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feat(graphics_resource_manager): added font atlas and a way to load a shader directly from a source string (wgsl only right now)
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1 changed files with 41 additions and 118 deletions
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@ -1,14 +1,19 @@
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use std::{collections::HashMap, path::Path};
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use crate::font::Font;
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use crate::texture_atlas::{TextureAtlas, TextureRegion};
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use crate::{font, texture, Texture};
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use crate::{
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font::Font,
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texture_atlas::{TextureAtlas, TextureRegion},
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Texture,
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};
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use comet_log::info;
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use wgpu::naga::ShaderStage;
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use wgpu::{naga, Device, FilterMode, Queue, ShaderModule, TextureFormat, TextureUsages};
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use wgpu::{
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naga::{self, ShaderStage},
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Device, Queue, ShaderModule,
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};
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pub struct GraphicResourceManager {
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texture_atlas: TextureAtlas,
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font_atlas: TextureAtlas,
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fonts: Vec<Font>,
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data_files: HashMap<String, String>,
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shaders: HashMap<String, ShaderModule>,
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@ -18,6 +23,7 @@ impl GraphicResourceManager {
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pub fn new() -> Self {
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Self {
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texture_atlas: TextureAtlas::empty(),
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font_atlas: TextureAtlas::empty(),
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fonts: Vec::new(),
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data_files: HashMap::new(),
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shaders: HashMap::new(),
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@ -28,6 +34,14 @@ impl GraphicResourceManager {
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&self.texture_atlas
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}
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pub fn font_atlas(&self) -> &TextureAtlas {
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&self.font_atlas
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}
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pub fn set_font_atlas(&mut self, font_atlas: TextureAtlas) {
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self.font_atlas = font_atlas
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}
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pub fn texture_locations(&self) -> &HashMap<String, TextureRegion> {
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&self.texture_atlas.textures()
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}
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@ -40,6 +54,10 @@ impl GraphicResourceManager {
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&self.fonts
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}
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pub fn fonts_mut(&mut self) -> &mut Vec<Font> {
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&mut self.fonts
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}
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pub fn get_glyph(&self, font: &str, ch: char) -> Option<&TextureRegion> {
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self.fonts
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.iter()
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@ -49,10 +67,6 @@ impl GraphicResourceManager {
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pub fn set_texture_atlas(&mut self, texture_atlas: TextureAtlas) {
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self.texture_atlas = texture_atlas;
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// This is just for testing purposes
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//self.texture_locations.insert("normal_comet.png".to_string(), ([0,0], [15,15]));
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//self.texture_locations.insert("green_comet.png".to_string(), ([0,15], [15,31]));
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}
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pub fn create_texture_atlas(&mut self, paths: Vec<String>) {
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@ -95,9 +109,9 @@ impl GraphicResourceManager {
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/// `shader_stage` is only needed if it is a GLSL shader, so default to None if it isn't GLSL
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pub fn load_shader(
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&mut self,
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device: &Device,
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shader_stage: Option<ShaderStage>,
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file_name: &str,
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device: &Device,
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) -> anyhow::Result<()> {
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let shader_source = self.load_string(file_name)?;
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@ -127,6 +141,23 @@ impl GraphicResourceManager {
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Ok(())
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}
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/// Loads the shader from a source code string
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/// Right now only works with wgsl
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pub fn load_shader_from_string(
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&mut self,
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device: &Device,
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shader_name: &str,
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shader_src: &str,
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) -> anyhow::Result<()> {
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let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some(shader_name),
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source: wgpu::ShaderSource::Wgsl(shader_src.into()),
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});
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self.shaders.insert(shader_name.to_string(), module);
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Ok(())
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}
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pub fn get_shader(&self, shader: &str) -> Option<&ShaderModule> {
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self.shaders.get(shader)
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}
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@ -137,112 +168,4 @@ impl GraphicResourceManager {
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info!("Font {} loaded!", font.name());
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self.fonts.push(font);
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}
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/*pub async fn load_model(
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&self,
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file_name: &str,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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layout: &wgpu::BindGroupLayout,
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) -> anyhow::Result<model::Model> {
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let obj_text = self.load_string(file_name).await?;
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let obj_cursor = Cursor::new(obj_text);
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let mut obj_reader = BufReader::new(obj_cursor);
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let (models, obj_materials) = tobj::load_obj_buf_async(
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&mut obj_reader,
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&tobj::LoadOptions {
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triangulate: true,
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single_index: true,
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..Default::default()
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},
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|p| async move {
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let mat_text = self.load_string(&p).await.unwrap();
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tobj::load_mtl_buf(&mut BufReader::new(Cursor::new(mat_text)))
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},
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)
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.await?;
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let mut materials = Vec::new();
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for m in obj_materials? {
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let diffuse_texture = self.load_texture(&m.diffuse_texture, false, device, queue).await?;
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let normal_texture = self.load_texture(&m.normal_texture, true, device, queue).await?;
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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},
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],
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label: None,
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});
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materials.push(model::Material {
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name: m.name,
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diffuse_texture,
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bind_group,
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});
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}
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let meshes = models
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.into_iter()
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.map(|m| {
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let vertices = (0..m.mesh.positions.len() / 3)
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.map(|i| {
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if m.mesh.normals.is_empty() {
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model::ModelVertex {
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position: [
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m.mesh.positions[i * 3],
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m.mesh.positions[i * 3 + 1],
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m.mesh.positions[i * 3 + 2],
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],
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tex_coords: [m.mesh.texcoords[i * 2], 1.0 - m.mesh.texcoords[i * 2 + 1]],
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normal: [0.0, 0.0, 0.0],
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}
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} else {
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model::ModelVertex {
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position: [
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m.mesh.positions[i * 3],
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m.mesh.positions[i * 3 + 1],
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m.mesh.positions[i * 3 + 2],
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],
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tex_coords: [m.mesh.texcoords[i * 2], 1.0 - m.mesh.texcoords[i * 2 + 1]],
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normal: [
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m.mesh.normals[i * 3],
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m.mesh.normals[i * 3 + 1],
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m.mesh.normals[i * 3 + 2],
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],
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}
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}
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})
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.collect::<Vec<_>>();
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("{:?} Vertex Buffer", file_name)),
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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 index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("{:?} Index Buffer", file_name)),
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contents: bytemuck::cast_slice(&m.mesh.indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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model::Mesh {
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name: file_name.to_string(),
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vertex_buffer,
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index_buffer,
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num_elements: m.mesh.indices.len() as u32,
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material: m.mesh.material_id.unwrap_or(0),
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}
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})
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.collect::<Vec<_>>();
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Ok(model::Model { meshes, materials })
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}*/
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}
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