rendering, physics, player and camera WIP
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200
src/postprocess.rs
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200
src/postprocess.rs
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use bytemuck::{Pod, Zeroable};
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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pub struct ScreenVertex
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{
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pub position: [f32; 2],
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pub uv: [f32; 2],
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}
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impl ScreenVertex
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{
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pub fn desc() -> wgpu::VertexBufferLayout<'static>
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{
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<ScreenVertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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],
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}
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}
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}
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pub struct LowResFramebuffer
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{
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pub texture: wgpu::Texture,
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pub view: wgpu::TextureView,
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pub depth_view: wgpu::TextureView,
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pub sampler: wgpu::Sampler,
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pub width: u32,
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pub height: u32,
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}
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impl LowResFramebuffer
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{
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pub fn new(device: &wgpu::Device, width: u32, height: u32, format: wgpu::TextureFormat)
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-> Self
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{
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let size = wgpu::Extent3d {
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width,
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height,
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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: Some("Low Res Color Texture"),
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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,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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});
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let depth_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Low Res Depth Texture"),
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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::Depth32Float,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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});
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let depth_view = depth_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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label: Some("Low Res 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::Nearest,
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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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Self {
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texture,
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view,
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depth_view,
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sampler,
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width,
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height,
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}
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}
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}
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pub fn create_fullscreen_quad(device: &wgpu::Device) -> (wgpu::Buffer, wgpu::Buffer, u32)
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{
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use wgpu::util::DeviceExt;
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let vertices = [
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ScreenVertex {
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position: [-1.0, -1.0],
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uv: [0.0, 1.0],
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},
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ScreenVertex {
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position: [1.0, -1.0],
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uv: [1.0, 1.0],
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},
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ScreenVertex {
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position: [1.0, 1.0],
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uv: [1.0, 0.0],
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},
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ScreenVertex {
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position: [-1.0, 1.0],
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uv: [0.0, 0.0],
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},
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];
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let indices: [u16; 6] = [0, 1, 2, 2, 3, 0];
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Fullscreen Quad Vertex Buffer"),
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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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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Fullscreen Quad Index Buffer"),
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contents: bytemuck::cast_slice(&indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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(vertex_buffer, index_buffer, indices.len() as u32)
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}
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pub fn create_blit_pipeline(
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device: &wgpu::Device,
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format: wgpu::TextureFormat,
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bind_group_layout: &wgpu::BindGroupLayout,
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) -> wgpu::RenderPipeline
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{
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let shader_source =
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std::fs::read_to_string("shaders/blit.wgsl").expect("Failed to read blit shader");
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Blit Shader"),
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source: wgpu::ShaderSource::Wgsl(shader_source.into()),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Blit Pipeline Layout"),
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bind_group_layouts: &[bind_group_layout],
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push_constant_ranges: &[],
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});
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Blit Pipeline"),
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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: Some("vs_main"),
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buffers: &[ScreenVertex::desc()],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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cache: None,
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})
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}
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