upload data and orient thing
This commit is contained in:
@@ -144,7 +144,6 @@ impl<'a> Renderer<'a> {
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&self.device,
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&self.device,
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&mut encoder,
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&mut encoder,
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&mut self.staging_belt,
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&mut self.staging_belt,
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&mut self.queue,
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&RenderUpdateData {
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&RenderUpdateData {
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state,
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state,
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size: &self.size,
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size: &self.size,
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10
src/client/render/voxel/group.rs
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10
src/client/render/voxel/group.rs
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@@ -0,0 +1,10 @@
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use nalgebra::{Transform3, Vector3};
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#[repr(C, align(16))]
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#[derive(Debug, Clone, Copy, PartialEq, bytemuck::Zeroable)]
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pub struct VoxelGroup {
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pub transform: Transform3<f32>,
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pub dimensions: Vector3<u32>,
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}
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unsafe impl bytemuck::Pod for VoxelGroup {}
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@@ -2,5 +2,6 @@ mod grid;
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mod view;
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mod view;
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mod pipeline;
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mod pipeline;
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mod color;
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mod color;
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mod group;
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pub use pipeline::*;
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pub use pipeline::*;
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@@ -1,4 +1,6 @@
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use super::{color::VoxelColor, view::View};
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use nalgebra::{Rotation3, Transform3, Translation3, Vector3};
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use super::{color::VoxelColor, group::VoxelGroup, view::View};
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use crate::client::render::{
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use crate::client::render::{
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buf::ArrBufUpdate, storage::Storage, uniform::Uniform, RenderUpdateData,
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buf::ArrBufUpdate, storage::Storage, uniform::Uniform, RenderUpdateData,
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};
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};
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@@ -8,7 +10,7 @@ pub struct VoxelPipeline {
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view: Uniform<View>,
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view: Uniform<View>,
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bind_group_layout: wgpu::BindGroupLayout,
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bind_group_layout: wgpu::BindGroupLayout,
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bind_group: wgpu::BindGroup,
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bind_group: wgpu::BindGroup,
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texture: wgpu::Texture,
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voxel_groups: Storage<VoxelGroup>,
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voxels: Storage<VoxelColor>,
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voxels: Storage<VoxelColor>,
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arst: bool,
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arst: bool,
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}
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}
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@@ -24,56 +26,16 @@ impl VoxelPipeline {
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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});
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let view = Uniform::<View>::init(device, "View", 0);
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let view = Uniform::<View>::init(device, "view", 0);
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let texture_size = wgpu::Extent3d {
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let voxels = Storage::init(device, "voxels", 1);
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width: WIDTH,
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let voxel_groups = Storage::init(device, "voxel groups", 2);
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height: 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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size: texture_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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label: Some("diffuse_texture"),
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view_formats: &[],
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});
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let voxels = Storage::init(device, "voxels", 3);
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let diffuse_texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let diffuse_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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// bind groups
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// bind groups
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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entries: &[
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view.bind_group_layout_entry(),
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view.bind_group_layout_entry(),
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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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: 2,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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voxels.bind_group_layout_entry(),
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voxels.bind_group_layout_entry(),
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voxel_groups.bind_group_layout_entry(),
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],
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],
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label: Some("tile_bind_group_layout"),
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label: Some("tile_bind_group_layout"),
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});
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});
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@@ -82,15 +44,8 @@ impl VoxelPipeline {
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layout: &bind_group_layout,
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layout: &bind_group_layout,
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entries: &[
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entries: &[
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view.bind_group_entry(),
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view.bind_group_entry(),
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&diffuse_sampler),
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},
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voxels.bind_group_entry(),
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voxels.bind_group_entry(),
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voxel_groups.bind_group_entry(),
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],
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],
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label: Some("tile_bind_group"),
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label: Some("tile_bind_group"),
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});
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});
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@@ -145,8 +100,8 @@ impl VoxelPipeline {
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view,
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view,
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bind_group,
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bind_group,
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bind_group_layout,
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bind_group_layout,
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texture,
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voxels,
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voxels,
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voxel_groups,
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arst: false,
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arst: false,
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}
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}
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}
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}
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@@ -156,38 +111,37 @@ impl VoxelPipeline {
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device: &wgpu::Device,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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encoder: &mut wgpu::CommandEncoder,
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belt: &mut wgpu::util::StagingBelt,
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belt: &mut wgpu::util::StagingBelt,
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queue: &mut wgpu::Queue,
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update_data: &RenderUpdateData,
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update_data: &RenderUpdateData,
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) {
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) {
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let texture_size = wgpu::Extent3d {
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width: WIDTH,
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height: HEIGHT,
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depth_or_array_layers: 1,
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};
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if !self.arst {
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if !self.arst {
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queue.write_texture(
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let lx = 15;
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// Tells wgpu where to copy the pixel data
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let ly = 10;
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wgpu::ImageCopyTexture {
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let lz = 10;
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texture: &self.texture,
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let size = lx * ly * lz;
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mip_level: 0,
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let mut data = vec![VoxelColor::none(); size];
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origin: wgpu::Origin3d::ZERO,
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for x in 0..lx {
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aspect: wgpu::TextureAspect::All,
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for y in 0..ly {
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},
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data[x + y * lx] = VoxelColor {
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// The actual pixel data
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r: (x as f32 / lx as f32 * 255.0) as u8,
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&[0xff, 0x00, 0xff, 0xff].repeat((WIDTH * HEIGHT) as usize),
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g: (y as f32 / ly as f32 * 255.0) as u8,
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// The layout of the texture
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b: 0,
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wgpu::ImageDataLayout {
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a: 20,
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offset: 0,
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};
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bytes_per_row: Some(4 * WIDTH),
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}
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rows_per_image: Some(HEIGHT),
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}
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},
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for x in 0..lx {
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texture_size,
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for y in 0..ly {
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);
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data[x + y * lx + 3 * lx * ly] = VoxelColor {
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let l = 10;
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r: (x as f32 / lx as f32 * 255.0) as u8,
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let size = l * l * l;
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g: (y as f32 / ly as f32 * 255.0) as u8,
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let mut data: Vec<_> = vec![VoxelColor::none(); size];
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b: 100,
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data[0] = VoxelColor::white();
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a: 255,
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data[size - 1] = VoxelColor::white();
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};
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}
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}
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for i in 0..lx.min(ly.min(lz)) {
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data[i + i * lx + i * lx * ly] = VoxelColor::white();
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}
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self.voxels.update(
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self.voxels.update(
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device,
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device,
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encoder,
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encoder,
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@@ -195,6 +149,32 @@ impl VoxelPipeline {
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data.len(),
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data.len(),
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&[ArrBufUpdate { offset: 0, data }],
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&[ArrBufUpdate { offset: 0, data }],
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);
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);
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let group = VoxelGroup {
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transform: Transform3::identity()
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* (Translation3::new(-5.0, -5.0, 20.0)
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* Rotation3::from_axis_angle(&Vector3::y_axis(), 0.5)).inverse(),
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dimensions: Vector3::new(lx as u32, ly as u32, lz as u32),
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};
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self.voxel_groups.update(
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device,
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encoder,
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belt,
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1,
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&[ArrBufUpdate {
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offset: 0,
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data: vec![group],
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}],
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);
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self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.bind_group_layout,
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entries: &[
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self.view.bind_group_entry(),
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self.voxels.bind_group_entry(),
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self.voxel_groups.bind_group_entry(),
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],
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label: Some("tile_bind_group"),
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});
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self.arst = true;
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self.arst = true;
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}
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}
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self.view.update(device, encoder, belt, update_data);
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self.view.update(device, encoder, belt, update_data);
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@@ -13,14 +13,17 @@ struct View {
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transform: mat4x4<f32>,
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transform: mat4x4<f32>,
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};
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};
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struct VoxelGroup {
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transform: mat4x4<f32>,
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dimensions: vec3<u32>,
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};
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@group(0) @binding(0)
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@group(0) @binding(0)
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var<uniform> view: View;
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var<uniform> view: View;
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@group(0) @binding(1)
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@group(0) @binding(1)
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var t_diffuse: texture_2d<f32>;
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@group(0) @binding(2)
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var s_diffuse: sampler;
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@group(0) @binding(3)
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var<storage, read> voxels: array<u32>;
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var<storage, read> voxels: array<u32>;
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@group(0) @binding(2)
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var<storage, read> voxel_groups: array<VoxelGroup>;
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@vertex
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@vertex
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fn vs_main(
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fn vs_main(
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@@ -52,30 +55,34 @@ fn fs_main(
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pixel_pos.y *= 2.0;
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pixel_pos.y *= 2.0;
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pixel_pos.y *= aspect;
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pixel_pos.y *= aspect;
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pixel_pos = (view.transform * vec4<f32>(pixel_pos, 1.0)).xyz;
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let group = voxel_groups[0];
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let origin = (view.transform * vec4<f32>(0.0, 0.0, 0.0, 1.0)).xyz;
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let dim_f = vec3<f32>(group.dimensions);
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// this should definitely be done per pixel trust me guys
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let transform = group.transform * view.transform;
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pixel_pos = (transform * vec4<f32>(pixel_pos, 1.0)).xyz;
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let origin = (transform * vec4<f32>(0.0, 0.0, 0.0, 1.0)).xyz;
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let dir = normalize(pixel_pos - origin);
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let dir = normalize(pixel_pos - origin);
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let voxel_pos = vec3<f32>(-5.0, -5.0, 30.0);
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var t = 0;
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var t = 0;
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var color = vec4<f32>(0.0, 0.0, 0.0, 0.0);
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for(t = 0; t < 1000; t += 1) {
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for(t = 0; t < 1000; t += 1) {
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let pos = pixel_pos + f32(t) * 0.1 * dir - voxel_pos;
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let pos = pixel_pos + f32(t) * 0.1 * dir;
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let rel_coords = vec3<i32>(pos.xyz);
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if pos.x < 0.0 || pos.y < 0.0 || pos.z < 0.0 || pos.x > dim_f.x || pos.y > dim_f.y || pos.z > dim_f.z {
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if rel_coords.x < 0 || rel_coords.y < 0 || rel_coords.z < 0 || rel_coords.x > 10 || rel_coords.y > 10 || rel_coords.z > 10 {
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continue;
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continue;
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} else {
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} else {
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let i = rel_coords.x + rel_coords.y * 10 + rel_coords.z * 100;
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let rel_coords = vec3<u32>(pos.xyz);
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let color = unpack4x8unorm(voxels[i]);
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let i = u32(rel_coords.x + rel_coords.y * group.dimensions.x + rel_coords.z * group.dimensions.x * group.dimensions.y);
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if voxels[i] != 0 {
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let vcolor = unpack4x8unorm(voxels[i]);
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return vec4<f32>(1.0);
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// now I understand premultiplied alpha lmao
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} else {
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color += vec4<f32>(vcolor.xyz * vcolor.a * (1.0 - color.a), (1.0 - color.a) * vcolor.a);
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let pos = vec3<f32>(rel_coords);
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if color.a == 1.0 {
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return vec4<f32>(pos.x / 10.0, pos.y / 10.0, pos.z / 10.0, 1.0);
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break;
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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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return vec4<f32>(0.0, 0.0, 0.0, 1.0);
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return color;
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}
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}
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Reference in New Issue
Block a user