cleaned up collision in shader, abstracted out raycast, and added gpu timing
This commit is contained in:
@@ -1,23 +1,26 @@
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pub struct DepthTexture {
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pub struct Texture {
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texture_desc: wgpu::TextureDescriptor<'static>,
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view_desc: wgpu::TextureViewDescriptor<'static>,
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sampler_desc: wgpu::SamplerDescriptor<'static>,
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pub texture: wgpu::Texture,
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pub view: wgpu::TextureView,
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pub sampler: wgpu::Sampler,
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}
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impl DepthTexture {
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impl Texture {
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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pub fn init(
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pub fn init_depth(
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device: &wgpu::Device,
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config: &wgpu::SurfaceConfiguration,
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label: &str,
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label: &'static str,
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) -> Self {
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let size = wgpu::Extent3d {
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width: config.width + 1,
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height: config.height + 1,
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depth_or_array_layers: 1,
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};
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let desc = wgpu::TextureDescriptor {
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let texture_desc = wgpu::TextureDescriptor {
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label: Some(label),
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size,
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mip_level_count: 1,
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@@ -27,97 +30,62 @@ impl DepthTexture {
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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 texture = device.create_texture(&desc);
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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::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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compare: Some(wgpu::CompareFunction::LessEqual),
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lod_min_clamp: 0.0,
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lod_max_clamp: 100.0,
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..Default::default()
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});
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Self::init(
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device,
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texture_desc,
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wgpu::TextureViewDescriptor::default(),
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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::Linear,
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mipmap_filter: wgpu::FilterMode::Nearest,
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compare: Some(wgpu::CompareFunction::LessEqual),
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lod_min_clamp: 0.0,
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lod_max_clamp: 100.0,
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..Default::default()
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},
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)
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}
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pub fn init(
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device: &wgpu::Device,
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texture_desc: wgpu::TextureDescriptor<'static>,
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view_desc: wgpu::TextureViewDescriptor<'static>,
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sampler_desc: wgpu::SamplerDescriptor<'static>,
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) -> Self {
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let texture = device.create_texture(&texture_desc);
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let view = texture.create_view(&view_desc);
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let sampler = device.create_sampler(&sampler_desc);
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Self {
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texture_desc,
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view_desc,
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sampler_desc,
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texture,
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view,
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sampler,
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}
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}
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}
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pub struct StorageTexture {
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binding: u32,
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visibility: wgpu::ShaderStages,
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pub buf: wgpu::Texture,
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pub view: wgpu::TextureView,
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pub sampler: wgpu::Sampler,
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}
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impl StorageTexture {
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pub const FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Rgba8Unorm;
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pub fn init(
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device: &wgpu::Device,
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size: wgpu::Extent3d,
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label: &str,
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visibility: wgpu::ShaderStages,
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binding: u32,
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) -> Self {
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let desc = wgpu::TextureDescriptor {
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label: Some(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: Self::FORMAT,
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usage: wgpu::TextureUsages::STORAGE_BINDING | wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[],
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};
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let texture = device.create_texture(&desc);
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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::Linear,
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mipmap_filter: wgpu::FilterMode::Linear,
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compare: None,
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lod_min_clamp: 0.0,
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lod_max_clamp: 100.0,
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..Default::default()
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});
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Self {
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visibility,
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pub fn resize(&mut self, device: &wgpu::Device, size: wgpu::Extent3d) {
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self.texture_desc.size = size;
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self.texture = device.create_texture(&self.texture_desc);
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self.view = self.texture.create_view(&self.view_desc);
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}
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pub fn view_bind_group_entry(&self, binding: u32) -> wgpu::BindGroupEntry {
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wgpu::BindGroupEntry {
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binding,
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buf: texture,
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view,
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sampler,
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}
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}
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pub fn bind_group_layout_entry(&self) -> wgpu::BindGroupLayoutEntry {
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wgpu::BindGroupLayoutEntry {
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binding: self.binding,
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visibility: self.visibility,
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ty: wgpu::BindingType::StorageTexture {
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access: wgpu::StorageTextureAccess::WriteOnly,
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format: Self::FORMAT,
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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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}
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pub fn bind_group_entry(&self) -> wgpu::BindGroupEntry {
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return wgpu::BindGroupEntry {
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binding: self.binding,
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resource: wgpu::BindingResource::TextureView(&self.view),
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};
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}
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}
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pub fn sampler_bind_group_entry(&self, binding: u32) -> wgpu::BindGroupEntry {
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wgpu::BindGroupEntry {
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binding,
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resource: wgpu::BindingResource::Sampler(&self.sampler),
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}
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}
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pub fn format(&self) -> wgpu::TextureFormat {
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self.texture_desc.format
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}
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}
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