Factor out DEM texture creation into separate function
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e7180e57bf
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ab2e366e7f
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@ -143,44 +143,7 @@ impl DemRenderer {
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let index_count = index_data.len();
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let (dem_texture_view, dem_texture_size) = {
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let texture_size = wgpu::Extent3d {
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width: source.num_cells_x,
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height: source.num_cells_y,
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depth_or_array_layers: 1,
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};
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Dem Texture"),
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size: texture_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::R16Uint,
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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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queue.write_texture(
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wgpu::ImageCopyTexture {
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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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aspect: wgpu::TextureAspect::All,
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},
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bytemuck::cast_slice(&source.grid[..]),
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(std::mem::size_of::<u16>() as u32 * source.num_cells_x),
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rows_per_image: Some(source.num_cells_y),
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},
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texture_size,
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);
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(
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texture.create_view(&wgpu::TextureViewDescriptor::default()),
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glam::UVec2::new(source.num_cells_x, source.num_cells_y),
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)
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};
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let (dem_texture_view, dem_texture_size) = load_dem_texture(&source, device, queue);
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let camera = Camera::new(surface_config.width as f32 / surface_config.height as f32);
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@ -391,6 +354,49 @@ fn create_vertices(dem: &Rc<Dem>) -> (Vec<Vertex>, Vec<u16>) {
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(vertex_data.to_vec(), index_data.to_vec())
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}
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fn load_dem_texture(
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source: &Dem,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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) -> (wgpu::TextureView, glam::UVec2) {
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let texture_size = wgpu::Extent3d {
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width: source.num_cells_x,
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height: source.num_cells_y,
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depth_or_array_layers: 1,
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};
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Dem Texture"),
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size: texture_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::R16Uint,
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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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queue.write_texture(
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wgpu::ImageCopyTexture {
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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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aspect: wgpu::TextureAspect::All,
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},
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bytemuck::cast_slice(&source.grid[..]),
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(std::mem::size_of::<u16>() as u32 * source.num_cells_x),
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rows_per_image: Some(source.num_cells_y),
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},
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texture_size,
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);
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(
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texture.create_view(&wgpu::TextureViewDescriptor::default()),
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glam::UVec2::new(source.num_cells_x, source.num_cells_y),
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)
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}
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fn get_animated_camera_position(animation_time: std::time::Duration, dem_size: f32) -> glam::Vec3 {
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let animation_phase = 2.0 * std::f32::consts::PI * (animation_time.as_secs_f32() % 10.0) / 10.0;
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glam::Vec3::new(
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