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9b432cdcdb
2
.cargo/config.toml
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2
.cargo/config.toml
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[target.wasm32-unknown-unknown]
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runner = "wasm-server-runner"
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1
.gitignore
vendored
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1
.gitignore
vendored
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/target
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2246
Cargo.lock
generated
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2246
Cargo.lock
generated
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File diff suppressed because it is too large
Load Diff
27
Cargo.toml
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27
Cargo.toml
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[package]
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name = "forestiles"
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version = "0.1.0"
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edition = "2021"
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[lib]
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crate-type = ["cdylib", "rlib"]
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[dependencies]
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winit = { version = "0.29", features = ["rwh_05"] }
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env_logger = "0.11"
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log = "0.4"
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wgpu = "22.0"
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cfg-if = "1"
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pollster = "0.3"
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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console_error_panic_hook = "0.1.6"
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console_log = "1.0"
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wgpu = { version = "22", features = ["webgl"]}
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wasm-bindgen = "0.2"
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wasm-bindgen-futures = "0.4"
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web-sys = { version = "0.3", features = [
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"Document",
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"Window",
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"Element",
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]}
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221
src/lib.rs
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221
src/lib.rs
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use cfg_if::cfg_if;
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use winit::{
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event::*,
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event_loop::EventLoop,
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keyboard::{KeyCode, PhysicalKey},
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window::{WindowBuilder, Window},
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};
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#[cfg(target_arch="wasm32")]
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use wasm_bindgen::prelude::*;
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struct State<'a> {
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surface: wgpu::Surface<'a>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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// The window must be declared after the surface so
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// it gets dropped after it as the surface contains
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// unsafe references to the window's resources.
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window: &'a Window,
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}
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impl<'a> State<'a> {
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// Creating some of the wgpu types requires async code
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async fn new(window: &'a Window) -> State<'a> {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// Backends::all => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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});
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dbg!(1);
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let surface = instance.create_surface(window).unwrap();
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dbg!(2);
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let adapter = instance.request_adapter(
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&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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},
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).await.unwrap();
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let (device, queue) = adapter.request_device(
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&wgpu::DeviceDescriptor {
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required_features: wgpu::Features::empty(),
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// WebGL doesn't support all of wgpu's features, so if
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// we're building for the web, we'll have to disable some.
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required_limits: if cfg!(target_arch = "wasm32") {
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wgpu::Limits::downlevel_webgl2_defaults()
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} else {
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wgpu::Limits::default()
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},
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label: None,
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memory_hints: wgpu::MemoryHints::default()
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},
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None, // Trace path
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).await.unwrap();
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let surface_caps = surface.get_capabilities(&adapter);
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// Shader code in this tutorial assumes an sRGB surface texture. Using a different
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// one will result in all the colors coming out darker. If you want to support non
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// sRGB surfaces, you'll need to account for that when drawing to the frame.
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let surface_format = surface_caps.formats.iter()
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.find(|f| f.is_srgb())
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.copied()
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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Self {
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window,
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surface,
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device,
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queue,
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config,
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size,
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}
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}
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pub fn window(&self) -> &Window {
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&self.window
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}
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fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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}
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fn input(&mut self, event: &WindowEvent) -> bool {
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false
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}
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fn update(&mut self) {
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}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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}),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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#[cfg_attr(target_arch="wasm32", wasm_bindgen(start))]
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pub async fn run() {
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cfg_if! {
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if #[cfg(target_arch = "wasm32")] {
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std::panic::set_hook(Box::new(console_error_panic_hook::hook));
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console_log::init().expect("Couldn't initialize logger");
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} else {
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env_logger::init();
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}
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}
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let event_loop = EventLoop::new().unwrap();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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#[cfg(target_arch = "wasm32")]
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{
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// Winit prevents sizing with CSS, so we have to set
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// the size manually when on web.
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use winit::dpi::PhysicalSize;
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let _ = window.request_inner_size(PhysicalSize::new(450, 400));
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use winit::platform::web::WindowExtWebSys;
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web_sys::window()
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.and_then(|win| win.document())
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.and_then(|doc| {
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let dst = doc.body()?;
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let canvas = web_sys::Element::from(window.canvas()?);
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dst.append_child(&canvas).ok()?;
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Some(())
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})
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.expect("Couldn't append canvas to document body.");
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}
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let mut state = State::new(&window).await;
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event_loop.run(move |event, control_flow| match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == state.window.id() => if !state.input(event) { match event {
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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event:
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KeyEvent {
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state: ElementState::Pressed,
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physical_key: PhysicalKey::Code(KeyCode::Escape),
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..
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},
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..
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} => control_flow.exit(),
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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},
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WindowEvent::RedrawRequested => {
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state.update();
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match state.render() {
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Ok(_) => {}
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// Reconfigure the surface if lost
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Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => control_flow.exit(),
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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}
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}
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_ => {}
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}},
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Event::AboutToWait => {
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// RedrawRequested will only trigger once unless we manually
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// request it.
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state.window().request_redraw();
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}
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_ => {}
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}).unwrap();
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}
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5
src/main.rs
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5
src/main.rs
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@ -0,0 +1,5 @@
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use forestiles::run;
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fn main() {
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pollster::block_on(run());
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}
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