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init texture prefab
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parent
90784e21dd
commit
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4
.gitignore
vendored
4
.gitignore
vendored
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@ -27,3 +27,7 @@ _visualizer.json
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*.so
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*.so
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*.dylib
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*.dylib
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*.rlib
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*.rlib
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#but keep the dxcompiler.dll/dxil.dll
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!dxcompiler.dll
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!dxil.dll
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@ -36,8 +36,10 @@ impl AssetPaths for BlockTexture {
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}
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}
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#[derive(Unique)]
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#[derive(Unique)]
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#[repr(transparent)]
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pub struct Textures {
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pub struct BlockDiffuseTexture(pub wgpu::Texture);
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pub block_diffuse_texture: wgpu::Texture,
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pub block_diffuse_bind_group: wgpu::BindGroup,
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}
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#[derive(Unique)]
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#[derive(Unique)]
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#[repr(transparent)]
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#[repr(transparent)]
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@ -50,13 +52,63 @@ pub fn load_prefabs(
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assman: UniqueView<AssetManager>
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assman: UniqueView<AssetManager>
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) {
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) {
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log::info!("Loading textures...");
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log::info!("Loading textures...");
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storages.add_unique_non_send_sync(BlockDiffuseTexture(
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let block_diffuse_texture = load_texture2darray_prefab::<BlockTexture>(
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load_texture2darray_prefab::<BlockTexture>(
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&renderer,
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&renderer,
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&assman,
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&assman,
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"blocks".into(),
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"blocks".into(),
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);
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)
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));
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log::info!("Creating bing groups");
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let block_diffuse_view = block_diffuse_texture.create_view(&wgpu::TextureViewDescriptor::default());
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let block_diffuse_sampler = renderer.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::Nearest,
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min_filter: wgpu::FilterMode::Nearest, //TODO min_filter Linear, requires filtering sampler
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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let block_diffuse_bind_group_layout = renderer.device()
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.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("block_diffuse_bind_group_layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: false },
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view_dimension: wgpu::TextureViewDimension::D2Array,
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multisampled: false,
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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: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::NonFiltering),
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count: None,
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}
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]
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});
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let block_diffuse_bind_group = renderer.device().create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("block_diffuse_bind_group"),
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layout: &block_diffuse_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: wgpu::BindingResource::TextureView(&block_diffuse_view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&block_diffuse_sampler),
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}
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]
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});
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storages.add_unique_non_send_sync(Textures {
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block_diffuse_texture,
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block_diffuse_bind_group,
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});
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log::info!("Loading the UI stuff...");
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log::info!("Loading the UI stuff...");
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{
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{
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@ -1,5 +1,6 @@
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use pollster::FutureExt;
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use pollster::FutureExt;
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use shipyard::Unique;
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use shipyard::Unique;
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use winapi::shared::cfg;
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use winit::{
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use winit::{
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event_loop::ActiveEventLoop,
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event_loop::ActiveEventLoop,
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window::{Fullscreen, Window},
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window::{Fullscreen, Window},
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@ -77,6 +78,14 @@ impl Renderer {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::BROWSER_WEBGPU | wgpu::Backends::VULKAN | wgpu::Backends::GL,
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backends: wgpu::Backends::BROWSER_WEBGPU | wgpu::Backends::VULKAN | wgpu::Backends::GL,
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//Disable validation layer
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flags: wgpu::InstanceFlags::default() & !wgpu::InstanceFlags::VALIDATION,
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//we're using vulkan on windows
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// #[cfg(all(target_os = "windows", target_arch = "x86_64"))]
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// dx12_shader_compiler: wgpu::Dx12Compiler::Dxc {
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// dxil_path: Some("./dxil.dll".into()),
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// dxc_path: Some("./dxcompiler.dll".into()),
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// },
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..Default::default()
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..Default::default()
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});
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});
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