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https://github.com/griffi-gh/kubi.git
synced 2024-12-22 03:48:21 -06:00
separate clear_bg pass
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parent
c8cacafab5
commit
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@ -1,4 +1,4 @@
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use shipyard::{AllStoragesViewMut, IntoIter, IntoWorkload, SystemModificator, Unique, UniqueView, UniqueViewMut, View, Workload, WorkloadModificator};
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use shipyard::{AllStoragesViewMut, IntoIter, IntoWorkload, 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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@ -6,8 +6,7 @@ use crate::{events::WindowResizedEvent, state::is_ingame};
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mod renderer;
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pub use renderer::Renderer;
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use self::{camera::CameraUniformBuffer, world::WorldRenderState};
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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 depth;
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@ -58,39 +57,18 @@ pub fn render_master(storages: AllStoragesViewMut) {
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let surface_texture = renderer.surface().get_current_texture().unwrap();
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let surface_view = surface_texture.texture.create_view(&wgpu::TextureViewDescriptor::default());
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{
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let bg = storages.borrow::<UniqueView<BackgroundColor>>().unwrap().0;
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("rpass_background"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &surface_view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: bg.x as f64,
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g: bg.y as f64,
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b: bg.z as f64,
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a: 1.0,
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}),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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..Default::default()
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});
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}
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let mut data = RenderCtx {
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renderer: &renderer,
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encoder: &mut encoder,
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surface_view: &surface_view,
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};
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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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}
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renderer.queue().submit(std::iter::once(encoder.finish()));
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renderer.queue().submit([encoder.finish()]);
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surface_texture.present();
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}
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25
kubi/src/rendering/background.rs
Normal file
25
kubi/src/rendering/background.rs
Normal file
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@ -0,0 +1,25 @@
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use shipyard::UniqueView;
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use super::{BackgroundColor, RenderCtx};
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pub fn clear_bg(
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ctx: &mut RenderCtx,
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bg: UniqueView<BackgroundColor>,
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) {
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let _rpass = ctx.encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("clear_bg"),
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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::Clear(wgpu::Color {
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r: bg.0.x as f64,
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g: bg.0.y as f64,
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b: bg.0.z as f64,
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a: 1.0,
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}),
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store: wgpu::StoreOp::Store,
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},
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})],
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..Default::default()
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});
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}
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