WebGPU Voxel Game

Cleanup

j0.lol 8bc7c8ce 91e3e624

Changed files
-24
src
-24
src/gfx.rs
··· 51 51 model: model::Model, 52 52 instances: Vec<Instance>, 53 53 instance_buffer: wgpu::Buffer, 54 - diffuse_bind_group: wgpu::BindGroup, 55 - diffuse_texture: texture::Texture, 56 54 } 57 55 58 56 struct LightState { 59 57 uniform: LightUniform, 60 58 buffer: wgpu::Buffer, 61 - bind_group_layout: wgpu::BindGroupLayout, 62 59 bind_group: wgpu::BindGroup, 63 60 } 64 61 ··· 268 265 let depth_texture = 269 266 texture::Texture::create_depth_texture(&device, &surface_config, "depth_texture"); 270 267 271 - let diffuse_bytes = include_bytes!("../res/happy-tree.png"); 272 - let diffuse_texture = 273 - texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy_tree.png").unwrap(); 274 - 275 268 let texture_bind_group_layout = 276 269 device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor { 277 270 entries: &[ ··· 295 288 label: Some("texture_bind_group_layout"), 296 289 }); 297 290 298 - let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor { 299 - layout: &texture_bind_group_layout, 300 - entries: &[ 301 - wgpu::BindGroupEntry { 302 - binding: 0, 303 - resource: wgpu::BindingResource::TextureView(&diffuse_texture.view), 304 - }, 305 - wgpu::BindGroupEntry { 306 - binding: 1, 307 - resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler), 308 - }, 309 - ], 310 - label: Some("diffuse_bind_group"), 311 - }); 312 291 313 292 let camera = camera::Camera { 314 293 eye: vec3(0., 1., 2.), ··· 516 495 model: obj_model, 517 496 instances, 518 497 instance_buffer, 519 - diffuse_bind_group, 520 - diffuse_texture, 521 498 }, 522 499 light: LightState { 523 500 uniform: light_uniform, 524 501 buffer: light_buffer, 525 502 bind_group: light_bind_group, 526 - bind_group_layout: light_bind_group_layout, 527 503 }, 528 504 } 529 505 }