Refactor camera code
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7401a9b5f3
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1976a8b53e
9 changed files with 219 additions and 79 deletions
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@ -1,25 +1,19 @@
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use crate::core::input::InputState;
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use crate::core::render::pipelines::triangle_pipeline::shaders::vs;
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use crate::core::render::primitives::camera::Camera;
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use crate::core::render::primitives::vertex::Vertex2D;
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use crate::core::render::render_context::RenderContext;
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use crate::core::scene::Scene;
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use crate::core::timer::Timer;
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use glam::{Mat3, Mat4, Vec3};
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use std::error::Error;
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use glam::{Mat4, Quat, Vec3};
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use std::sync::Arc;
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use std::time::Instant;
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use vulkano::buffer::{Buffer, BufferCreateInfo, BufferUsage, Subbuffer};
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use vulkano::buffer::Subbuffer;
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use vulkano::command_buffer::{AutoCommandBufferBuilder, PrimaryAutoCommandBuffer};
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use vulkano::descriptor_set::{DescriptorSet, WriteDescriptorSet};
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use vulkano::memory::allocator::{AllocationCreateInfo, MemoryTypeFilter, StandardMemoryAllocator};
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use vulkano::pipeline::{GraphicsPipeline, Pipeline, PipelineBindPoint};
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use vulkano_util::renderer::VulkanoWindowRenderer;
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use winit::event::ElementState;
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use winit::keyboard::{KeyCode, PhysicalKey};
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use crate::core::render::pipelines::triangle_pipeline::create_triangle_pipeline;
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use crate::core::render::vertex::Vertex2D;
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use crate::core::render::vulkan_context::VulkanContext;
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const VERTICES: [Vertex2D; 12] = [
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// Triangle en haut à gauche
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@ -79,8 +73,7 @@ const VERTICES: [Vertex2D; 12] = [
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pub struct MainSceneState {
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pipeline: Arc<GraphicsPipeline>,
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vertex_buffer: Subbuffer<[Vertex2D]>,
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uniform_buffer: Subbuffer<vs::MVPData>,
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rotation: f32,
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camera: Camera,
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}
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#[derive(Default)]
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@ -101,39 +94,72 @@ impl Scene for MainScene {
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Vertex2D::create_buffer(Vec::from_iter(VERTICES), render_context.memory_allocator())
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.unwrap();
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let uniform_buffer = MainScene::get_uniform_buffer(
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0.0,
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render_context.memory_allocator(),
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render_context.aspect_ratio(),
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let camera = Camera::new(
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Mat4::look_at_rh(
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Vec3::new(0.3, 0.3, 1.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, -1.0, 0.0),
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),
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Mat4::perspective_rh_gl(
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std::f32::consts::FRAC_PI_2,
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render_context.aspect_ratio(),
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0.01,
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100.0,
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),
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);
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self.state = Some(MainSceneState {
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pipeline,
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vertex_buffer,
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uniform_buffer,
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rotation: 0.0,
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camera,
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})
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}
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fn update(&mut self, render_context: &RenderContext, input_state: &InputState, timer: &Timer) {
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let state = self.state.as_mut().unwrap();
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let delta_rotation = if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyA))
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let speed = 50.0 * timer.delta_time();
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let mut rot = Quat::default();
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rot *= Quat::from_rotation_y(input_state.mouse_state.delta.x * speed.to_radians());
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rot *= Quat::from_rotation_x(input_state.mouse_state.delta.y * speed.to_radians());
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state.camera.get_transform_mut().rotate(rot);
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let translation_x = if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyA))
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== &ElementState::Pressed
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{
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timer.delta_time() * 5.0
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timer.delta_time() * speed
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} else if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyD))
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== &ElementState::Pressed
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{
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timer.delta_time() * -5.0
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timer.delta_time() * -speed
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} else {
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timer.delta_time() * 0.0
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};
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state.rotation += delta_rotation;
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state.uniform_buffer = MainScene::get_uniform_buffer(
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state.rotation,
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render_context.memory_allocator(),
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let translation_z = if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyW))
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== &ElementState::Pressed
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{
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timer.delta_time() * speed
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} else if input_state.get_key_state(PhysicalKey::Code(KeyCode::KeyS))
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== &ElementState::Pressed
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{
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timer.delta_time() * -speed
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} else {
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timer.delta_time() * 0.0
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};
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state
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.camera
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.get_transform_mut()
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.translate(Vec3::new(translation_x, 0.0, translation_z));
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state.camera.set_projection(Mat4::perspective_rh_gl(
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std::f32::consts::FRAC_PI_2,
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render_context.aspect_ratio(),
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);
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0.01,
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100.0,
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));
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}
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fn render(
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@ -141,33 +167,35 @@ impl Scene for MainScene {
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render_context: &RenderContext,
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builder: &mut AutoCommandBufferBuilder<PrimaryAutoCommandBuffer>,
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) {
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let vertex_count = self.state.as_ref().unwrap().vertex_buffer.len() as u32;
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let state = self.state.as_ref().unwrap();
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let vertex_count = state.vertex_buffer.len() as u32;
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let instance_count = vertex_count / 3;
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let layout = &self.state.as_ref().unwrap().pipeline.layout().set_layouts()[0];
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let layout = &state.pipeline.layout().set_layouts()[0];
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let uniform_buffer = state
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.camera
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.create_buffer(render_context.memory_allocator())
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.unwrap();
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let descriptor_set = DescriptorSet::new(
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render_context.descriptor_set_allocator().clone(),
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layout.clone(),
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[WriteDescriptorSet::buffer(
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0,
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self.state.as_ref().unwrap().uniform_buffer.clone(),
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)],
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[WriteDescriptorSet::buffer(0, uniform_buffer)],
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[],
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)
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.unwrap();
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unsafe {
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builder
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.bind_pipeline_graphics(self.state.as_ref().unwrap().pipeline.clone())
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.bind_pipeline_graphics(state.pipeline.clone())
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.unwrap()
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.bind_descriptor_sets(
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PipelineBindPoint::Graphics,
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self.state.as_ref().unwrap().pipeline.layout().clone(),
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state.pipeline.layout().clone(),
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0,
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descriptor_set,
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)
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.unwrap()
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.bind_vertex_buffers(0, self.state.as_ref().unwrap().vertex_buffer.clone())
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.bind_vertex_buffers(0, state.vertex_buffer.clone())
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.unwrap()
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.draw(vertex_count, instance_count, 0, 0)
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.unwrap();
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@ -176,44 +204,3 @@ impl Scene for MainScene {
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fn unload(&mut self) {}
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}
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impl MainScene {
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fn get_uniform_buffer(
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rotation: f32,
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memory_allocator: &Arc<StandardMemoryAllocator>,
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aspect_ratio: f32,
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) -> Subbuffer<vs::MVPData> {
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let rotation = Mat3::from_rotation_y(rotation);
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// NOTE: This teapot was meant for OpenGL where the origin is at the lower left
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// instead the origin is at the upper left in Vulkan, so we reverse the Y axis.
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let proj = Mat4::perspective_rh_gl(std::f32::consts::FRAC_PI_2, aspect_ratio, 0.01, 100.0);
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let view = Mat4::look_at_rh(
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Vec3::new(0.3, 0.3, 1.0),
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Vec3::new(0.0, 0.0, 0.0),
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Vec3::new(0.0, -1.0, 0.0),
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);
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let scale = Mat4::from_scale(Vec3::splat(1.0));
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let uniform_data = vs::MVPData {
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world: Mat4::from_mat3(rotation).to_cols_array_2d(),
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view: (view * scale).to_cols_array_2d(),
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projection: proj.to_cols_array_2d(),
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};
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Buffer::from_data(
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memory_allocator.clone(),
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BufferCreateInfo {
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usage: BufferUsage::UNIFORM_BUFFER,
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..Default::default()
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},
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AllocationCreateInfo {
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memory_type_filter: MemoryTypeFilter::PREFER_DEVICE
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| MemoryTypeFilter::HOST_SEQUENTIAL_WRITE,
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..Default::default()
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},
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uniform_data,
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)
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.unwrap()
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}
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}
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