Move HUD-related code to its own file
This commit is contained in:
parent
1740b80bf0
commit
bf22190ccd
3 changed files with 277 additions and 244 deletions
252
src/hud_state.rs
Normal file
252
src/hud_state.rs
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@ -0,0 +1,252 @@
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use wgpu::{
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util::{BufferInitDescriptor, DeviceExt},
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CommandEncoder, Device, Queue, SwapChainDescriptor, SwapChainTexture,
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};
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use crate::{texture::Texture, vertex::Vertex};
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const UI_SCALE_X: f32 = 0.0045;
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const UI_SCALE_Y: f32 = 0.008;
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pub struct HudState {
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texture_bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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crosshair_vertex_buffer: wgpu::Buffer,
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crosshair_index_buffer: wgpu::Buffer,
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}
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impl HudState {
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pub fn new(
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render_device: &Device,
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render_queue: &Queue,
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swap_chain_descriptor: &SwapChainDescriptor,
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) -> Self {
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let (texture_bind_group_layout, texture_bind_group) =
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Self::create_textures(render_device, render_queue);
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let render_pipeline = Self::create_render_pipeline(
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&render_device,
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&swap_chain_descriptor,
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&[&texture_bind_group_layout],
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);
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let crosshair_vertex_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
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label: Some("HUD crosshair vertex buffer"),
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contents: bytemuck::cast_slice(&CROSSHAIR_VERTICES),
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usage: wgpu::BufferUsage::VERTEX,
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});
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let crosshair_index_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
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label: Some("HUD crosshair index buffer"),
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contents: bytemuck::cast_slice(CROSSHAIR_INDICES),
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usage: wgpu::BufferUsage::INDEX,
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});
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Self {
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texture_bind_group,
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render_pipeline,
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crosshair_vertex_buffer,
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crosshair_index_buffer,
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}
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}
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pub fn render(
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&self,
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frame: &SwapChainTexture,
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render_encoder: &mut CommandEncoder,
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) -> anyhow::Result<usize> {
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let mut render_pass = render_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("render_pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: &frame.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: true,
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},
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}],
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depth_stencil_attachment: None,
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_vertex_buffer(0, self.crosshair_vertex_buffer.slice(..));
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render_pass.set_index_buffer(
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self.crosshair_index_buffer.slice(..),
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wgpu::IndexFormat::Uint16,
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);
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render_pass.set_bind_group(0, &self.texture_bind_group, &[]);
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render_pass.draw_indexed(0..CROSSHAIR_INDICES.len() as u32, 0, 0..1);
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Ok(CROSSHAIR_INDICES.len() / 3)
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}
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fn create_textures(
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render_device: &wgpu::Device,
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render_queue: &wgpu::Queue,
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) -> (wgpu::BindGroupLayout, wgpu::BindGroup) {
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let texture = Texture::from_bytes(
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render_device,
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render_queue,
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include_bytes!("../assets/gui/widgets.png"),
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"Texture GUI widgets",
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)
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.unwrap();
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let sampler = render_device.create_sampler(&wgpu::SamplerDescriptor {
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Linear,
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..wgpu::SamplerDescriptor::default()
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});
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let bind_group_layout =
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render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("GUI texture 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::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Sampler {
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comparison: false,
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filtering: 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: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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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 bind_group = render_device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("GUI texture bind group"),
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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: wgpu::BindingResource::Sampler(&sampler),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&texture.view),
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},
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],
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});
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(bind_group_layout, bind_group)
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}
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fn create_render_pipeline(
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render_device: &wgpu::Device,
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swap_chain_descriptor: &SwapChainDescriptor,
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bind_group_layouts: &[&wgpu::BindGroupLayout],
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) -> wgpu::RenderPipeline {
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let module = &render_device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("UI shader"),
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flags: wgpu::ShaderFlags::all(),
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source: wgpu::ShaderSource::Wgsl(include_str!("shaders/ui.wgsl").into()),
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});
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let pipeline_layout =
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render_device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("UI render pipeline layout"),
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bind_group_layouts,
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push_constant_ranges: &[],
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});
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render_device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("UI render pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module,
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entry_point: "main",
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buffers: &[Vertex::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: swap_chain_descriptor.format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrite::ALL,
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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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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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polygon_mode: wgpu::PolygonMode::Fill,
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clamp_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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})
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}
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}
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pub const CROSSHAIR_VERTICES: &[Vertex] = &[
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// Crosshair
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Vertex {
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position: [-UI_SCALE_X * 8.0, UI_SCALE_Y * 8.0, 0.0],
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texture_coordinates: [240.0 / 256.0, 0.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [UI_SCALE_X * 8.0, UI_SCALE_Y * 8.0, 0.0],
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texture_coordinates: [1.0, 0.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [UI_SCALE_X * 8.0, -UI_SCALE_Y * 8.0, 0.0],
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texture_coordinates: [1.0, 16.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [-UI_SCALE_X * 8.0, -UI_SCALE_Y * 8.0, 0.0],
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texture_coordinates: [240.0 / 256.0, 16.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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// Hotbar
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Vertex {
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position: [-UI_SCALE_X * 91.0, -1.0 + UI_SCALE_Y * 22.0, 0.0],
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texture_coordinates: [0.0 / 256.0, 0.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [UI_SCALE_X * 91.0, -1.0 + UI_SCALE_Y * 22.0, 0.0],
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texture_coordinates: [182.0 / 256.0, 0.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [UI_SCALE_X * 91.0, -1.0, 0.0],
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texture_coordinates: [182.0 / 256.0, 22.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [-UI_SCALE_X * 91.0, -1.0, 0.0],
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texture_coordinates: [0.0 / 256.0, 22.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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];
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#[rustfmt::skip]
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pub const CROSSHAIR_INDICES: &[u16] = &[
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1, 0, 3,
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1, 3, 2,
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5, 4, 7,
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5, 7, 6,
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];
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25
src/main.rs
25
src/main.rs
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mod camera;
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mod chunk;
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mod cube;
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mod hud_state;
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mod light;
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mod quad;
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mod state;
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mod world_state;
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use std::time::{Duration, Instant};
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use wgpu::SwapChainError;
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use winit::{
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dpi::{PhysicalSize, Size},
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event::{ElementState, Event, KeyboardInput, MouseButton, VirtualKeyCode, WindowEvent},
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@ -42,6 +44,7 @@ fn main() {
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let mut frametime_max = Duration::from_secs(0);
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let mut last_render_time = Instant::now();
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let mut triangle_count = 0;
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event_loop.run(move |event, _, control_flow| {
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match event {
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let fps_min = 1_000_000 / frametime_max.as_micros();
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println!(
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"{} frames | frametime avg={:?} min={:?} max={:?} | fps avg={} min={} max={}",
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frames, frametime, frametime_min, frametime_max, fps, fps_min, fps_max,
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"{} frames | frametime avg={:?} min={:?} max={:?} | fps avg={} min={} max={} | {} tris",
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frames, frametime, frametime_min, frametime_max, fps, fps_min, fps_max, triangle_count,
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);
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elapsed = Duration::from_secs(0);
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@ -115,13 +118,17 @@ fn main() {
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state.update(dt);
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match state.render() {
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Ok(_) => {}
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// Recreate the swap_chain if lost
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Err(wgpu::SwapChainError::Lost) => state.resize(state.window_size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SwapChainError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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Err(root_cause) =>
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match root_cause.downcast_ref::<SwapChainError>() {
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// Recreate the swap_chain if lost
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Some(wgpu::SwapChainError::Lost) => state.resize(state.window_size),
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// The system is out of memory, we should probably quit
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Some(wgpu::SwapChainError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Some(_) | None => eprintln!("{:?}", root_cause),
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}
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Ok(v) => triangle_count = v
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}
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}
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Event::MainEventsCleared => {
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244
src/state.rs
244
src/state.rs
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@ -1,70 +1,12 @@
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use std::time::Duration;
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use cgmath::{InnerSpace, Rad};
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use wgpu::util::{BufferInitDescriptor, DeviceExt};
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use winit::{
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event::{DeviceEvent, ElementState, KeyboardInput, VirtualKeyCode},
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window::Window,
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};
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use crate::{texture::Texture, vertex::Vertex, world_state::WorldState};
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const UI_SCALE_X: f32 = 0.0045;
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const UI_SCALE_Y: f32 = 0.008;
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pub const CROSSHAIR_VERTICES: &[Vertex] = &[
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// Crosshair
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Vertex {
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position: [-UI_SCALE_X * 8.0, UI_SCALE_Y * 8.0, 0.0],
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texture_coordinates: [240.0 / 256.0, 0.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [UI_SCALE_X * 8.0, UI_SCALE_Y * 8.0, 0.0],
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texture_coordinates: [1.0, 0.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [UI_SCALE_X * 8.0, -UI_SCALE_Y * 8.0, 0.0],
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texture_coordinates: [1.0, 16.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [-UI_SCALE_X * 8.0, -UI_SCALE_Y * 8.0, 0.0],
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texture_coordinates: [240.0 / 256.0, 16.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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// Hotbar
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Vertex {
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position: [-UI_SCALE_X * 91.0, -1.0 + UI_SCALE_Y * 22.0, 0.0],
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texture_coordinates: [0.0 / 256.0, 0.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [UI_SCALE_X * 91.0, -1.0 + UI_SCALE_Y * 22.0, 0.0],
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texture_coordinates: [182.0 / 256.0, 0.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [UI_SCALE_X * 91.0, -1.0, 0.0],
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texture_coordinates: [182.0 / 256.0, 22.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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Vertex {
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position: [-UI_SCALE_X * 91.0, -1.0, 0.0],
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texture_coordinates: [0.0 / 256.0, 22.0 / 256.0, 0.0],
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normal: [0.0, 0.0, 0.0],
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},
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];
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#[rustfmt::skip]
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pub const CROSSHAIR_INDICES: &[u16] = &[
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1, 0, 3,
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1, 3, 2,
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5, 4, 7,
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5, 7, 6,
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];
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use crate::{hud_state::HudState, world_state::WorldState};
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pub struct State {
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pub window_size: winit::dpi::PhysicalSize<u32>,
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@ -76,11 +18,7 @@ pub struct State {
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swap_chain: wgpu::SwapChain,
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world_state: WorldState,
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ui_texture_bind_group: wgpu::BindGroup,
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ui_render_pipeline: wgpu::RenderPipeline,
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ui_crosshair_vertex_buffer: wgpu::Buffer,
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ui_crosshair_index_buffer: wgpu::Buffer,
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hud_state: HudState,
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right_speed: f32,
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forward_speed: f32,
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|
@ -89,121 +27,6 @@ pub struct State {
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}
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impl State {
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fn create_ui_textures(
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render_device: &wgpu::Device,
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render_queue: &wgpu::Queue,
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) -> (wgpu::BindGroupLayout, wgpu::BindGroup) {
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let texture = Texture::from_bytes(
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render_device,
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render_queue,
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include_bytes!("../assets/gui/widgets.png"),
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"Texture GUI widgets",
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)
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.unwrap();
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let sampler = render_device.create_sampler(&wgpu::SamplerDescriptor {
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mag_filter: wgpu::FilterMode::Nearest,
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min_filter: wgpu::FilterMode::Linear,
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..wgpu::SamplerDescriptor::default()
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});
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let bind_group_layout =
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render_device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("GUI texture 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::ShaderStage::FRAGMENT,
|
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ty: wgpu::BindingType::Sampler {
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comparison: false,
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filtering: 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: 1,
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visibility: wgpu::ShaderStage::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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view_dimension: wgpu::TextureViewDimension::D2,
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multisampled: false,
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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 bind_group = render_device.create_bind_group(&wgpu::BindGroupDescriptor {
|
||||
label: Some("GUI texture bind group"),
|
||||
layout: &bind_group_layout,
|
||||
entries: &[
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 0,
|
||||
resource: wgpu::BindingResource::Sampler(&sampler),
|
||||
},
|
||||
wgpu::BindGroupEntry {
|
||||
binding: 1,
|
||||
resource: wgpu::BindingResource::TextureView(&texture.view),
|
||||
},
|
||||
],
|
||||
});
|
||||
|
||||
(bind_group_layout, bind_group)
|
||||
}
|
||||
|
||||
fn create_ui_render_pipeline(
|
||||
render_device: &wgpu::Device,
|
||||
swap_chain_descriptor: &wgpu::SwapChainDescriptor,
|
||||
bind_group_layouts: &[&wgpu::BindGroupLayout],
|
||||
) -> wgpu::RenderPipeline {
|
||||
let module = &render_device.create_shader_module(&wgpu::ShaderModuleDescriptor {
|
||||
label: Some("UI shader"),
|
||||
flags: wgpu::ShaderFlags::all(),
|
||||
source: wgpu::ShaderSource::Wgsl(include_str!("shaders/ui.wgsl").into()),
|
||||
});
|
||||
|
||||
let pipeline_layout =
|
||||
render_device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
|
||||
label: Some("UI render pipeline layout"),
|
||||
bind_group_layouts,
|
||||
push_constant_ranges: &[],
|
||||
});
|
||||
|
||||
render_device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
|
||||
label: Some("UI render pipeline"),
|
||||
layout: Some(&pipeline_layout),
|
||||
vertex: wgpu::VertexState {
|
||||
module,
|
||||
entry_point: "main",
|
||||
buffers: &[Vertex::desc()],
|
||||
},
|
||||
fragment: Some(wgpu::FragmentState {
|
||||
module,
|
||||
entry_point: "main",
|
||||
targets: &[wgpu::ColorTargetState {
|
||||
format: swap_chain_descriptor.format,
|
||||
blend: Some(wgpu::BlendState::ALPHA_BLENDING),
|
||||
write_mask: wgpu::ColorWrite::ALL,
|
||||
}],
|
||||
}),
|
||||
primitive: wgpu::PrimitiveState {
|
||||
topology: wgpu::PrimitiveTopology::TriangleList,
|
||||
strip_index_format: None,
|
||||
front_face: wgpu::FrontFace::Ccw,
|
||||
cull_mode: None,
|
||||
polygon_mode: wgpu::PolygonMode::Fill,
|
||||
clamp_depth: false,
|
||||
conservative: false,
|
||||
},
|
||||
depth_stencil: None,
|
||||
multisample: wgpu::MultisampleState {
|
||||
count: 1,
|
||||
mask: !0,
|
||||
alpha_to_coverage_enabled: false,
|
||||
},
|
||||
})
|
||||
}
|
||||
|
||||
async fn create_render_device(
|
||||
window: &Window,
|
||||
) -> (wgpu::Surface, wgpu::Adapter, wgpu::Device, wgpu::Queue) {
|
||||
|
@ -265,25 +88,7 @@ impl State {
|
|||
Self::create_swap_chain(window, &render_adapter, &render_device, &render_surface);
|
||||
|
||||
let world_state = WorldState::new(&render_device, &render_queue, &swap_chain_descriptor);
|
||||
|
||||
let (ui_texture_bind_group_layout, ui_texture_bind_group) =
|
||||
Self::create_ui_textures(&render_device, &render_queue);
|
||||
let ui_render_pipeline = Self::create_ui_render_pipeline(
|
||||
&render_device,
|
||||
&swap_chain_descriptor,
|
||||
&[&ui_texture_bind_group_layout],
|
||||
);
|
||||
|
||||
let ui_crosshair_vertex_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("GUI crosshair vertex buffer"),
|
||||
contents: bytemuck::cast_slice(&CROSSHAIR_VERTICES),
|
||||
usage: wgpu::BufferUsage::VERTEX,
|
||||
});
|
||||
let ui_crosshair_index_buffer = render_device.create_buffer_init(&BufferInitDescriptor {
|
||||
label: Some("GUI crosshair index buffer"),
|
||||
contents: bytemuck::cast_slice(CROSSHAIR_INDICES),
|
||||
usage: wgpu::BufferUsage::INDEX,
|
||||
});
|
||||
let hud_state = HudState::new(&render_device, &render_queue, &swap_chain_descriptor);
|
||||
|
||||
Self {
|
||||
window_size,
|
||||
|
@ -295,11 +100,7 @@ impl State {
|
|||
swap_chain,
|
||||
|
||||
world_state,
|
||||
|
||||
ui_render_pipeline,
|
||||
ui_texture_bind_group,
|
||||
ui_crosshair_vertex_buffer,
|
||||
ui_crosshair_index_buffer,
|
||||
hud_state,
|
||||
|
||||
right_speed: 0.0,
|
||||
forward_speed: 0.0,
|
||||
|
@ -435,14 +236,12 @@ impl State {
|
|||
);
|
||||
}
|
||||
|
||||
pub fn render(&mut self) -> Result<usize, wgpu::SwapChainError> {
|
||||
pub fn render(&mut self) -> anyhow::Result<usize> {
|
||||
let frame = self.swap_chain.get_current_frame()?.output;
|
||||
|
||||
let mut render_encoder =
|
||||
self.render_device
|
||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
|
||||
label: Some("render_encoder"),
|
||||
});
|
||||
let mut render_encoder = self
|
||||
.render_device
|
||||
.create_command_encoder(&Default::default());
|
||||
|
||||
let mut triangle_count = 0;
|
||||
|
||||
|
@ -487,32 +286,7 @@ impl State {
|
|||
}
|
||||
}
|
||||
|
||||
{
|
||||
let mut render_pass = render_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
|
||||
label: Some("render_pass"),
|
||||
color_attachments: &[wgpu::RenderPassColorAttachment {
|
||||
view: &frame.view,
|
||||
resolve_target: None,
|
||||
ops: wgpu::Operations {
|
||||
load: wgpu::LoadOp::Load,
|
||||
store: true,
|
||||
},
|
||||
}],
|
||||
depth_stencil_attachment: None,
|
||||
});
|
||||
|
||||
render_pass.set_pipeline(&self.ui_render_pipeline);
|
||||
render_pass.set_vertex_buffer(0, self.ui_crosshair_vertex_buffer.slice(..));
|
||||
render_pass.set_index_buffer(
|
||||
self.ui_crosshair_index_buffer.slice(..),
|
||||
wgpu::IndexFormat::Uint16,
|
||||
);
|
||||
|
||||
render_pass.set_bind_group(0, &self.ui_texture_bind_group, &[]);
|
||||
render_pass.draw_indexed(0..CROSSHAIR_INDICES.len() as u32, 0, 0..1);
|
||||
|
||||
triangle_count += CROSSHAIR_INDICES.len() / 3;
|
||||
}
|
||||
triangle_count += self.hud_state.render(&frame, &mut render_encoder)?;
|
||||
|
||||
self.render_queue
|
||||
.submit(std::iter::once(render_encoder.finish()));
|
||||
|
|
Loading…
Reference in a new issue