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Selection Box
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parent
241dc8ea7e
commit
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27
kubi/shaders/selection_box.wgsl
Normal file
27
kubi/shaders/selection_box.wgsl
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@ -0,0 +1,27 @@
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struct CameraUniform {
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view_proj: mat4x4<f32>,
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};
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@group(0) @binding(0)
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var<uniform> camera: CameraUniform;
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struct SboxUniform {
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position: vec3<f32>,
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};
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@group(1) @binding(0)
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var<uniform> sbox: SboxUniform;
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@vertex
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fn vs_main(
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@location(0) position: vec3<f32>,
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) -> @builtin(position) vec4<f32> {
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return camera.view_proj * vec4<f32>(position + sbox.position, 1.0);
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}
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@fragment
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fn fs_main(
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@builtin(position) in: vec4<f32>,
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) -> @location(0) vec4<f32> {
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return vec4<f32>(0.0, 0.0, 0.0, 0.5);
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}
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@ -1,15 +1,16 @@
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use shipyard::{AllStoragesViewMut, IntoIter, IntoWorkload, Unique, UniqueView, UniqueViewMut, View, Workload, WorkloadModificator};
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use shipyard::{AllStoragesViewMut, IntoIter, IntoWorkload, SystemModificator, Unique, UniqueView, UniqueViewMut, View, Workload, WorkloadModificator};
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use winit::dpi::PhysicalSize;
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use glam::Vec3;
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use crate::{events::WindowResizedEvent, state::is_ingame};
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mod renderer;
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mod primitives;
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mod selection_box;
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pub use renderer::Renderer;
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pub mod background;
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pub mod world;
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pub mod camera;
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pub mod camera_uniform;
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pub mod depth;
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pub struct BufferPair {
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@ -28,14 +29,15 @@ pub struct RenderCtx<'a> {
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pub surface_view: &'a wgpu::TextureView,
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}
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//TODO run init_world_render_state only once ingame?
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//TODO run init_world_render_state, init_selection_box_state, etc. only once ingame?
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pub fn init_rendering() -> Workload {
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(
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depth::init_depth_texture,
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camera::init_camera_uniform_buffer,
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world::init_world_render_state, //requires depth and camera buffers
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camera_uniform::init_camera_uniform_buffer,
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world::init_world_render_state, //req: depth, camera
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primitives::init_primitives,
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selection_box::init_selection_box_render_state, //req: depth, camera, primitives
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).into_sequential_workload()
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}
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@ -48,7 +50,8 @@ pub fn update_rendering_early() -> Workload {
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pub fn update_rendering_late() -> Workload {
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(
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camera::update_camera_uniform_buffer,
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camera_uniform::update_camera_uniform_buffer,
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selection_box::update_selection_box_render_state.run_if(is_ingame),
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).into_workload()
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}
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@ -70,6 +73,7 @@ pub fn render_master(storages: AllStoragesViewMut) {
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storages.run_with_data(background::clear_bg, &mut data);
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if storages.run(is_ingame) {
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storages.run_with_data(world::draw_world, &mut data);
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storages.run_with_data(selection_box::draw_selection_box, &mut data);
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}
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renderer.queue().submit([encoder.finish()]);
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@ -11,7 +11,6 @@ pub struct CameraUniformData {
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pub view_proj: [f32; 4 * 4],
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}
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//TODO if multiple cameras, buffer per camera
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#[derive(Unique)]
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pub struct CameraUniformBuffer {
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@ -2,6 +2,7 @@ use bytemuck::{Pod, Zeroable};
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use shipyard::{IntoWorkload, Workload};
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mod cube;
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pub use cube::CubePrimitive;
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pub fn init_primitives() -> Workload {
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(
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@ -1,9 +1,65 @@
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use shipyard::{AllStoragesView, IntoIter, Unique, UniqueView, View};
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use wgpu::RenderPassDescriptor;
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use crate::{player::MainPlayer, world::raycast::LookingAtBlock};
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use super::{camera_uniform::CameraUniformBuffer, depth::DepthTexture, primitives::CubePrimitive, RenderCtx};
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mod pipeline;
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mod uniform;
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use uniform::SelectionBoxUniform;
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#[derive(Unique)]
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pub struct SboxRenderState {
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pipeline: wgpu::RenderPipeline,
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uniform: SelectionBoxUniform,
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}
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pub fn init_selection_box_render_state(storages: AllStoragesView) {
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let uniform = storages.run(uniform::init_selection_box_uniform);
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let pipeline = storages.run_with_data(pipeline::init_selection_box_pipeline, &uniform);
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storages.add_unique(SboxRenderState { pipeline, uniform });
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}
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pub use uniform::update_selection_box_uniform
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as update_selection_box_render_state;
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pub fn draw_selection_box(
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ctx: &mut RenderCtx,
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state: UniqueView<SboxRenderState>,
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depth: UniqueView<DepthTexture>,
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cube: UniqueView<CubePrimitive>,
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camera_ubo: UniqueView<CameraUniformBuffer>,
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lookat: View<LookingAtBlock>,
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camera: View<Camera>,
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player: View<MainPlayer>,
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) {
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//TODO
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let Some((LookingAtBlock(Some(_)), _)) = (&lookat, &player).iter().next() else {
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return
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};
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let mut rpass = ctx.encoder.begin_render_pass(&RenderPassDescriptor {
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label: Some("rpass_selection_box"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: ctx.surface_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &depth.depth_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Load,
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store: wgpu::StoreOp::Discard,
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}),
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stencil_ops: None,
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}),
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..Default::default()
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});
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rpass.set_pipeline(&state.pipeline);
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rpass.set_bind_group(0, &camera_ubo.camera_bind_group, &[]);
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rpass.set_bind_group(1, &state.uniform.bind_group, &[]);
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rpass.set_index_buffer(cube.0.index.slice(..), wgpu::IndexFormat::Uint16);
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rpass.set_vertex_buffer(0, cube.0.vertex.slice(..));
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rpass.draw_indexed(0..cube.0.index_len, 0, 0..1);
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}
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@ -0,0 +1,68 @@
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use shipyard::UniqueView;
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use crate::rendering::{
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camera_uniform::CameraUniformBuffer,
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depth::DepthTexture,
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primitives::PrimitiveVertex,
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Renderer
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};
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pub fn init_selection_box_pipeline(
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uniform: &super::uniform::SelectionBoxUniform,
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ren: UniqueView<Renderer>,
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depth: UniqueView<DepthTexture>,
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camera_ubo: UniqueView<CameraUniformBuffer>,
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) -> wgpu::RenderPipeline {
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let shader = ren.device().create_shader_module(
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wgpu::include_wgsl!("../../../shaders/selection_box.wgsl")
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);
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let selection_box_pipeline_layout = ren.device().create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("selection_box_pipeline_layout"),
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bind_group_layouts: &[
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&camera_ubo.camera_bind_group_layout,
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&uniform.bind_group_layout,
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],
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push_constant_ranges: &[],
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});
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ren.device().create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("selection_box_pipeline"),
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layout: Some(&selection_box_pipeline_layout),
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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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compilation_options: wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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format: ren.surface_config().format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::COLOR,
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})],
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}),
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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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compilation_options: wgpu::PipelineCompilationOptions::default(),
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buffers: &[
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PrimitiveVertex::LAYOUT,
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],
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},
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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cull_mode: Some(wgpu::Face::Back),
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front_face: wgpu::FrontFace::Ccw,
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unclipped_depth: false,
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: depth.depth_texture.format(),
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depth_write_enabled: false,
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depth_compare: wgpu::CompareFunction::LessEqual,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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})
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}
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79
kubi/src/rendering/selection_box/uniform.rs
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79
kubi/src/rendering/selection_box/uniform.rs
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@ -0,0 +1,79 @@
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use glam::Vec3;
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use shipyard::{IntoIter, UniqueView, View};
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use bytemuck::{Pod, Zeroable};
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use crate::{
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player::MainPlayer,
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rendering::Renderer,
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world::raycast::LookingAtBlock,
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};
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use super::SboxRenderState;
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#[derive(Clone, Copy, Pod, Zeroable)]
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#[repr(C, packed)]
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pub struct SelectionBoxUniformData {
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pub position: [f32; 3],
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pub _padding: u32,
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}
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pub struct SelectionBoxUniform {
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pub buffer: wgpu::Buffer,
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pub bind_group_layout: wgpu::BindGroupLayout,
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pub bind_group: wgpu::BindGroup,
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}
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pub fn init_selection_box_uniform(renderer: UniqueView<Renderer>) -> SelectionBoxUniform {
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let buffer = renderer.device().create_buffer(&wgpu::BufferDescriptor {
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label: Some("selection_box_uniform"),
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size: std::mem::size_of::<SelectionBoxUniformData>() as u64,
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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 = renderer.device().create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("selection_box_bind_group_layout"),
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entries: &[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: None,
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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 = renderer.device().create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("selection_box_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: buffer.as_entire_binding(),
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}],
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});
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SelectionBoxUniform {
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buffer,
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bind_group_layout,
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bind_group,
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}
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}
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pub fn update_selection_box_uniform(
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renderer: UniqueView<Renderer>,
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state: UniqueView<SboxRenderState>,
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lookat: View<LookingAtBlock>,
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player: View<MainPlayer>,
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) {
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//TODO: only update if changed
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if let Some((LookingAtBlock(Some(lookat)), _)) = (&lookat, &player).iter().next() {
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renderer.queue().write_buffer(
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&state.uniform.buffer,
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0,
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bytemuck::cast_slice(&[SelectionBoxUniformData {
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position: (lookat.position.floor() + Vec3::splat(0.5)).to_array(),
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_padding: 0,
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}]),
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);
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};
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}
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@ -6,7 +6,7 @@ use crate::{
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prefabs::TexturePrefabs,
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world::{ChunkMeshStorage, ChunkStorage},
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};
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use super::{camera::CameraUniformBuffer, depth::DepthTexture, RenderCtx};
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use super::{camera_uniform::CameraUniformBuffer, depth::DepthTexture, RenderCtx};
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mod pipeline;
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mod vertex;
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@ -39,7 +39,7 @@ pub fn draw_world(
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let camera = camera.iter().next().expect("No cameras in the scene");
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let mut render_pass = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("draw_world"),
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label: Some("rpass_draw_world"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: ctx.surface_view,
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resolve_target: None,
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@ -1,7 +1,7 @@
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use shipyard::UniqueView;
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use crate::{
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prefabs::TexturePrefabs,
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rendering::{camera::CameraUniformBuffer, depth::DepthTexture, world::ChunkVertex, Renderer}
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rendering::{camera_uniform::CameraUniformBuffer, depth::DepthTexture, world::ChunkVertex, Renderer}
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};
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pub fn init_world_pipeline(
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targets: &[Some(wgpu::ColorTargetState {
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format: ren.surface_config().format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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write_mask: wgpu::ColorWrites::COLOR,
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})],
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}),
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vertex: wgpu::VertexState {
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