mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
4f970b63ef
Former-commit-id: 47ed01cd5f91445d1367121d939c01876008f643
514 lines
18 KiB
Rust
514 lines
18 KiB
Rust
use super::{
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consts::Consts,
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gfx_backend,
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mesh::Mesh,
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model::{DynamicModel, Model},
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pipelines::{figure, postprocess, skybox, terrain, ui, Globals},
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texture::Texture,
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Pipeline, RenderError,
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};
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use gfx::{
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self,
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handle::Sampler,
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traits::{Device, Factory, FactoryExt},
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};
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use glsl_include::Context as IncludeContext;
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use vek::*;
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/// Represents the format of the pre-processed color target.
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pub type TgtColorFmt = gfx::format::Rgba16F;
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/// Represents the format of the pre-processed depth target.
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pub type TgtDepthFmt = gfx::format::DepthStencil;
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/// Represents the format of the window's color target.
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pub type WinColorFmt = gfx::format::Rgba8;
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/// Represents the format of the window's depth target.
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pub type WinDepthFmt = gfx::format::DepthStencil;
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/// A handle to a pre-processed color target.
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pub type TgtColorView = gfx::handle::RenderTargetView<gfx_backend::Resources, TgtColorFmt>;
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/// A handle to a pre-processed depth target.
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pub type TgtDepthView = gfx::handle::DepthStencilView<gfx_backend::Resources, TgtDepthFmt>;
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/// A handle to a window color target.
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pub type WinColorView = gfx::handle::RenderTargetView<gfx_backend::Resources, WinColorFmt>;
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/// A handle to a window depth target.
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pub type WinDepthView = gfx::handle::DepthStencilView<gfx_backend::Resources, WinDepthFmt>;
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/// A handle to a render color target as a resource.
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pub type TgtColorRes = gfx::handle::ShaderResourceView<
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gfx_backend::Resources,
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<TgtColorFmt as gfx::format::Formatted>::View,
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>;
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/// A type that encapsulates rendering state. `Renderer` is central to Voxygen's rendering
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/// subsystem and contains any state necessary to interact with the GPU, along with pipeline state
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/// objects (PSOs) needed to renderer different kinds of models to the screen.
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pub struct Renderer {
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device: gfx_backend::Device,
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encoder: gfx::Encoder<gfx_backend::Resources, gfx_backend::CommandBuffer>,
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factory: gfx_backend::Factory,
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win_color_view: WinColorView,
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win_depth_view: WinDepthView,
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tgt_color_view: TgtColorView,
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tgt_depth_view: TgtDepthView,
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tgt_color_res: TgtColorRes,
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sampler: Sampler<gfx_backend::Resources>,
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skybox_pipeline: GfxPipeline<skybox::pipe::Init<'static>>,
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figure_pipeline: GfxPipeline<figure::pipe::Init<'static>>,
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terrain_pipeline: GfxPipeline<terrain::pipe::Init<'static>>,
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ui_pipeline: GfxPipeline<ui::pipe::Init<'static>>,
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postprocess_pipeline: GfxPipeline<postprocess::pipe::Init<'static>>,
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}
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impl Renderer {
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/// Create a new `Renderer` from a variety of backend-specific components and the window targets.
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pub fn new(
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device: gfx_backend::Device,
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mut factory: gfx_backend::Factory,
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win_color_view: WinColorView,
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win_depth_view: WinDepthView,
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) -> Result<Self, RenderError> {
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let globals = include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/shaders/include/globals.glsl"
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));
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let mut include_ctx = IncludeContext::new();
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include_ctx.include("globals.glsl", globals);
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// Construct a pipeline for rendering skyboxes
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let skybox_pipeline = create_pipeline(
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&mut factory,
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skybox::pipe::new(),
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include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/skybox.vert")),
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include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/skybox.frag")),
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&include_ctx,
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)?;
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// Construct a pipeline for rendering figures
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let figure_pipeline = create_pipeline(
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&mut factory,
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figure::pipe::new(),
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include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/figure.vert")),
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include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/figure.frag")),
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&include_ctx,
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)?;
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// Construct a pipeline for rendering terrain
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let terrain_pipeline = create_pipeline(
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&mut factory,
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terrain::pipe::new(),
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include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/terrain.vert")),
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include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/terrain.frag")),
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&include_ctx,
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)?;
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// Construct a pipeline for rendering UI elements
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let ui_pipeline = create_pipeline(
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&mut factory,
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ui::pipe::new(),
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include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/ui.vert")),
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include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/ui.frag")),
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&include_ctx,
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)?;
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// Construct a pipeline for rendering our post-processing
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let postprocess_pipeline = create_pipeline(
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&mut factory,
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postprocess::pipe::new(),
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include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/shaders/postprocess.vert"
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)),
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include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/shaders/postprocess.frag"
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)),
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&include_ctx,
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)?;
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let dims = win_color_view.get_dimensions();
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let (tgt_color_view, tgt_depth_view, tgt_color_res) =
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Self::create_rt_views(&mut factory, (dims.0, dims.1))?;
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let sampler = factory.create_sampler_linear();
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Ok(Self {
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device,
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encoder: factory.create_command_buffer().into(),
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factory,
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win_color_view,
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win_depth_view,
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tgt_color_view,
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tgt_depth_view,
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tgt_color_res,
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sampler,
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skybox_pipeline,
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figure_pipeline,
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terrain_pipeline,
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ui_pipeline,
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postprocess_pipeline,
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})
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}
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/// Get references to the internal render target views that get rendered to before post-processing.
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#[allow(dead_code)]
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pub fn tgt_views(&self) -> (&TgtColorView, &TgtDepthView) {
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(&self.tgt_color_view, &self.tgt_depth_view)
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}
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/// Get references to the internal render target views that get displayed directly by the window.
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#[allow(dead_code)]
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pub fn win_views(&self) -> (&WinColorView, &WinDepthView) {
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(&self.win_color_view, &self.win_depth_view)
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}
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/// Get mutable references to the internal render target views that get rendered to before post-processing.
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#[allow(dead_code)]
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pub fn tgt_views_mut(&mut self) -> (&mut TgtColorView, &mut TgtDepthView) {
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(&mut self.tgt_color_view, &mut self.tgt_depth_view)
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}
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/// Get mutable references to the internal render target views that get displayed directly by the window.
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#[allow(dead_code)]
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pub fn win_views_mut(&mut self) -> (&mut WinColorView, &mut WinDepthView) {
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(&mut self.win_color_view, &mut self.win_depth_view)
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}
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/// Resize internal render targets to match window render target dimensions.
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pub fn on_resize(&mut self) -> Result<(), RenderError> {
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let dims = self.win_color_view.get_dimensions();
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// Avoid panics when creating texture with w,h of 0,0.
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if dims.0 != 0 && dims.1 != 0 {
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let (tgt_color_view, tgt_depth_view, tgt_color_res) =
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Self::create_rt_views(&mut self.factory, (dims.0, dims.1))?;
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self.tgt_color_res = tgt_color_res;
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self.tgt_color_view = tgt_color_view;
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self.tgt_depth_view = tgt_depth_view;
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}
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Ok(())
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}
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fn create_rt_views(
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factory: &mut gfx_device_gl::Factory,
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size: (u16, u16),
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) -> Result<(TgtColorView, TgtDepthView, TgtColorRes), RenderError> {
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let (_, tgt_color_res, tgt_color_view) = factory
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.create_render_target::<TgtColorFmt>(size.0, size.1)
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.map_err(RenderError::CombinedError)?;;
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let tgt_depth_view = factory
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.create_depth_stencil_view_only::<TgtDepthFmt>(size.0, size.1)
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.map_err(RenderError::CombinedError)?;;
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Ok((tgt_color_view, tgt_depth_view, tgt_color_res))
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}
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/// Get the resolution of the render target.
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pub fn get_resolution(&self) -> Vec2<u16> {
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Vec2::new(
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self.win_color_view.get_dimensions().0,
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self.win_color_view.get_dimensions().1,
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)
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}
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/// Queue the clearing of the color and depth targets ready for a new frame to be rendered.
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/// TODO: Make a version of this that doesn't clear the colour target for speed.
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pub fn clear(&mut self, col: Rgba<f32>) {
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self.encoder.clear(&self.tgt_color_view, col.into_array());
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self.encoder.clear_depth(&self.tgt_depth_view, 1.0);
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self.encoder.clear(&self.win_color_view, col.into_array());
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self.encoder.clear_depth(&self.win_depth_view, 1.0);
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}
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/// Perform all queued draw calls for this frame and clean up discarded items.
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pub fn flush(&mut self) {
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self.encoder.flush(&mut self.device);
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self.device.cleanup();
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}
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/// Create a new set of constants with the provided values.
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pub fn create_consts<T: Copy + gfx::traits::Pod>(
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&mut self,
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vals: &[T],
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) -> Result<Consts<T>, RenderError> {
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let mut consts = Consts::new(&mut self.factory, vals.len());
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consts.update(&mut self.encoder, vals)?;
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Ok(consts)
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}
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/// Update a set of constants with the provided values.
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pub fn update_consts<T: Copy + gfx::traits::Pod>(
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&mut self,
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consts: &mut Consts<T>,
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vals: &[T],
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) -> Result<(), RenderError> {
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consts.update(&mut self.encoder, vals)
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}
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/// Create a new model from the provided mesh.
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pub fn create_model<P: Pipeline>(&mut self, mesh: &Mesh<P>) -> Result<Model<P>, RenderError> {
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Ok(Model::new(&mut self.factory, mesh))
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}
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/// Create a new dynamic model with the specified size.
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pub fn create_dynamic_model<P: Pipeline>(
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&mut self,
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size: usize,
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) -> Result<DynamicModel<P>, RenderError> {
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DynamicModel::new(&mut self.factory, size)
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}
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/// Update a dynamic model with a mesh and a offset.
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pub fn update_model<P: Pipeline>(
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&mut self,
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model: &DynamicModel<P>,
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mesh: &Mesh<P>,
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offset: usize,
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) -> Result<(), RenderError> {
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model.update(&mut self.encoder, mesh, offset)
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}
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/// Create a new texture from the provided image.
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pub fn create_texture<P: Pipeline>(
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&mut self,
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image: &image::DynamicImage,
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) -> Result<Texture<P>, RenderError> {
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Texture::new(&mut self.factory, image)
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}
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/// Create a new dynamic texture (gfx::memory::Usage::Dynamic) with the specified dimensions.
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pub fn create_dynamic_texture<P: Pipeline>(
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&mut self,
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dims: Vec2<u16>,
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) -> Result<Texture<P>, RenderError> {
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Texture::new_dynamic(&mut self.factory, dims.x, dims.y)
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}
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/// Update a texture with the provided offset, size, and data.
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pub fn update_texture<P: Pipeline>(
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&mut self,
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texture: &Texture<P>,
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offset: [u16; 2],
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size: [u16; 2],
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data: &[[u8; 4]],
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) -> Result<(), RenderError> {
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texture.update(&mut self.encoder, offset, size, data)
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}
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/// Creates a download buffer, downloads the win_color_view, and converts to a image::DynamicImage.
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pub fn create_screenshot(&mut self) -> Result<image::DynamicImage, RenderError> {
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let (width, height) = self.get_resolution().into_tuple();
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use gfx::{
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format::{Formatted, SurfaceTyped},
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memory::Typed,
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};
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type WinSurfaceData = <<WinColorFmt as Formatted>::Surface as SurfaceTyped>::DataType;
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let mut download = self
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.factory
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.create_download_buffer::<WinSurfaceData>(width as usize * height as usize)
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.map_err(|err| RenderError::BufferCreationError(err))?;
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self.encoder
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.copy_texture_to_buffer_raw(
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self.win_color_view.raw().get_texture(),
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None,
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gfx::texture::RawImageInfo {
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xoffset: 0,
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yoffset: 0,
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zoffset: 0,
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width,
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height,
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depth: 0,
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format: WinColorFmt::get_format(),
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mipmap: 0,
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},
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download.raw(),
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0,
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)
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.map_err(|err| RenderError::CopyError(err))?;
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self.flush();
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// Assumes that the format is Rgba8.
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let raw_data = self
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.factory
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.read_mapping(&download)
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.map_err(|err| RenderError::MappingError(err))?
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.chunks_exact(width as usize)
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.rev()
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.flatten()
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.flatten()
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.map(|&e| e)
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.collect::<Vec<_>>();
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Ok(image::DynamicImage::ImageRgba8(
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// Should not fail if the dimensions are correct.
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image::ImageBuffer::from_raw(width as u32, height as u32, raw_data).unwrap(),
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))
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}
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/// Queue the rendering of the provided skybox model in the upcoming frame.
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pub fn render_skybox(
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&mut self,
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model: &Model<skybox::SkyboxPipeline>,
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globals: &Consts<Globals>,
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locals: &Consts<skybox::Locals>,
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) {
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self.encoder.draw(
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&model.slice,
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&self.skybox_pipeline.pso,
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&skybox::pipe::Data {
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vbuf: model.vbuf.clone(),
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locals: locals.buf.clone(),
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globals: globals.buf.clone(),
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tgt_color: self.tgt_color_view.clone(),
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tgt_depth: self.tgt_depth_view.clone(),
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},
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);
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}
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/// Queue the rendering of the provided figure model in the upcoming frame.
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pub fn render_figure(
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&mut self,
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model: &Model<figure::FigurePipeline>,
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globals: &Consts<Globals>,
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locals: &Consts<figure::Locals>,
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bones: &Consts<figure::BoneData>,
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) {
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self.encoder.draw(
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&model.slice,
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&self.figure_pipeline.pso,
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&figure::pipe::Data {
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vbuf: model.vbuf.clone(),
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locals: locals.buf.clone(),
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globals: globals.buf.clone(),
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bones: bones.buf.clone(),
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tgt_color: self.tgt_color_view.clone(),
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tgt_depth: self.tgt_depth_view.clone(),
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},
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);
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}
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/// Queue the rendering of the provided terrain chunk model in the upcoming frame.
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pub fn render_terrain_chunk(
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&mut self,
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model: &Model<terrain::TerrainPipeline>,
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globals: &Consts<Globals>,
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locals: &Consts<terrain::Locals>,
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) {
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self.encoder.draw(
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&model.slice,
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&self.terrain_pipeline.pso,
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&terrain::pipe::Data {
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vbuf: model.vbuf.clone(),
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locals: locals.buf.clone(),
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globals: globals.buf.clone(),
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tgt_color: self.tgt_color_view.clone(),
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tgt_depth: self.tgt_depth_view.clone(),
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},
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);
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}
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/// Queue the rendering of the provided UI element in the upcoming frame.
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pub fn render_ui_element(
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&mut self,
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model: &Model<ui::UiPipeline>,
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tex: &Texture<ui::UiPipeline>,
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scissor: Aabr<u16>,
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) {
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let Aabr { min, max } = scissor;
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self.encoder.draw(
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&model.slice,
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&self.ui_pipeline.pso,
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&ui::pipe::Data {
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vbuf: model.vbuf.clone(),
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scissor: gfx::Rect {
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x: min.x,
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y: min.y,
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w: max.x - min.x,
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h: max.y - min.y,
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},
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tex: (tex.srv.clone(), tex.sampler.clone()),
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tgt_color: self.win_color_view.clone(),
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tgt_depth: self.win_depth_view.clone(),
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},
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);
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}
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pub fn render_post_process(
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&mut self,
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model: &Model<postprocess::PostProcessPipeline>,
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globals: &Consts<Globals>,
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locals: &Consts<postprocess::Locals>,
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) {
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self.encoder.draw(
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&model.slice,
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&self.postprocess_pipeline.pso,
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&postprocess::pipe::Data {
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vbuf: model.vbuf.clone(),
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locals: locals.buf.clone(),
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globals: globals.buf.clone(),
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src_sampler: (self.tgt_color_res.clone(), self.sampler.clone()),
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tgt_color: self.win_color_view.clone(),
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tgt_depth: self.win_depth_view.clone(),
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},
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)
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}
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}
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struct GfxPipeline<P: gfx::pso::PipelineInit> {
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pso: gfx::pso::PipelineState<gfx_backend::Resources, P::Meta>,
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}
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/// Create a new pipeline from the provided vertex shader and fragment shader.
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fn create_pipeline<'a, P: gfx::pso::PipelineInit>(
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factory: &mut gfx_backend::Factory,
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pipe: P,
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vs: &str,
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fs: &str,
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ctx: &IncludeContext,
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) -> Result<GfxPipeline<P>, RenderError> {
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let vs = ctx.expand(vs).map_err(RenderError::IncludeError)?;
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let fs = ctx.expand(fs).map_err(RenderError::IncludeError)?;
|
|
|
|
let program = factory
|
|
.link_program(vs.as_bytes(), fs.as_bytes())
|
|
.map_err(|err| RenderError::PipelineError(gfx::PipelineStateError::Program(err)))?;
|
|
|
|
Ok(GfxPipeline {
|
|
pso: factory
|
|
.create_pipeline_from_program(
|
|
&program,
|
|
gfx::Primitive::TriangleList,
|
|
gfx::state::Rasterizer {
|
|
front_face: gfx::state::FrontFace::CounterClockwise,
|
|
cull_face: gfx::state::CullFace::Back,
|
|
method: gfx::state::RasterMethod::Fill,
|
|
offset: None,
|
|
samples: Some(gfx::state::MultiSample),
|
|
},
|
|
pipe,
|
|
)
|
|
// Do some funky things to work around an oddity in gfx's error ownership rules.
|
|
.map_err(|err| {
|
|
RenderError::PipelineError(match err {
|
|
gfx::PipelineStateError::Program(err) => gfx::PipelineStateError::Program(err),
|
|
gfx::PipelineStateError::DescriptorInit(err) => {
|
|
gfx::PipelineStateError::DescriptorInit(err.into())
|
|
}
|
|
gfx::PipelineStateError::DeviceCreate(err) => {
|
|
gfx::PipelineStateError::DeviceCreate(err)
|
|
}
|
|
})
|
|
})?,
|
|
})
|
|
}
|