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assets/texture.png
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assets/texture.png
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After Width: | Height: | Size: 186 B |
@ -6,12 +6,22 @@ use winit::{event::{Event, WindowEvent}, window::Window};
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use crate::{state::State, App};
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use crate::{state::State, App};
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mod texture;
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use texture::Texture;
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#[repr(C)]
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#[repr(C)]
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#[derive(Clone, Copy, Zeroable, Pod, Debug)]
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#[derive(Clone, Copy, Zeroable, Pod, Debug)]
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pub struct Vertex {
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pub struct Vertex {
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pub pos: [f32; 2],
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pub pos: [f32; 2],
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pub color: [f32; 4],
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pub color: [f32; 4],
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pub effect: u32, // 0: None, 1: Grayscale, 2: Scaled, 3: Grayscale + Scaled
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pub tex_coords: [f32; 2],
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/// Each bit is used as a flag :
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/// 0: Scaled and moved according to camera
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/// 1: Grayscale
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/// 2: Whiter
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///
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/// For exemple 0b110 corresponds to Scaled and Grayscale
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pub effect: u32,
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}
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}
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impl Vertex {
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impl Vertex {
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const DESC: VertexBufferLayout<'static> = VertexBufferLayout {
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const DESC: VertexBufferLayout<'static> = VertexBufferLayout {
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@ -46,7 +56,9 @@ pub struct Graphics<'a> {
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vertex_buf: Buffer,
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vertex_buf: Buffer,
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index_buf: Buffer,
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index_buf: Buffer,
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uniforms_buf: Buffer,
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uniforms_buf: Buffer,
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uniforms_bind_group: BindGroup
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uniforms_bind_group: BindGroup,
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diffuse_bind_group: BindGroup,
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diffuse_texture: Texture
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}
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}
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impl<'a> Graphics<'a> {
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impl<'a> Graphics<'a> {
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pub async fn init(state: &State, window: Arc<Window>) -> Self {
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pub async fn init(state: &State, window: Arc<Window>) -> Self {
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@ -125,7 +137,29 @@ impl<'a> Graphics<'a> {
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],
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],
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label: Some("Uniforms Bind Group"),
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label: Some("Uniforms Bind Group"),
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});
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});
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let texture_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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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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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: 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::ShaderStages::FRAGMENT,
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// This should match the filterable field of the
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// corresponding Texture entry above.
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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// Load the shaders from disk
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// Load the shaders from disk
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let shader = device.create_shader_module(include_wgsl!("shader.wgsl"));
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let shader = device.create_shader_module(include_wgsl!("shader.wgsl"));
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@ -133,7 +167,8 @@ impl<'a> Graphics<'a> {
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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label: None,
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bind_group_layouts: &[
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bind_group_layouts: &[
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&uniforms_bind_group_layout
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&uniforms_bind_group_layout,
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&texture_bind_group_layout
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],
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],
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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});
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});
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@ -170,6 +205,27 @@ impl<'a> Graphics<'a> {
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.unwrap();
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.unwrap();
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surface.configure(&device, &surface_config);
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surface.configure(&device, &surface_config);
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let diffuse_bytes = include_bytes!("../assets/texture.png");
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let diffuse_texture = Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png");
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let diffuse_bind_group = device.create_bind_group(
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&wgpu::BindGroupDescriptor {
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layout: &texture_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(&diffuse_texture.view), // CHANGED!
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler), // CHANGED!
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}
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],
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label: Some("diffuse_bind_group"),
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}
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);
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Self {
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Self {
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// window,
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// window,
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surface_config,
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surface_config,
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@ -180,7 +236,9 @@ impl<'a> Graphics<'a> {
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vertex_buf,
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vertex_buf,
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index_buf,
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index_buf,
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uniforms_buf,
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uniforms_buf,
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uniforms_bind_group
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uniforms_bind_group,
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diffuse_bind_group,
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diffuse_texture
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}
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}
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}
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}
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pub fn window_event(&mut self, event: &WindowEvent, window: &Window) {
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pub fn window_event(&mut self, event: &WindowEvent, window: &Window) {
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@ -246,6 +304,7 @@ impl<'a> Graphics<'a> {
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});
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});
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rpass.set_pipeline(&self.render_pipeline);
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rpass.set_pipeline(&self.render_pipeline);
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rpass.set_bind_group(0, &self.uniforms_bind_group, &[]);
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rpass.set_bind_group(0, &self.uniforms_bind_group, &[]);
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rpass.set_bind_group(1, &self.diffuse_bind_group, &[]);
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rpass.set_vertex_buffer(0, self.vertex_buf.slice(..));
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rpass.set_vertex_buffer(0, self.vertex_buf.slice(..));
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rpass.set_index_buffer(self.index_buf.slice(..), wgpu::IndexFormat::Uint32);
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rpass.set_index_buffer(self.index_buf.slice(..), wgpu::IndexFormat::Uint32);
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rpass.draw_indexed(0..state.indices.len() as u32, 0, 0..1);
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rpass.draw_indexed(0..state.indices.len() as u32, 0, 0..1);
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93
src/graphics/texture.rs
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93
src/graphics/texture.rs
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@ -0,0 +1,93 @@
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use image::GenericImageView;
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const TEXTURE_DIMENSIONS: [usize; 2] = [16, 16];
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#[derive(Debug, Clone, Copy)]
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pub enum Color {
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Void = 0,
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Forest = 1,
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Beach = 2,
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Grass = 3
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}
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impl Into<[f32; 2]> for Color {
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fn into(self) -> [f32; 2] {
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[(self as usize % TEXTURE_DIMENSIONS[0]) as f32 / TEXTURE_DIMENSIONS[0] as f32, (self as usize / TEXTURE_DIMENSIONS[1]) as f32 / TEXTURE_DIMENSIONS[1] as f32]
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}
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}
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pub struct Texture {
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pub texture: wgpu::Texture,
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pub view: wgpu::TextureView,
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pub sampler: wgpu::Sampler,
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}
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impl Texture {
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pub fn from_bytes(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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bytes: &[u8],
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label: &str
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) -> Self {
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let img = image::load_from_memory(bytes).unwrap();
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Self::from_image(device, queue, &img, Some(label))
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}
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pub fn from_image(
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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img: &image::DynamicImage,
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label: Option<&str>
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) -> Self {
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let rgba = img.to_rgba8();
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let dimensions = img.dimensions();
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let size = wgpu::Extent3d {
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width: dimensions.0,
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height: dimensions.1,
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depth_or_array_layers: 1,
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};
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let texture = device.create_texture(
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&wgpu::TextureDescriptor {
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label,
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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view_formats: &[],
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}
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);
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queue.write_texture(
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wgpu::ImageCopyTexture {
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aspect: wgpu::TextureAspect::All,
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texture: &texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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},
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&rgba,
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(4 * dimensions.0),
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rows_per_image: Some(dimensions.1),
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},
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size,
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);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let sampler = device.create_sampler(
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&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,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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}
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);
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Self { texture, view, sampler }
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}
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}
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@group(0) @binding(0) var<uniform> uniforms : Uniforms;
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@group(0) @binding(0) var<uniform> uniforms : Uniforms;
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struct VertexOutput {
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struct VertexOutput {
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@location(0) color: vec4f,
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@location(0) tex_coords: vec2f,
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@location(1) color: vec4f,
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@builtin(position) pos: vec4f
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@builtin(position) pos: vec4f
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}
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}
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@vertex
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@vertex
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fn vs_main(
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fn vs_main(
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@location(0) pos: vec2f,
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@location(0) pos: vec2f,
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@location(1) color: vec4f,
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@location(1) tex_coords: vec2f,
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@location(2) effect: u32
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@location(2) effect: u32
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) -> VertexOutput {
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) -> VertexOutput {
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var out: VertexOutput;
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var out: VertexOutput;
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return out;
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}
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@group(1) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(1) @binding(1)
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var s_diffuse: sampler;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4f {
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var tex_col = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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var color = vec4f((tex_col.rgb * tex_col.a) + (in.color.rgb * in.color.a), tex_col.a + in.color.a);
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if effect & 0100u != 0u {
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color = vec4f(1.0 - color.r, 1.0 - color.g, 1.0 - color.b, color.a);
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}
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switch effect {
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switch effect {
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case 1u, 3u: {
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case 1u, 3u: {
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var v = (color.r*0.299) + (color.g*0.587) + (color.b*0.114);
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var v = (color.r*0.299) + (color.g*0.587) + (color.b*0.114);
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out.color = vec4f(v, v, v, color.a);
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color = vec4f(v, v, v, color.a);
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}
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}
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case 0u, 2u: {
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case 0u, 2u: {
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out.color = color;
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color = color;
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}
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}
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default: {}
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default: {}
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}
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}
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switch effect {
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switch effect {
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case 0u, 1u: {
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case 0u, 1u: {
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out.pos = vec4f(pos, 0, 1);
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pos = vec4f(pos, 0, 1);
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}
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}
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case 2u, 3u: {
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case 2u, 3u: {
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out.pos = vec4f((pos - uniforms.camera) * uniforms.zooms, 0, 1);
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pos = vec4f((pos - uniforms.camera) * uniforms.zooms, 0, 1);
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}
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}
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default: {}
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default: {}
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}
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}
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return out;
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return color;
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}
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@fragment
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fn fs_main(v: VertexOutput) -> @location(0) vec4f {
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return v.color;
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}
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}
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@ -195,7 +195,7 @@ impl State {
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self.indices = Vec::new();
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self.indices = Vec::new();
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for (c, cd) in self.map.voronoi.iter_cells().zip(self.map.cells_data.iter()).filter(|(_,cd)| cd.kind != CellKind::Forest) {
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for (c, cd) in self.map.voronoi.iter_cells().zip(self.map.cells_data.iter()).filter(|(_,cd)| cd.kind != CellKind::Forest) {
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let mut color = cd.color();
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let mut tex_coords = cd.color();
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if c.site() == self.selected_tile {
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if c.site() == self.selected_tile {
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color[0] = (color[0]+0.4).clamp(0., 1.);
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color[0] = (color[0]+0.4).clamp(0., 1.);
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color[1] = (color[1]+0.4).clamp(0., 1.);
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color[1] = (color[1]+0.4).clamp(0., 1.);
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@ -204,7 +204,7 @@ impl State {
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let vs = c.iter_vertices().collect::<Vec<_>>();
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let vs = c.iter_vertices().collect::<Vec<_>>();
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let i = self.vertices.len() as u32;
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let i = self.vertices.len() as u32;
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for v in vs.iter() {
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for v in vs.iter() {
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self.vertices.push(Vertex { pos: [v.x as f32, v.y as f32], color, effect:2 });
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self.vertices.push(Vertex { pos: [v.x as f32, v.y as f32], tex_coords, effect:2 });
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}
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}
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for v in 1..(vs.len()-1) as u32 {
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for v in 1..(vs.len()-1) as u32 {
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self.indices.push(i);
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self.indices.push(i);
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