260 lines
9.2 KiB
Rust
260 lines
9.2 KiB
Rust
use crate::{
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input::Controllable,
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meshs::DefaultMesh,
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render::{Renderable, TextureManager},
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};
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use super::render::{Camera, InstanceRaw, Texture, Vertex};
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use winit::{event::WindowEvent, window::Window};
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pub struct State {
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pub surface: wgpu::Surface,
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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pub config: wgpu::SurfaceConfiguration,
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pub size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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camera: Camera,
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depth_texture: Texture,
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mesh: DefaultMesh,
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#[allow(dead_code)]
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texture_manager: TextureManager,
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}
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impl State {
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// Creating some of the wgpu types requires async code
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pub async fn new(window: &Window) -> Self {
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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::Backends::all());
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let surface = unsafe { instance.create_surface(window) };
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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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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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// let adapter = instance
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// .enumerate_adapters(wgpu::Backends::all())
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// .filter(|adapter| {
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// // Check if this adapter supports our surface
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// surface.get_preferred_format(&adapter).is_some()
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// })
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// .next()
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// .unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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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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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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},
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None, // Trace path
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)
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.await
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.unwrap();
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_preferred_format(&adapter).unwrap(),
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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};
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surface.configure(&device, &config);
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let texture_manager = TextureManager::new(&device);
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(
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include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/res/shaders/main.wgsl"
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))
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.into(),
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),
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});
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let mut camera = Camera::new(config.width as f32, config.height as f32, 0.2);
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camera.initialize(&device);
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let depth_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: &[
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&texture_manager.get_texture_bind_group_layout(),
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camera.get_bind_group_layout(),
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],
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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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label: Some("Render Pipeline"),
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layout: Some(&render_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: &[Vertex::desc(), InstanceRaw::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: &[wgpu::ColorTargetState {
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format: config.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: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: Texture::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: 1,
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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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let diffuse_bind_group = texture_manager.create_texture_from_bytes(
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&device,
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&queue,
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include_bytes!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/res/images/happy-tree.png"
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)),
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"happy-tree.png",
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);
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let diffuse_bind_group_pikachu = texture_manager.create_texture_from_bytes(
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&device,
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&queue,
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include_bytes!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/res/images/pikachu.png"
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)),
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"pikachu.png",
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);
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let mut mesh = DefaultMesh::new(diffuse_bind_group, diffuse_bind_group_pikachu);
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mesh.initialize(&device);
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Self {
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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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render_pipeline,
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camera,
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depth_texture,
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mesh,
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texture_manager,
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}
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}
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pub 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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self.depth_texture =
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Texture::create_depth_texture(&self.device, &self.config, "depth_texture");
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}
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pub fn input(&mut self, event: &WindowEvent) -> bool {
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self.mesh.process_events(&event) || self.camera.process_events(&event)
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}
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pub fn update(&mut self) {
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self.camera.update_instances(&self.queue);
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self.mesh.update_instances(&self.queue);
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}
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pub 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
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[
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// This is what [[location(0)]] in the fragment shader targets
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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: true,
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},
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},
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],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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});
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render_pass.set_pipeline(&self.render_pipeline);
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self.camera.prepare(&mut render_pass);
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self.mesh.prepare(&mut render_pass);
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self.camera.draw(&mut render_pass);
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self.mesh.draw(&mut render_pass);
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}
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// submit will accept anything that implements IntoIter
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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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