mirror of
https://github.com/lisk77/comet.git
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313 lines
12 KiB
Rust
313 lines
12 KiB
Rust
use crate::camera::{CameraUniform, RenderCamera};
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use crate::draw_info::DrawInfo;
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use crate::render_pass::{RenderPassInfo, RenderPassType};
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use crate::renderer::Renderer;
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use comet_colors::Color;
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use comet_ecs::{Camera2D, Component, Position2D, Render, Render2D, Scene, Text, Transform2D};
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use comet_log::*;
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use comet_math::{p2, p3, v2, v3};
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use comet_resources::texture_atlas::TextureRegion;
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use comet_resources::{graphic_resource_manager::GraphicResourceManager, Texture, Vertex};
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use comet_structs::ComponentSet;
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use std::iter;
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use std::path::PathBuf;
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use std::sync::Arc;
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use std::time::Instant;
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use wgpu::core::command::DrawKind::Draw;
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use wgpu::naga::ShaderStage;
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use wgpu::util::DeviceExt;
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use wgpu::BufferUsages;
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use winit::dpi::PhysicalSize;
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use winit::window::Window;
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pub struct Renderer2D<'a> {
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surface: wgpu::Surface<'a>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: PhysicalSize<u32>,
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render_pipeline_layout: wgpu::PipelineLayout,
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universal_render_pipeline: wgpu::RenderPipeline,
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texture_bind_group_layout: wgpu::BindGroupLayout,
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dummy_texture_bind_group: wgpu::BindGroup,
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texture_sampler: wgpu::Sampler,
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camera: RenderCamera,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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render_pass: Vec<RenderPassInfo>,
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draw_info: Vec<DrawInfo>,
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graphic_resource_manager: GraphicResourceManager,
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delta_time: f32,
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last_frame_time: Instant,
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clear_color: wgpu::Color,
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}
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impl<'a> Renderer2D<'a> {
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pub fn new(window: Arc<Window>, clear_color: Option<impl Color>) -> Renderer2D<'a> {
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let size = PhysicalSize::<u32>::new(1920, 1080);
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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});
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let surface = instance.create_surface(window).unwrap();
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let adapter = pollster::block_on(instance.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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.unwrap();
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let (device, queue) = pollster::block_on(adapter.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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required_limits: wgpu::Limits::default(),
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memory_hints: Default::default(),
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},
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None, // Trace path
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))
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.unwrap();
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let surface_caps = surface.get_capabilities(&adapter);
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let surface_format = surface_caps
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.formats
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.iter()
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.copied()
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.find(|f| f.is_srgb())
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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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(include_str!("base2d.wgsl").into()),
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});
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let graphic_resource_manager = GraphicResourceManager::new();
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let diffuse_bytes = include_bytes!(r"../../../res/textures/comet_icon.png");
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let diffuse_texture =
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Texture::from_bytes(&device, &queue, diffuse_bytes, "comet_icon.png", false).unwrap();
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let texture_bind_group_layout =
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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::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 camera = RenderCamera::new(1.0, v2::new(2.0, 2.0), v3::new(0.0, 0.0, 0.0));
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let mut camera_uniform = CameraUniform::new();
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camera_uniform.update_view_proj(&camera);
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
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});
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let camera_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[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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label: Some("camera_bind_group_layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}],
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label: Some("camera_bind_group"),
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});
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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 universal_render_pipeline =
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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()],
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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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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::SrcAlpha,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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alpha: wgpu::BlendComponent {
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src_factor: wgpu::BlendFactor::One,
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dst_factor: wgpu::BlendFactor::OneMinusSrcAlpha,
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operation: wgpu::BlendOperation::Add,
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},
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}),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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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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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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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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cache: None,
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});
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let mut render_pass: Vec<RenderPassInfo> = Vec::new();
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/*render_pass.push(RenderPassInfo::new_engine_pass(
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&device,
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"Standard Render Pass".to_string(),
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&texture_bind_group_layout,
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&diffuse_texture,
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vec![],
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vec![],
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));*/
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let clear_color = match clear_color {
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Some(color) => color.to_wgpu(),
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None => wgpu::Color {
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r: 0.0,
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g: 0.0,
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b: 0.0,
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a: 1.0,
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},
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};
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let texture_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Linear,
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mipmap_filter: wgpu::FilterMode::Linear,
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lod_min_clamp: 0.0,
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lod_max_clamp: 100.0,
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compare: None,
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anisotropy_clamp: 16,
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border_color: None,
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..Default::default()
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});
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let empty_texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("Empty Texture"),
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size: wgpu::Extent3d {
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width: config.width,
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height: config.height,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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usage: wgpu::TextureUsages::COPY_SRC
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| wgpu::TextureUsages::COPY_DST
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| wgpu::TextureUsages::TEXTURE_BINDING,
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view_formats: &[wgpu::TextureFormat::Bgra8UnormSrgb],
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});
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let dummy_texture_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_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: wgpu::BindingResource::TextureView(
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&empty_texture.create_view(&wgpu::TextureViewDescriptor::default()),
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),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&texture_sampler),
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},
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],
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label: Some("dummy_texture_bind_group"),
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});
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let mut draw_info: Vec<DrawInfo> = Vec::new();
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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_layout,
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universal_render_pipeline,
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texture_bind_group_layout,
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dummy_texture_bind_group,
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texture_sampler,
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camera,
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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render_pass,
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draw_info,
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graphic_resource_manager,
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delta_time: 0.0,
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last_frame_time: Instant::now(),
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clear_color,
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}
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}
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}
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