update
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@@ -1,6 +1,6 @@
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//! Building render pipeline
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use super::common::Vertex;
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use super::common::{Vertex, ColoredVertex};
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pub fn create_building_pipeline(
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device: &wgpu::Device,
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@@ -35,10 +35,6 @@ pub fn create_building_pipeline(
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let x = world_pos.x * camera.params.x + camera.params.z;
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let y = world_pos.y * camera.params.y + camera.params.w;
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// Globe Effect: Spherize
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// let r2 = x*x + y*y;
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// let w = 1.0 + r2 * 0.5;
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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return out;
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@@ -48,7 +44,7 @@ pub fn create_building_pipeline(
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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// Buildings: Light: #d9d9d9 (0.85), Dark: #333333 (0.2)
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let is_dark = camera.theme.x;
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let color = mix(vec3<f32>(0.85, 0.85, 0.85), vec3<f32>(0.2, 0.2, 0.2), is_dark);
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let color = mix(vec3<f32>(0.92, 0.91, 0.90), vec3<f32>(0.2, 0.2, 0.2), is_dark);
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return vec4<f32>(color, 1.0);
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}
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"#)),
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@@ -89,7 +85,102 @@ pub fn create_building_pipeline(
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multisample: wgpu::MultisampleState {
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count: 4,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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})
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}
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/// Colored building pipeline - uses per-vertex color for different building types
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pub fn create_colored_building_pipeline(
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device: &wgpu::Device,
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format: &wgpu::TextureFormat,
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bind_group_layout: &wgpu::BindGroupLayout
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) -> wgpu::RenderPipeline {
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(r#"
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struct CameraUniform {
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params: vec4<f32>,
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theme: vec4<f32>,
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};
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@group(0) @binding(0)
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var<uniform> camera: CameraUniform;
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struct VertexInput {
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@location(0) position: vec2<f32>,
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@location(1) color: vec3<f32>, // Per-vertex color (light theme)
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};
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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@location(0) v_color: vec3<f32>,
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};
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@vertex
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fn vs_main(model: VertexInput) -> VertexOutput {
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var out: VertexOutput;
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let x = model.position.x * camera.params.x + camera.params.z;
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let y = model.position.y * camera.params.y + camera.params.w;
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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out.v_color = model.color;
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return out;
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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let is_dark = camera.theme.x;
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// Dark theme: darken the light theme color
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let dark_color = in.v_color * 0.5;
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let color = mix(in.v_color, dark_color, is_dark);
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return vec4<f32>(color, 1.0);
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}
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"#)),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Colored Building Pipeline Layout"),
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bind_group_layouts: &[bind_group_layout],
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push_constant_ranges: &[],
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});
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device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Colored Building Pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[ColoredVertex::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: *format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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unclipped_depth: false,
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polygon_mode: wgpu::PolygonMode::Fill,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 4,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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})
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}
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