render iteration
This commit is contained in:
451
src/snow.rs
Normal file
451
src/snow.rs
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@@ -0,0 +1,451 @@
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use std::rc::Rc;
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use exr::prelude::{ReadChannels, ReadLayers};
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use glam::{Vec2, Vec3};
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use wgpu::util::DeviceExt;
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use crate::{
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components::MeshComponent,
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entity::EntityHandle,
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mesh::{Mesh, Vertex},
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render,
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world::{Transform, World},
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};
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pub struct SnowConfig
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{
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pub depth_map_path: String,
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pub heightmap_path: String,
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pub terrain_size: Vec2,
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pub resolution: (u32, u32),
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}
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impl SnowConfig
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{
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pub fn new(depth_map_path: &str, heightmap_path: &str, terrain_size: Vec2, resolution: (u32, u32)) -> Self
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{
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Self {
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depth_map_path: depth_map_path.to_string(),
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heightmap_path: heightmap_path.to_string(),
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terrain_size,
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resolution,
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}
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}
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pub fn default() -> Self
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{
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Self {
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depth_map_path: "textures/snow_depth.exr".to_string(),
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heightmap_path: "textures/terrain_heightmap.exr".to_string(),
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terrain_size: Vec2::new(1000.0, 1000.0),
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resolution: (1000, 1000),
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}
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}
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}
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pub struct SnowLayer
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{
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pub entity: EntityHandle,
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pub depth_texture: wgpu::Texture,
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pub depth_texture_view: wgpu::TextureView,
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pub depth_bind_group: wgpu::BindGroup,
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pub width: u32,
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pub height: u32,
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pub deform_bind_group: wgpu::BindGroup,
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pub deform_pipeline: wgpu::ComputePipeline,
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pub deform_params_buffer: wgpu::Buffer,
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}
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impl SnowLayer
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{
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pub fn load(world: &mut World, config: &SnowConfig) -> anyhow::Result<Self>
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{
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println!("\n=== Loading Snow Layer ===");
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println!("Depth map path: {}", config.depth_map_path);
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println!("Heightmap path: {}", config.heightmap_path);
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println!("Terrain size: {:?}", config.terrain_size);
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let (depth_data, width, height) = Self::load_depth_map(&config.depth_map_path)?;
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let (heightmap_data, hm_width, hm_height) = Self::load_depth_map(&config.heightmap_path)?;
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if width != hm_width || height != hm_height {
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anyhow::bail!("Snow depth map ({}×{}) and heightmap ({}×{}) dimensions don't match!",
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width, height, hm_width, hm_height);
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}
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println!("Using EXR dimensions: {}×{}", width, height);
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let (depth_texture, depth_texture_view, depth_bind_group) =
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Self::create_depth_texture(&depth_data, width, height);
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let mesh = Self::generate_snow_mesh(&depth_data, &heightmap_data, width, height, config.terrain_size);
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let num_indices = mesh.num_indices;
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let entity = world.spawn();
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world.transforms.insert(entity, Transform::IDENTITY);
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if num_indices > 0 {
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world.meshes.insert(
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entity,
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MeshComponent {
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mesh: Rc::new(mesh),
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pipeline: render::Pipeline::Snow,
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instance_buffer: None,
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num_instances: 1,
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},
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);
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println!("Snow mesh created with {} indices", num_indices);
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} else {
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println!("⚠️ No snow mesh created - all depth values are zero");
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}
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let (deform_pipeline, deform_bind_group, deform_params_buffer) =
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Self::create_deform_pipeline(&depth_texture_view);
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Ok(Self {
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entity,
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depth_texture,
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depth_texture_view,
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depth_bind_group,
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width,
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height,
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deform_bind_group,
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deform_pipeline,
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deform_params_buffer,
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})
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}
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fn load_depth_map(path: &str) -> anyhow::Result<(Vec<f32>, u32, u32)>
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{
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println!("Loading snow depth map from: {}", path);
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let image = exr::prelude::read()
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.no_deep_data()
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.largest_resolution_level()
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.all_channels()
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.all_layers()
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.all_attributes()
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.from_file(path)?;
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let layer = &image.layer_data[0];
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let width = layer.size.width() as u32;
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let height = layer.size.height() as u32;
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println!(" Layer size: {}×{}", width, height);
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println!(" Available channels: {:?}", layer.channel_data.list.iter().map(|c| &c.name).collect::<Vec<_>>());
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let channel = layer.channel_data.list.iter()
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.find(|c| format!("{:?}", c.name).contains("\"R\""))
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.or_else(|| layer.channel_data.list.first())
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.ok_or_else(|| anyhow::anyhow!("No channels found in EXR"))?;
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println!(" Using channel: {:?}", channel.name);
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let depths: Vec<f32> = channel.sample_data.values_as_f32().collect();
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let min_value = depths.iter().cloned().fold(f32::INFINITY, f32::min);
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let max_value = depths.iter().cloned().fold(f32::NEG_INFINITY, f32::max);
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let avg_value = depths.iter().sum::<f32>() / depths.len() as f32;
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let non_zero_count = depths.iter().filter(|&&v| v > 0.0001).count();
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println!(" Total values: {}", depths.len());
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println!(" Min: {:.6}, Max: {:.6}, Avg: {:.6}", min_value, max_value, avg_value);
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println!(" Non-zero values: {} ({:.1}%)", non_zero_count, (non_zero_count as f32 / depths.len() as f32) * 100.0);
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if max_value < 0.0001 {
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println!(" ⚠️ WARNING: All values are effectively zero! Snow depth map may be invalid.");
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} else {
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println!(" ✓ Snow depth data loaded successfully");
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}
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Ok((depths, width, height))
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}
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fn create_depth_texture(
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depth_data: &[f32],
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width: u32,
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height: u32,
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) -> (wgpu::Texture, wgpu::TextureView, wgpu::BindGroup)
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{
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render::with_device(|device| {
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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("Snow 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::R32Float,
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usage: wgpu::TextureUsages::TEXTURE_BINDING
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| wgpu::TextureUsages::COPY_DST
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| wgpu::TextureUsages::STORAGE_BINDING,
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view_formats: &[],
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});
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let data_bytes: &[u8] = bytemuck::cast_slice(depth_data);
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render::with_queue(|queue| {
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queue.write_texture(
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wgpu::TexelCopyTextureInfo {
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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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aspect: wgpu::TextureAspect::All,
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},
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data_bytes,
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wgpu::TexelCopyBufferLayout {
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offset: 0,
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bytes_per_row: Some(width * 4),
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rows_per_image: Some(height),
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},
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size,
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);
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});
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let texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Snow Depth Bind Group Layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT | wgpu::ShaderStages::COMPUTE,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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},
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count: None,
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}],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Snow Depth Bind Group"),
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&texture_view),
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}],
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});
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(texture, texture_view, bind_group)
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})
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}
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fn generate_snow_mesh(
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depth_data: &[f32],
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heightmap_data: &[f32],
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width: u32,
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height: u32,
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terrain_size: Vec2,
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) -> Mesh
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{
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let mut vertices = Vec::new();
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let mut indices = Vec::new();
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let cell_size_x = terrain_size.x / (width - 1) as f32;
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let cell_size_z = terrain_size.y / (height - 1) as f32;
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let half_width = terrain_size.x / 2.0;
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let half_height = terrain_size.y / 2.0;
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for z in 0..height
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{
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for x in 0..width
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{
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let index = (z * width + x) as usize;
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let snow_depth = depth_data.get(index).copied().unwrap_or(0.0);
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let terrain_height = heightmap_data.get(index).copied().unwrap_or(0.0);
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let world_x = x as f32 * cell_size_x - half_width;
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let world_z = z as f32 * cell_size_z - half_height;
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let world_y = terrain_height + snow_depth;
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vertices.push(Vertex {
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position: [world_x, world_y, world_z],
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normal: [0.0, 1.0, 0.0],
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uv: [x as f32 / width as f32, z as f32 / height as f32],
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});
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}
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}
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for z in 0..(height - 1)
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{
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for x in 0..(width - 1)
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{
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let index = (z * width + x) as usize;
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let depth_tl = depth_data.get(index).copied().unwrap_or(0.0);
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let depth_tr = depth_data.get(index + 1).copied().unwrap_or(0.0);
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let depth_bl = depth_data.get(index + width as usize).copied().unwrap_or(0.0);
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let depth_br = depth_data
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.get(index + width as usize + 1)
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.copied()
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.unwrap_or(0.0);
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if depth_tl > 0.001
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|| depth_tr > 0.001
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|| depth_bl > 0.001
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|| depth_br > 0.001
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{
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let vertex_index = (z * width + x) as u32;
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indices.push(vertex_index);
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indices.push(vertex_index + width);
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indices.push(vertex_index + 1);
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indices.push(vertex_index + 1);
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indices.push(vertex_index + width);
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indices.push(vertex_index + width + 1);
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}
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}
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}
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let vertex_buffer = render::with_device(|device| {
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Snow 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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});
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let index_buffer = render::with_device(|device| {
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Snow 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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});
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Mesh {
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vertex_buffer,
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index_buffer,
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num_indices: indices.len() as u32,
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}
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}
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fn create_deform_pipeline(
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depth_texture_view: &wgpu::TextureView,
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) -> (wgpu::ComputePipeline, wgpu::BindGroup, wgpu::Buffer)
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{
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render::with_device(|device| {
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let shader_source = std::fs::read_to_string("src/shaders/snow_deform.wgsl")
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.expect("Failed to load snow deform shader");
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Snow Deform Shader"),
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source: wgpu::ShaderSource::Wgsl(shader_source.into()),
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});
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let params_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Snow Deform Params"),
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size: 32,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Snow Deform Bind Group Layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::COMPUTE,
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ty: wgpu::BindingType::StorageTexture {
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access: wgpu::StorageTextureAccess::ReadWrite,
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format: wgpu::TextureFormat::R32Float,
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view_dimension: wgpu::TextureViewDimension::D2,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::COMPUTE,
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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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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Snow Deform Bind Group"),
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layout: &bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(depth_texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: params_buffer.as_entire_binding(),
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Snow Deform 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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let pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
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label: Some("Snow Deform Pipeline"),
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layout: Some(&pipeline_layout),
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module: &shader,
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entry_point: Some("deform"),
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compilation_options: Default::default(),
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cache: None,
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});
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(pipeline, bind_group, params_buffer)
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})
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}
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pub fn deform_at_position(&self, position: Vec3, radius: f32, depth: f32)
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{
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render::with_queue(|queue| {
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let params_data = [position.x, position.z, radius, depth];
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let params_bytes: &[u8] = bytemuck::cast_slice(¶ms_data);
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queue.write_buffer(&self.deform_params_buffer, 0, params_bytes);
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});
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render::with_device(|device| {
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Snow Deform Encoder"),
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});
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{
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let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
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label: Some("Snow Deform Pass"),
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timestamp_writes: None,
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});
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compute_pass.set_pipeline(&self.deform_pipeline);
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compute_pass.set_bind_group(0, &self.deform_bind_group, &[]);
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let workgroup_size = 16;
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let dispatch_x = (self.width + workgroup_size - 1) / workgroup_size;
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let dispatch_y = (self.height + workgroup_size - 1) / workgroup_size;
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compute_pass.dispatch_workgroups(dispatch_x, dispatch_y, 1);
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}
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render::with_queue(|queue| {
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queue.submit(Some(encoder.finish()));
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});
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});
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}
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#[allow(dead_code)]
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pub fn regenerate_mesh(&mut self, _world: &mut World, _config: &SnowConfig)
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{
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todo!("Implement regenerate_mesh with correct wgpu types for texture-to-buffer copy");
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}
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}
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Block a user