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-rw-r--r--client/src/scene_render.rs30
1 files changed, 13 insertions, 17 deletions
diff --git a/client/src/scene_render.rs b/client/src/scene_render.rs
index 366b956..b2cd915 100644
--- a/client/src/scene_render.rs
+++ b/client/src/scene_render.rs
@@ -4,7 +4,7 @@ use wgpu::{
BindGroup, BindGroupDescriptor, BindGroupLayoutDescriptor, BlendState, Color, ColorTargetState,
ColorWrites, CommandEncoder, Device, FragmentState, FrontFace, IndexFormat, LoadOp,
MultisampleState, Operations, PipelineCompilationOptions, PipelineLayoutDescriptor,
- PolygonMode, PrimitiveState, PrimitiveTopology, RenderPassColorAttachment,
+ PolygonMode, PrimitiveState, PrimitiveTopology, PushConstantRange, RenderPassColorAttachment,
RenderPassDescriptor, RenderPipeline, RenderPipelineDescriptor, ShaderStages, StoreOp,
TextureFormat, TextureView, VertexAttribute, VertexBufferLayout, VertexFormat, VertexState,
VertexStepMode, include_wgsl,
@@ -33,7 +33,10 @@ impl ScenePipeline {
let pipeline_layout = device.create_pipeline_layout(&PipelineLayoutDescriptor {
label: None,
bind_group_layouts: &[&bind_group_layout],
- push_constant_ranges: &[],
+ push_constant_ranges: &[PushConstantRange {
+ range: 0..(12 * 4),
+ stages: ShaderStages::VERTEX,
+ }],
});
let pipeline = device.create_render_pipeline(&RenderPipelineDescriptor {
label: None,
@@ -53,19 +56,12 @@ impl ScenePipeline {
entry_point: Some("vs_main"),
buffers: &[VertexBufferLayout {
step_mode: VertexStepMode::Vertex,
- array_stride: 2 * 4 * 3,
- attributes: &[
- VertexAttribute {
- format: VertexFormat::Float32x3,
- offset: 0,
- shader_location: 0,
- },
- VertexAttribute {
- format: VertexFormat::Float32x3,
- offset: 3 * 4,
- shader_location: 1,
- },
- ],
+ array_stride: 4,
+ attributes: &[0, 1, 2, 3, 4, 5, 6, 7, 8, 9].map(|i| VertexAttribute {
+ format: VertexFormat::Float32,
+ offset: 0,
+ shader_location: i,
+ }),
}],
compilation_options: PipelineCompilationOptions::default(),
},
@@ -111,13 +107,13 @@ impl ScenePipeline {
})],
..Default::default()
});
- rpass.set_bind_group(0, &self.bind_group, &[]);
- rpass.set_pipeline(&self.pipeline);
for ob in scene.objects.values() {
if let Some(prefab) = prefabs.get(&ob.res) {
for (affine, part) in &prefab.0 {
let affine = affine.to_cols_array().map(|v| v.to_le_bytes());
+ rpass.set_bind_group(0, &self.bind_group, &[]);
+ rpass.set_pipeline(&self.pipeline);
rpass.set_push_constants(ShaderStages::VERTEX, 0, affine.as_flattened());
rpass.set_index_buffer(part.index.slice(..), IndexFormat::Uint16);
rpass.set_vertex_buffer(0, part.position[0].slice(..));