Refactor
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c2c3e4fd46
commit
44e027f76f
1 changed files with 52 additions and 61 deletions
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@ -1,7 +1,10 @@
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use super::vertex::Vertex;
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use super::vertex::Vertex;
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use cgmath::prelude::*;
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use cgmath::prelude::*;
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use wgpu::util::DeviceExt;
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use wgpu::util::DeviceExt;
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use winit::{event::{WindowEvent, KeyboardInput, VirtualKeyCode, ElementState}, window::Window};
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use winit::{
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event::{ElementState, KeyboardInput, VirtualKeyCode, WindowEvent},
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window::Window,
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};
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const VERTICES: &[Vertex] = &[
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const VERTICES: &[Vertex] = &[
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Vertex {
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Vertex {
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@ -63,7 +66,7 @@ pub struct State {
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#[allow(dead_code)]
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#[allow(dead_code)]
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diffuse_texture: super::texture::Texture,
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diffuse_texture: super::texture::Texture,
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depth_texture: super::texture::Texture,
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depth_texture: super::texture::Texture,
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toggle: bool
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toggle: bool,
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}
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}
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impl State {
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impl State {
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@ -120,11 +123,7 @@ impl State {
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};
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};
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surface.configure(&device, &config);
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surface.configure(&device, &config);
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let diffuse_bytes = include_bytes!("happy-tree.png");
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// Binding des textures
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let diffuse_texture =
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super::texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png")
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.unwrap();
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let texture_bind_group_layout =
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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entries: &[
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@ -148,6 +147,11 @@ impl State {
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label: Some("texture_bind_group_layout"),
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label: Some("texture_bind_group_layout"),
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});
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});
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let diffuse_bytes = include_bytes!("happy-tree.png");
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let diffuse_texture =
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super::texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png")
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.unwrap();
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let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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layout: &texture_bind_group_layout,
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entries: &[
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entries: &[
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@ -164,35 +168,16 @@ impl State {
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});
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});
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let diffuse_bytes_pikachu = include_bytes!("pikachu.png");
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let diffuse_bytes_pikachu = include_bytes!("pikachu.png");
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let diffuse_texture_pikachu =
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let diffuse_texture_pikachu = super::texture::Texture::from_bytes(
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super::texture::Texture::from_bytes(&device, &queue, diffuse_bytes_pikachu, "pikachu.png")
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&device,
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.unwrap();
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&queue,
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diffuse_bytes_pikachu,
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let texture_bind_group_layout_pikachu =
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"pikachu.png",
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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)
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entries: &[
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.unwrap();
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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let diffuse_bind_group_pikachu = device.create_bind_group(&wgpu::BindGroupDescriptor {
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let diffuse_bind_group_pikachu = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout_pikachu,
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layout: &texture_bind_group_layout,
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entries: &[
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entries: &[
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wgpu::BindGroupEntry {
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wgpu::BindGroupEntry {
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binding: 0,
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binding: 0,
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@ -205,21 +190,7 @@ impl State {
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],
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],
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label: Some("diffuse_bind_group"),
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label: Some("diffuse_bind_group"),
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});
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});
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// FIN Binding des textures
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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// let num_vertices = VERTICES.len() as u32;
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(INDICES),
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usage: wgpu::BufferUsages::INDEX,
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});
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let num_indices = INDICES.len() as u32;
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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label: Some("Shader"),
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@ -275,13 +246,6 @@ impl State {
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let camera_controller = super::camera::CameraController::new(0.2);
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let camera_controller = super::camera::CameraController::new(0.2);
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
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push_constant_ranges: &[],
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});
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let instances = (0..NUM_INSTANCES_PER_ROW)
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let instances = (0..NUM_INSTANCES_PER_ROW)
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.flat_map(|z| {
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.flat_map(|z| {
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(0..NUM_INSTANCES_PER_ROW).map(move |x| {
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(0..NUM_INSTANCES_PER_ROW).map(move |x| {
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@ -317,7 +281,15 @@ impl State {
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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});
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});
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let depth_texture = super::texture::Texture::create_depth_texture(&device, &config, "depth_texture");
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let depth_texture =
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super::texture::Texture::create_depth_texture(&device, &config, "depth_texture");
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[&texture_bind_group_layout, &camera_bind_group_layout],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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label: Some("Render Pipeline"),
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@ -351,8 +323,8 @@ impl State {
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depth_stencil: Some(wgpu::DepthStencilState {
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depth_stencil: Some(wgpu::DepthStencilState {
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format: super::texture::Texture::DEPTH_FORMAT,
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format: super::texture::Texture::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less, // 1.
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(), // 2.
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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}),
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multisample: wgpu::MultisampleState {
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multisample: wgpu::MultisampleState {
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@ -363,6 +335,21 @@ impl State {
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multiview: None,
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multiview: None,
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});
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});
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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// let num_vertices = VERTICES.len() as u32;
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(INDICES),
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usage: wgpu::BufferUsages::INDEX,
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});
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let num_indices = INDICES.len() as u32;
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Self {
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Self {
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surface,
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surface,
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device,
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device,
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self.config.height = new_size.height;
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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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self.surface.configure(&self.device, &self.config);
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}
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}
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self.depth_texture = super::texture::Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
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self.depth_texture = super::texture::Texture::create_depth_texture(
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&self.device,
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&self.config,
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"depth_texture",
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);
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}
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}
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pub fn input(&mut self, event: &WindowEvent) -> bool {
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pub fn input(&mut self, event: &WindowEvent) -> bool {
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store: true,
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store: true,
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}),
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}),
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stencil_ops: None,
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stencil_ops: None,
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})
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}),
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});
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_pipeline(&self.render_pipeline);
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