{path::Path, assert_eq};
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use crate::texture;
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use crate::texture::Texture;
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use image;
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use wgpu::util::DeviceExt;
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@ -11,9 +11,9 @@ fn load_texture(
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file_name: &str,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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) -> texture::Texture {
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) -> Texture {
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let bytes = load_bytes(file_name);
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return texture::Texture::from_image(device, queue, &(image::load_from_memory(&(bytes)).unwrap()), Some(file_name));
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return Texture::from_image(device, queue, &(image::load_from_memory(&(bytes)).unwrap()), Some(file_name));
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}
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#[repr(C)]
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@ -24,7 +24,7 @@ pub struct Vertex {
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}
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pub struct Material {
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pub diffuse_texture: texture::Texture,
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pub diffuse_texture: Texture,
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pub bind_group: wgpu::BindGroup,
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}
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@ -53,8 +53,12 @@ pub fn load_obj(
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let mut materials = Vec::new();
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for m in obj_materials.unwrap() {
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let x = format!("models/ruby/{}", m.diffuse_texture.unwrap()); // fixme
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let diffuse_texture = load_texture(&(x), device, queue);
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let diffuse_texture = if let Some(x) = m.diffuse_texture {
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let x = format!("models/ruby/{}", x); // fixme
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load_texture(&(x), device, queue)
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} else {
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Texture::solid(device, queue, 0xff0000ff, None)
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};
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let bind_group = device.create_bind_group(&(wgpu::BindGroupDescriptor {
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layout,
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entries: &[
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12
src/state.rs
12
src/state.rs
@ -18,7 +18,7 @@ pub struct State {
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render_pipeline: wgpu::RenderPipeline,
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player: Player,
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camera: Camera,
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pub camera: Camera,
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camera_uniform: CameraUniform,
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camera_bind_group: wgpu::BindGroup,
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@ -120,8 +120,8 @@ impl State {
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}));*/
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let player = Player {
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position: (1.0, 0.25, -1.0).into(),
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rot_x: Deg(0.0),
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position: (-0.275, 1.25, -1.0).into(),
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rot_x: Deg(90.0),
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};
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let mut camera = Camera::new(size, Deg(0.0));
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camera.update_pos(&(player));
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@ -180,7 +180,7 @@ impl State {
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label: Some("texture_bind_group_layout"),
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})));
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let skin = obj::load_obj("models/skin.obj", &(device), &(queue), &(texture_bind_group_layout));
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let skin = obj::load_obj("models/untitled.obj", &(device), &(queue), &(texture_bind_group_layout));
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let render_pipeline_layout = device.create_pipeline_layout(&(wgpu::PipelineLayoutDescriptor {
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label: Some("render_pipeline_layout"),
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@ -411,7 +411,9 @@ impl State {
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// and the player should also rotate so that
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// its back is facing the camera.)
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for mesh in &(skin.meshes) {
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render_pass.set_bind_group(1, &(skin.materials[mesh.material].bind_group), &[]);
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if skin.materials.len() > mesh.material {
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render_pass.set_bind_group(1, &(skin.materials[mesh.material].bind_group), &[]);
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}
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render_pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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render_pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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render_pass.draw_indexed(0..mesh.num_elements, 0, 0..1);
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@ -5,6 +5,58 @@ pub struct Texture {
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}
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impl Texture {
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pub fn solid(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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rgba: u32,
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label: Option<&str>
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) -> Self {
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let size = wgpu::Extent3d {
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width: 1,
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height: 1,
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depth_or_array_layers: 1,
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};
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let texture = device.create_texture(&(wgpu::TextureDescriptor {
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label,
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size,
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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: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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}));
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queue.write_texture(
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wgpu::ImageCopyTexture {
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aspect: wgpu::TextureAspect::All,
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texture: &(texture),
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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},
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&(rgba.to_be_bytes()),
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(1 * 4),
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rows_per_image: Some(1),
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},
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size
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);
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let view = texture.create_view(&(wgpu::TextureViewDescriptor::default()));
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let sampler = device.create_sampler(&(wgpu::SamplerDescriptor {
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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::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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}));
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return Self { texture, view, sampler };
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}
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pub fn from_image(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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