getting closer to a cube
This commit is contained in:
parent
62bbf97c6a
commit
8736e63fb6
@ -1,53 +0,0 @@
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mod meshes {
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use std::mem::size_of;
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const CUBE_VERTEX_SIZE: usize = size_of::<f32>() * 10;
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const CUBE_VERTEX_COUNT: usize = 36;
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const CUBE_VERTEX_POS_OFFSET: usize = 0;
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const CUBE_VERTEX_COLOR_OFFSET: usize = size_of::<f32>() * 4;
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const CUBE_VERTEX_UV_OFFSET: usize = size_of::<f32>() * 8;
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const CUBE_VERTICES: [f32; 24] = [
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// float4 position, float4 color, float2 uv
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1, -1, 1, 1, 1, 0, 1, 1, 0, 1,
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-1, -1, 1, 1, 0, 0, 1, 1, 1, 1,
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-1, -1, -1, 1, 0, 0, 0, 1, 1, 0,
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1, -1, -1, 1, 1, 0, 0, 1, 0, 0,
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1, -1, 1, 1, 1, 0, 1, 1, 0, 1,
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-1, -1, -1, 1, 0, 0, 0, 1, 1, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
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1, -1, 1, 1, 1, 0, 1, 1, 1, 1,
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1, -1, -1, 1, 1, 0, 0, 1, 1, 0,
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1, 1, -1, 1, 1, 1, 0, 1, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
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1, -1, -1, 1, 1, 0, 0, 1, 1, 0,
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-1, 1, 1, 1, 0, 1, 1, 1, 0, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, -1, 1, 1, 1, 0, 1, 1, 0,
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-1, 1, -1, 1, 0, 1, 0, 1, 0, 0,
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-1, 1, 1, 1, 0, 1, 1, 1, 0, 1,
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1, 1, -1, 1, 1, 1, 0, 1, 1, 0,
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-1, -1, 1, 1, 0, 0, 1, 1, 0, 1,
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-1, 1, 1, 1, 0, 1, 1, 1, 1, 1,
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-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
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-1, -1, -1, 1, 0, 0, 0, 1, 0, 0,
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-1, -1, 1, 1, 0, 0, 1, 1, 0, 1,
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-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
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-1, 1, 1, 1, 0, 1, 1, 1, 1, 1,
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-1, -1, 1, 1, 0, 0, 1, 1, 1, 0,
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-1, -1, 1, 1, 0, 0, 1, 1, 1, 0,
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1, -1, 1, 1, 1, 0, 1, 1, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
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1, -1, -1, 1, 1, 0, 0, 1, 0, 1,
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-1, -1, -1, 1, 0, 0, 0, 1, 1, 1,
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-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
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1, 1, -1, 1, 1, 1, 0, 1, 0, 0,
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1, -1, -1, 1, 1, 0, 0, 1, 0, 1,
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-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
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];
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}
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27
shaders/cube.wgsl
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27
shaders/cube.wgsl
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@ -0,0 +1,27 @@
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struct VertexOutput {
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@location(0) color: vec3<f32>,
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@builtin(position) position: vec4<f32>
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};
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struct Locals {
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transform: mat4x4<f32>
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};
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@group(0) @binding(0)
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var r_locals: Locals;
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@vertex
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fn vs_main(
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@location(0) position: vec4<f32>,
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@location(1) color: vec3<f32>,
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) -> VertexOutput {
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var out: VertexOutput;
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out.color = color;
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out.position = r_locals.transform * position;
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return out;
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(in.color.r, in.color.g, in.color.b, 1.0);
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}
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@ -1,11 +1,26 @@
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@vertex
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fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
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let x = f32(i32(in_vertex_index) - 1);
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
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return vec4<f32>(x, y, 0.0, 1.0);
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// param 0
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// x = -1
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// y = -1
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// param 1
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// x = 0
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// y = 1
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// param 2
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// x = 1
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// y = -1
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}
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@fragment
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fn fs_main() -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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return vec4<f32>(0.0, 0.0, 1.0, 1.0);
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}
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114
src/cube.rs
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114
src/cube.rs
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@ -0,0 +1,114 @@
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#[derive(Copy, Clone)]
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pub struct Vertex {
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position: [f32; 4],
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color: [f32; 3]
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}
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fn vertex(pos: [i8; 3], color: [i8; 3]) -> Vertex {
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Vertex {
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position: [pos[0] as f32, pos[1] as f32, pos[2] as f32, 1.0],
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color: [color[0] as f32, color[1] as f32, color[2] as f32]
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}
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}
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pub fn create_vertices() -> (Vec<Vertex>, Vec<u16>) {
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let vertex_data = [
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// top (0, 0, 1)
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vertex([-1, -1, 1], [1, 0, 0]),
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vertex([1, -1, 1], [1, 0, 0]),
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vertex([1, 1, 1], [1, 0, 0]),
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vertex([-1, 1, 1], [1, 0, 0]),
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// bottom (0, 0, -1)
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vertex([-1, 1, -1], [0, 1, 0]),
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vertex([1, 1, -1], [0, 1, 0]),
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vertex([1, -1, -1], [0, 1, 0]),
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vertex([-1, -1, -1],[0, 1, 0]),
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// right (1, 0, 0)
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vertex([1, -1, -1], [0, 0, 1]),
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vertex([1, 1, -1], [0, 0, 1]),
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vertex([1, 1, 1], [0, 0, 1]),
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vertex([1, -1, 1], [0, 0, 1]),
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// left (-1, 0, 0)
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vertex([-1, -1, 1], [1, 1, 1]),
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vertex([-1, 1, 1], [1, 1, 1]),
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vertex([-1, 1, -1], [1, 1, 1]),
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vertex([-1, -1, -1], [1, 1, 1]),
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// front (0, 1, 0)
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vertex([1, 1, -1], [1, 1, 0]),
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vertex([-1, 1, -1], [1, 1, 0]),
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vertex([-1, 1, 1], [1, 1, 0]),
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vertex([1, 1, 1], [1, 1, 0]),
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// back (0, -1, 0)
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vertex([1, -1, 1], [0, 0, 0]),
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vertex([-1, -1, 1], [0, 0, 0]),
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vertex([-1, -1, -1], [0, 0, 0]),
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vertex([1, -1, -1], [0, 0, 0]),
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];
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let index_data: &[u16] = &[
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0, 1, 2, 2, 3, 0, // top
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4, 5, 6, 6, 7, 4, // bottom
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8, 9, 10, 10, 11, 8, // right
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12, 13, 14, 14, 15, 12, // left
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16, 17, 18, 18, 19, 16, // front
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20, 21, 22, 22, 23, 20, // back
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];
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(vertex_data.to_vec(), index_data.to_vec())
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}
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// OLD
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/*
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use std::mem::size_of;
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const CUBE_VERTEX_SIZE: usize = size_of::<f32>() * 10;
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const CUBE_VERTEX_COUNT: usize = 36;
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const CUBE_VERTEX_POS_OFFSET: usize = 0;
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const CUBE_VERTEX_COLOR_OFFSET: usize = size_of::<f32>() * 4;
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const CUBE_VERTEX_UV_OFFSET: usize = size_of::<f32>() * 8;
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const CUBE_VERTICES: [f32; 24] = [
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// float4 position, float4 color, float2 uv
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1, -1, 1, 1, 1, 0, 1, 1, 0, 1,
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-1, -1, 1, 1, 0, 0, 1, 1, 1, 1,
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-1, -1, -1, 1, 0, 0, 0, 1, 1, 0,
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1, -1, -1, 1, 1, 0, 0, 1, 0, 0,
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1, -1, 1, 1, 1, 0, 1, 1, 0, 1,
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-1, -1, -1, 1, 0, 0, 0, 1, 1, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
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1, -1, 1, 1, 1, 0, 1, 1, 1, 1,
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1, -1, -1, 1, 1, 0, 0, 1, 1, 0,
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1, 1, -1, 1, 1, 1, 0, 1, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
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1, -1, -1, 1, 1, 0, 0, 1, 1, 0,
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-1, 1, 1, 1, 0, 1, 1, 1, 0, 1,
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1, 1, 1, 1, 1, 1, 1, 1, 1, 1,
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1, 1, -1, 1, 1, 1, 0, 1, 1, 0,
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-1, 1, -1, 1, 0, 1, 0, 1, 0, 0,
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-1, 1, 1, 1, 0, 1, 1, 1, 0, 1,
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1, 1, -1, 1, 1, 1, 0, 1, 1, 0,
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-1, -1, 1, 1, 0, 0, 1, 1, 0, 1,
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-1, 1, 1, 1, 0, 1, 1, 1, 1, 1,
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-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
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-1, -1, -1, 1, 0, 0, 0, 1, 0, 0,
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-1, -1, 1, 1, 0, 0, 1, 1, 0, 1,
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-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
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-1, 1, 1, 1, 0, 1, 1, 1, 1, 1,
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-1, -1, 1, 1, 0, 0, 1, 1, 1, 0,
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-1, -1, 1, 1, 0, 0, 1, 1, 1, 0,
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1, -1, 1, 1, 1, 0, 1, 1, 0, 0,
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1, 1, 1, 1, 1, 1, 1, 1, 0, 1,
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1, -1, -1, 1, 1, 0, 0, 1, 0, 1,
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-1, -1, -1, 1, 0, 0, 0, 1, 1, 1,
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-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
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1, 1, -1, 1, 1, 1, 0, 1, 0, 0,
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1, -1, -1, 1, 1, 0, 0, 1, 0, 1,
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-1, 1, -1, 1, 0, 1, 0, 1, 1, 0,
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];
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*/
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83
src/main.rs
83
src/main.rs
@ -1,11 +1,14 @@
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mod voxel;
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mod cube;
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use std::borrow::Cow;
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use wgpu::util::DeviceExt;
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use winit::{
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event::{Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::Window,
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};
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use std::mem;
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async fn run(event_loop: EventLoop<()>, window: Window) {
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let size = window.inner_size();
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@ -38,18 +41,78 @@ async fn run(event_loop: EventLoop<()>, window: Window) {
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.await
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.expect("Failed to create device");
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// Load the shaders from disk
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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let (vertex_data, index_data) = cube::create_vertices();
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(&vertex_data),
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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("Index Buffer"),
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contents: bytemuck::cast_slice(&index_data),
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usage: wgpu::BufferUsages::INDEX,
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});
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let vertex_size = mem::size_of::<cube::Vertex>();
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let vertex_buffer = wgpu::VertexBufferLayout {
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array_stride: vertex_size 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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format: wgpu::VertexFormat::Float32x4,
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offset: 0,
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shader_location: 0,
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},
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wgpu::VertexAttribute {
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format: wgpu::VertexFormat::Float32x3,
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offset: mem::size_of::<f32>() as u64 * 4,
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shader_location: 1,
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},
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],
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};
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("../shaders/shader.wgsl"))),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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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: wgpu::BufferSize::new(64),
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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 pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[],
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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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// Create bind group
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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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: uniform_buffer.as_entire_binding(),
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}
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],
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label: None,
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});
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// Load the shaders from disk
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(include_str!("../shaders/cube.wgsl"))),
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});
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let swapchain_capabilities = surface.get_capabilities(&adapter);
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let swapchain_format = swapchain_capabilities.formats[0];
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@ -59,14 +122,17 @@ async fn run(event_loop: EventLoop<()>, window: Window) {
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[],
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buffers: &[vertex_buffer],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(swapchain_format.into())],
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}),
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primitive: wgpu::PrimitiveState::default(),
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primitive: wgpu::PrimitiveState {
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cull_mode: Some(wgpu::Face::Back),
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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@ -126,7 +192,10 @@ async fn run(event_loop: EventLoop<()>, window: Window) {
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depth_stencil_attachment: None,
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});
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rpass.set_pipeline(&render_pipeline);
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rpass.draw(0..3, 0..1);
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rpass.set_bind_group(0, &bind_group, &[]);
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rpass.set_index_buffer(index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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rpass.set_vertex_buffer(0, vertex_buffer.slice(..));
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rpass.draw_indexed(0..index_data.len() as u32, 0, 0..1);
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}
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queue.submit(Some(encoder.finish()));
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@ -3,7 +3,7 @@ struct Voxel {
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r: u8, g: u8, b: u8
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}
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const AIR_VOXEL: Voxel = Voxel { r: 0, g: 0, b: 0 };
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const AIR_VOXEL: Voxel = Voxel { r: 0, g: 0, b: 0};
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struct VoxelMap {
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data: Vec<Voxel>,
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