Use an actual render queue instead of a HashMap
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parent
49aa2b338d
commit
9f603799f1
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@ -10,6 +10,7 @@ mkShell rec {
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trunk
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trunk
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valgrind
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valgrind
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heaptrack
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heaptrack
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mold
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];
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];
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buildInputs = [
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buildInputs = [
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udev alsa-lib vulkan-loader
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udev alsa-lib vulkan-loader
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@ -16,6 +16,12 @@ impl Default for Transform {
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}
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}
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}
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}
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impl Into<glam::Mat4> for Transform {
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fn into(self) -> glam::Mat4 {
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self.matrix
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}
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}
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#[allow(dead_code)]
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#[allow(dead_code)]
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impl Transform {
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impl Transform {
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pub fn new() -> Self {
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pub fn new() -> Self {
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@ -28,6 +34,10 @@ impl Transform {
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}
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}
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}
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}
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pub fn get_matrix(&self) -> glam::Mat4 {
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self.matrix
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}
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/// Create Transform from scale, rotation (in degrees), and translation
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/// Create Transform from scale, rotation (in degrees), and translation
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pub fn from_scale_rotation_deg_translation(scale: Vec3, mut rotation: Vec3, translation: Vec3) -> Self {
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pub fn from_scale_rotation_deg_translation(scale: Vec3, mut rotation: Vec3, translation: Vec3) -> Self {
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rotation.x = angle::degrees_to_radians(rotation.x);
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rotation.x = angle::degrees_to_radians(rotation.x);
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@ -147,8 +157,6 @@ impl Transform {
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rot
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rot
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}
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}
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pub fn scale(&mut self, scale: Vec3) -> &mut Self {
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pub fn scale(&mut self, scale: Vec3) -> &mut Self {
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let scale = Mat4::from_scale(scale);
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let scale = Mat4::from_scale(scale);
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self.matrix *= scale;
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self.matrix *= scale;
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@ -9,12 +9,12 @@ pub struct RenderJob {
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material: Material,
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material: Material,
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entity: Entity,
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entity: Entity,
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pub transform: Option<Transform>,
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transform: Transform,
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pub last_transform: Option<Transform>, // TODO: render interpolation
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last_transform: Option<Transform>, // TODO: render interpolation
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}
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}
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impl RenderJob {
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impl RenderJob {
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pub fn new(mesh: Mesh, material: Material, entity: Entity, transform: Option<Transform>, last_transform: Option<Transform>) -> Self {
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pub fn new(mesh: Mesh, material: Material, entity: Entity, transform: Transform, last_transform: Option<Transform>) -> Self {
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Self {
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Self {
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mesh,
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mesh,
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material,
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material,
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@ -35,4 +35,20 @@ impl RenderJob {
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pub fn entity(&self)-> Entity {
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pub fn entity(&self)-> Entity {
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self.entity
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self.entity
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}
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}
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pub fn transform(&self)-> &Transform {
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&self.transform
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}
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pub fn set_transform(&mut self, transform: Transform){
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self.transform = transform;
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}
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pub fn last_transform(&self)-> Option<&Transform> {
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self.last_transform.as_ref()
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}
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pub fn set_last_transform(&mut self, last_transform: Transform){
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self.last_transform = Some(last_transform);
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}
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}
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}
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@ -1,5 +1,5 @@
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use std::cell::RefCell;
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use std::cell::RefCell;
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use std::collections::HashMap;
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use std::collections::{HashMap, VecDeque};
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use std::sync::Arc;
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use std::sync::Arc;
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use std::borrow::Cow;
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use std::borrow::Cow;
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@ -54,7 +54,7 @@ pub struct BasicRenderer {
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pub clear_color: wgpu::Color,
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pub clear_color: wgpu::Color,
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pub render_pipelines: HashMap<u32, Arc<FullRenderPipeline>>,
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pub render_pipelines: HashMap<u32, Arc<FullRenderPipeline>>,
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pub render_jobs: HashMap<u32, Vec<RenderJob>>,
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pub render_jobs: VecDeque<RenderJob>,
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buffer_storage: HashMap<Entity, RenderBufferStorage>, // TODO: clean up left over buffers from deleted entities/components
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buffer_storage: HashMap<Entity, RenderBufferStorage>, // TODO: clean up left over buffers from deleted entities/components
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@ -248,7 +248,7 @@ impl BasicRenderer {
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a: 1.0,
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a: 1.0,
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},
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},
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render_pipelines: pipelines,
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render_pipelines: pipelines,
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render_jobs: HashMap::new(),
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render_jobs: VecDeque::new(),
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buffer_storage: HashMap::new(),
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buffer_storage: HashMap::new(),
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transform_buffer,
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transform_buffer,
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@ -348,22 +348,10 @@ impl BasicRenderer {
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#[async_trait]
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#[async_trait]
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impl Renderer for BasicRenderer {
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impl Renderer for BasicRenderer {
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async fn prepare(&mut self, main_world: &mut World) {
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async fn prepare(&mut self, main_world: &mut World) {
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for (entity, (model, transform)) in main_world.query::<(&MeshComponent, Option<&TransformComponent>)>().iter() {
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for (entity, (model, transform)) in main_world.query::<(&MeshComponent, &TransformComponent)>().iter() {
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let transform = match transform {
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// Create the render job and push it to the queue
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Some(transform) => {
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let job = RenderJob::new(model.mesh.clone(), model.material.clone(), entity, transform.transform, None);
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Some(transform.transform)
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self.render_jobs.push_back(job);
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},
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None => None,
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};
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let job = RenderJob::new(model.mesh.clone(), model.material.clone(), entity, transform, None);
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// Insert the new job into the queue
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if let Some(shader_jobs) = self.render_jobs.get_mut(&model.material.shader_id) {
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shader_jobs.push(job);
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} else {
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self.render_jobs.insert(model.material.shader_id, vec![job]);
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}
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if self.buffer_storage.get(&entity).is_none() {
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if self.buffer_storage.get(&entity).is_none() {
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let buffers = self.create_model_buffers(model);
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let buffers = self.create_model_buffers(model);
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@ -384,8 +372,6 @@ impl Renderer for BasicRenderer {
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}
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}
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async fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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async fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let jobs = &self.render_jobs;
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let output = self.surface.get_current_texture()?;
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let output = self.surface.get_current_texture()?;
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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@ -393,8 +379,9 @@ impl Renderer for BasicRenderer {
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label: Some("Basic Renderer's Encoder")
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label: Some("Basic Renderer's Encoder")
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});
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});
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// Loop through all the render pipelines and draw the buffers.
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// Create a new variable scope for the render pass
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for (shader_id, pipeline) in self.render_pipelines.iter() {
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{
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// There's only one render pass currently
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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@ -408,11 +395,11 @@ impl Renderer for BasicRenderer {
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depth_stencil_attachment: None,
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depth_stencil_attachment: None,
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});
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});
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render_pass.set_pipeline(pipeline.get_wgpu_pipeline());
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// Pop off jobs from the queue as they're being processed
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while let Some(job) = self.render_jobs.pop_front() {
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if let Some(pipeline) = self.render_pipelines.get(&job.material().shader_id) {
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render_pass.set_pipeline(pipeline.get_wgpu_pipeline());
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let pipeline_jobs = jobs.get(shader_id);
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if let Some(jobs) = pipeline_jobs {
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for job in jobs.iter() {
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let mesh = job.mesh();
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let mesh = job.mesh();
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let buffers = self.buffer_storage.get(&job.entity()).unwrap();
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let buffers = self.buffer_storage.get(&job.entity()).unwrap();
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@ -420,13 +407,9 @@ impl Renderer for BasicRenderer {
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render_pass.set_bind_group(0, &tex, &[]);
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render_pass.set_bind_group(0, &tex, &[]);
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}
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}
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// If the job has a transform, set the uniform to it
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// Update transform buffer, and bind to the bind group
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if let Some(transform) = job.transform {
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self.queue.write_buffer(&self.transform_buffer, 0, bytemuck::cast_slice(&[job.transform().get_matrix()]));
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//self.queue.write_buffer(&self.transform_buffer, 0, bytemuck::cast_slice(&[transform]));
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render_pass.set_bind_group(1, &self.transform_bind_group, &[]);
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render_pass.set_bind_group(1, &self.transform_bind_group, &[]);
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} else {
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debug!("//TODO: clear transform uniform if the RenderJob doesn't have a transform.");
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}
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// There will always be a camera (hopefully)
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// There will always be a camera (hopefully)
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render_pass.set_bind_group(2, &self.camera_bind_group, &[]);
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render_pass.set_bind_group(2, &self.camera_bind_group, &[]);
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@ -441,18 +424,15 @@ impl Renderer for BasicRenderer {
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render_pass.set_vertex_buffer(buffers.buffer_vertex.slot(), buffers.buffer_vertex.buffer().slice(..));
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render_pass.set_vertex_buffer(buffers.buffer_vertex.slot(), buffers.buffer_vertex.buffer().slice(..));
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render_pass.draw(0..mesh.vertices.len() as u32, 0..1);
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render_pass.draw(0..mesh.vertices.len() as u32, 0..1);
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}
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}
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} else {
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warn!("Failure to find RenderPipeline with shader id of '{}'!", job.material().shader_id);
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}
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}
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//pipeline.render(&jobs, &mut render_pass, 0..VERTICES.len() as u32, 0..1);
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}
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}
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}
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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output.present();
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// TODO: Use an actual queue instead of a hashmap
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self.render_jobs = HashMap::new();
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Ok(())
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Ok(())
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}
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}
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