282 lines
10 KiB
Rust
282 lines
10 KiB
Rust
use bytemuck::{Pod, Zeroable};
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use wgpu::{include_wgsl, util::DeviceExt, BindGroup, Buffer, Device, Queue, RenderPipeline, Surface, SurfaceConfiguration, VertexBufferLayout};
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use winit::{
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event::{ElementState, Event, MouseButton, WindowEvent}, event_loop::EventLoop, window::Window
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};
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use crate::state::State;
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#[repr(C)]
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#[derive(Clone, Copy, Zeroable, Pod, Debug)]
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pub struct Vertex {
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pub pos: [f32; 3],
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pub color: [f32; 4]
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}
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impl Vertex {
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const DESC: VertexBufferLayout<'static> = VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x4],
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};
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}
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#[repr(C)]
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#[derive(Clone, Copy, Zeroable, Pod, Debug)]
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pub struct Uniforms {
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// [x, y, zoom]
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pub camera: [f32; 3],
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pub darkness: f32
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}
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impl Default for Uniforms {
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fn default() -> Self {
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Self {
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camera: [0., 0., 1.],
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darkness: 0.
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}
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}
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}
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impl Uniforms {
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const DESC: VertexBufferLayout<'static> = VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32],
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};
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}
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pub struct Graphics<'a> {
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state: State,
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window: &'a Window,
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surface_config: SurfaceConfiguration,
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surface: Surface<'a>,
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device: Device,
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render_pipeline: RenderPipeline,
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queue: Queue,
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vertex_buf: Buffer,
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index_buf: Buffer,
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uniforms_buf: Buffer,
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uniforms_bind_group: BindGroup
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}
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impl<'a> Graphics<'a> {
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pub async fn init(window: &'a Window, state: State) -> Self {
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let mut size = window.inner_size();
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size.width = size.width.max(1);
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size.height = size.height.max(1);
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let instance = wgpu::Instance::default();
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let surface = instance.create_surface(window).unwrap();
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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force_fallback_adapter: false,
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// Request an adapter which can render to our surface
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compatible_surface: Some(&surface),
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})
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.await
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.expect("Failed to find an appropriate adapter");
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// Create the logical device and command queue
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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// Make sure we use the texture resolution limits from the adapter, so we can support images the size of the swapchain.
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required_limits: wgpu::Limits::default()
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.using_resolution(adapter.limits()),
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memory_hints: wgpu::MemoryHints::MemoryUsage,
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},
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None,
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)
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.await
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.expect("Failed to create device");
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let vertex_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: &[bytemuck::cast_slice::<Vertex, _>(&state.vertices), &[0; 1024]].concat(),
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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});
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let index_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: &[bytemuck::cast_slice::<u32, _>(&state.indices), &[0; 1024]].concat(),
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usage: wgpu::BufferUsages::INDEX | wgpu::BufferUsages::COPY_DST,
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});
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let uniforms_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Uniforms Buffer"),
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contents: bytemuck::cast_slice(&[state.uniforms]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let uniforms_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}
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],
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label: Some("Uniforms Bind Group Layout"),
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});
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let uniforms_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &uniforms_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: uniforms_buf.as_entire_binding(),
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}
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],
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label: Some("Uniforms Bind Group"),
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});
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// Load the shaders from disk
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let shader = device.create_shader_module(include_wgsl!("shader.wgsl"));
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[
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&uniforms_bind_group_layout
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],
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push_constant_ranges: &[],
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});
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let swapchain_capabilities = surface.get_capabilities(&adapter);
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let swapchain_format = swapchain_capabilities.formats[0];
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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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: &[
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Vertex::DESC
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],
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compilation_options: Default::default(),
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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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compilation_options: Default::default(),
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targets: &[Some(swapchain_format.into())],
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}),
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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multiview: None,
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cache: None,
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});
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let surface_config = surface
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.get_default_config(&adapter, size.width, size.height)
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.unwrap();
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surface.configure(&device, &surface_config);
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Self {
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state,
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window,
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surface_config,
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surface,
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device,
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render_pipeline,
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queue,
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vertex_buf,
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index_buf,
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uniforms_buf,
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uniforms_bind_group
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}
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}
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pub fn run(&mut self, event_loop: EventLoop<()>) {
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event_loop.run(move |event, target| {
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// Have the closure take ownership of the resources.
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// `event_loop.run` never returns, therefore we must do this to ensure
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// the resources are properly cleaned up.
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let _ = &self;
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match event {
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Event::WindowEvent {
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event: WindowEvent::Resized(new_size),
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..
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} => {
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// Reconfigure the surface with the new size
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self.surface_config.width = new_size.width.max(1);
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self.surface_config.height = new_size.height.max(1);
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self.surface.configure(&self.device, &self.surface_config);
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// On macos the window needs to be redrawn manually after resizing
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self.window.request_redraw();
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},
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Event::WindowEvent {
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event: WindowEvent::RedrawRequested,
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..
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} => {
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self.update();
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self.render();
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},
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => target.exit(),
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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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self.window.request_redraw();
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},
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e => self.state.input(e)
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}
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})
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.unwrap();
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}
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fn render(&self) {
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let frame = self.surface
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.get_current_texture()
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.expect("Failed to acquire next swap chain texture");
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let view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder =
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self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: None,
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});
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{
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let mut rpass =
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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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::BLACK),
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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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timestamp_writes: None,
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occlusion_query_set: None,
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});
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rpass.set_pipeline(&self.render_pipeline);
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rpass.set_bind_group(0, &self.uniforms_bind_group, &[]);
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rpass.set_vertex_buffer(0, self.vertex_buf.slice(..));
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rpass.set_index_buffer(self.index_buf.slice(..), wgpu::IndexFormat::Uint32);
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rpass.draw_indexed(0..self.state.indices.len() as u32, 0, 0..1);
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// rpass.draw(0..self.state.vertices.len() as u32, 0..1);
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}
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self.queue.submit(Some(encoder.finish()));
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frame.present();
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}
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fn update(&mut self) {
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self.state.update();
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self.queue.write_buffer(&self.vertex_buf, 0, bytemuck::cast_slice(&self.state.vertices));
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self.queue.write_buffer(&self.index_buf, 0, bytemuck::cast_slice(&self.state.indices));
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self.queue.write_buffer(&self.uniforms_buf, 0, bytemuck::cast_slice(&[self.state.uniforms]));
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}
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}
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