learn-wgpu/code/beginner/tutorial7-instancing/src/challenge.rs

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use std::iter;
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use cgmath::prelude::*;
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use wgpu::util::DeviceExt;
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use winit::{
event::*,
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event_loop::{ControlFlow, EventLoop},
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window::{Window, WindowBuilder},
};
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mod texture;
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#[repr(C)]
#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
position: [f32; 3],
tex_coords: [f32; 2],
}
impl Vertex {
fn desc() -> wgpu::VertexBufferLayout<'static> {
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use std::mem;
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wgpu::VertexBufferLayout {
array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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],
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}
}
}
const VERTICES: &[Vertex] = &[
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Vertex {
position: [-0.0868241, -0.49240386, 0.0],
tex_coords: [1.0 - 0.4131759, 1.0 - 0.00759614],
}, // A
Vertex {
position: [-0.49513406, -0.06958647, 0.0],
tex_coords: [1.0 - 0.0048659444, 1.0 - 0.43041354],
}, // B
Vertex {
position: [-0.21918549, 0.44939706, 0.0],
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tex_coords: [1.0 - 0.28081453, 1.0 - 0.949397],
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}, // C
Vertex {
position: [0.35966998, 0.3473291, 0.0],
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tex_coords: [1.0 - 0.85967, 1.0 - 0.84732914],
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}, // D
Vertex {
position: [0.44147372, -0.2347359, 0.0],
tex_coords: [1.0 - 0.9414737, 1.0 - 0.2652641],
}, // E
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];
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const INDICES: &[u16] = &[0, 1, 4, 1, 2, 4, 2, 3, 4];
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#[rustfmt::skip]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
0.0, 0.0, 0.5, 1.0,
);
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const NUM_INSTANCES_PER_ROW: u32 = 10;
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const INSTANCE_DISPLACEMENT: cgmath::Vector3<f32> = cgmath::Vector3::new(
NUM_INSTANCES_PER_ROW as f32 * 0.5,
0.0,
NUM_INSTANCES_PER_ROW as f32 * 0.5,
);
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struct Camera {
eye: cgmath::Point3<f32>,
target: cgmath::Point3<f32>,
up: cgmath::Vector3<f32>,
aspect: f32,
fovy: f32,
znear: f32,
zfar: f32,
}
impl Camera {
fn build_view_projection_matrix(&self) -> cgmath::Matrix4<f32> {
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let view = cgmath::Matrix4::look_at_rh(self.eye, self.target, self.up);
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let proj = cgmath::perspective(cgmath::Deg(self.fovy), self.aspect, self.znear, self.zfar);
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proj * view
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}
}
#[repr(C)]
#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct CameraUniform {
view_proj: [[f32; 4]; 4],
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}
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impl CameraUniform {
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fn new() -> Self {
Self {
view_proj: cgmath::Matrix4::identity().into(),
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}
}
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fn update_view_proj(&mut self, camera: &Camera) {
self.view_proj = (OPENGL_TO_WGPU_MATRIX * camera.build_view_projection_matrix()).into();
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}
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}
struct CameraController {
speed: f32,
is_forward_pressed: bool,
is_backward_pressed: bool,
is_left_pressed: bool,
is_right_pressed: bool,
}
impl CameraController {
fn new(speed: f32) -> Self {
Self {
speed,
is_forward_pressed: false,
is_backward_pressed: false,
is_left_pressed: false,
is_right_pressed: false,
}
}
fn process_events(&mut self, event: &WindowEvent) -> bool {
match event {
WindowEvent::KeyboardInput {
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input:
KeyboardInput {
state,
virtual_keycode: Some(keycode),
..
},
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..
} => {
let is_pressed = *state == ElementState::Pressed;
match keycode {
VirtualKeyCode::W | VirtualKeyCode::Up => {
self.is_forward_pressed = is_pressed;
true
}
VirtualKeyCode::A | VirtualKeyCode::Left => {
self.is_left_pressed = is_pressed;
true
}
VirtualKeyCode::S | VirtualKeyCode::Down => {
self.is_backward_pressed = is_pressed;
true
}
VirtualKeyCode::D | VirtualKeyCode::Right => {
self.is_right_pressed = is_pressed;
true
}
_ => false,
}
}
_ => false,
}
}
fn update_camera(&self, camera: &mut Camera) {
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let forward = camera.target - camera.eye;
let forward_norm = forward.normalize();
let forward_mag = forward.magnitude();
// Prevents glitching when camera gets too close to the
// center of the scene.
if self.is_forward_pressed && forward_mag > self.speed {
camera.eye += forward_norm * self.speed;
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}
if self.is_backward_pressed {
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camera.eye -= forward_norm * self.speed;
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}
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let right = forward_norm.cross(camera.up);
// Redo radius calc in case the up/ down is pressed.
let forward = camera.target - camera.eye;
let forward_mag = forward.magnitude();
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if self.is_right_pressed {
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// Rescale the distance between the target and eye so
// that it doesn't change. The eye therefore still
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// lies on the circle made by the target and eye.
camera.eye = camera.target - (forward + right * self.speed).normalize() * forward_mag;
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}
if self.is_left_pressed {
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camera.eye = camera.target - (forward - right * self.speed).normalize() * forward_mag;
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}
}
}
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const ROTATION_SPEED: f32 = 2.0 * std::f32::consts::PI / 60.0;
struct Instance {
position: cgmath::Vector3<f32>,
rotation: cgmath::Quaternion<f32>,
}
impl Instance {
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fn to_raw(&self) -> InstanceRaw {
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let transform =
cgmath::Matrix4::from_translation(self.position) * cgmath::Matrix4::from(self.rotation);
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InstanceRaw {
transform: transform.into(),
}
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}
}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct InstanceRaw {
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transform: [[f32; 4]; 4],
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}
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impl InstanceRaw {
fn desc() -> wgpu::VertexBufferLayout<'static> {
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use std::mem;
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wgpu::VertexBufferLayout {
array_stride: mem::size_of::<InstanceRaw>() as wgpu::BufferAddress,
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// We need to switch from using a step mode of Vertex to Instance
// This means that our shaders will only change to use the next
// instance when the shader starts processing a new instance
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step_mode: wgpu::VertexStepMode::Instance,
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attributes: &[
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wgpu::VertexAttribute {
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offset: 0,
// While our vertex shader only uses locations 0, and 1 now, in later tutorials we'll
// be using 2, 3, and 4, for Vertex. We'll start at slot 5 not conflict with them later
shader_location: 5,
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format: wgpu::VertexFormat::Float32x4,
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},
// A mat4 takes up 4 vertex slots as it is technically 4 vec4s. We need to define a slot
// for each vec4. We don't have to do this in code though.
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 4]>() as wgpu::BufferAddress,
shader_location: 6,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
shader_location: 7,
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format: wgpu::VertexFormat::Float32x4,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 12]>() as wgpu::BufferAddress,
shader_location: 8,
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format: wgpu::VertexFormat::Float32x4,
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},
],
}
}
}
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struct State {
surface: wgpu::Surface,
device: wgpu::Device,
queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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render_pipeline: wgpu::RenderPipeline,
vertex_buffer: wgpu::Buffer,
index_buffer: wgpu::Buffer,
num_indices: u32,
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#[allow(dead_code)]
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diffuse_texture: texture::Texture,
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diffuse_bind_group: wgpu::BindGroup,
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camera: Camera,
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camera_controller: CameraController,
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camera_uniform: CameraUniform,
camera_buffer: wgpu::Buffer,
camera_bind_group: wgpu::BindGroup,
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size: winit::dpi::PhysicalSize<u32>,
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instances: Vec<Instance>,
instance_buffer: wgpu::Buffer,
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window: Window,
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}
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impl State {
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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
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::all(),
dx12_shader_compiler: Default::default(),
});
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// # Safety
//
// The surface needs to live as long as the window that created it.
// State owns the window so this should be safe.
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let surface = unsafe { instance.create_surface(&window) }.unwrap();
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let adapter = 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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})
.await
.unwrap();
let (device, queue) = adapter
.request_device(
&wgpu::DeviceDescriptor {
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label: None,
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features: wgpu::Features::empty(),
// WebGL doesn't support all of wgpu's features, so if
// we're building for the web we'll have to disable some.
limits: if cfg!(target_arch = "wasm32") {
wgpu::Limits::downlevel_webgl2_defaults()
} else {
wgpu::Limits::default()
},
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},
None, // Trace path
)
.await
.unwrap();
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let surface_caps = surface.get_capabilities(&adapter);
// Shader code in this tutorial assumes an Srgb surface texture. Using a different
// one will result all the colors comming out darker. If you want to support non
// Srgb surfaces, you'll need to account for that when drawing to the frame.
let surface_format = surface_caps.formats.iter()
.copied()
.find(|f| f.describe().srgb)
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
height: size.height,
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present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
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};
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surface.configure(&device, &config);
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let diffuse_bytes = include_bytes!("happy-tree.png");
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let diffuse_texture =
texture::Texture::from_bytes(&device, &queue, diffuse_bytes, "happy-tree.png").unwrap();
let texture_bind_group_layout =
device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
wgpu::BindGroupLayoutEntry {
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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},
count: None,
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},
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wgpu::BindGroupLayoutEntry {
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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],
label: Some("texture_bind_group_layout"),
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});
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let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &texture_bind_group_layout,
entries: &[
wgpu::BindGroupEntry {
binding: 0,
resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
},
wgpu::BindGroupEntry {
binding: 1,
resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
},
],
label: Some("diffuse_bind_group"),
});
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let camera = Camera {
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eye: (0.0, 5.0, -10.0).into(),
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target: (0.0, 0.0, 0.0).into(),
up: cgmath::Vector3::unit_y(),
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aspect: config.width as f32 / config.height as f32,
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fovy: 45.0,
znear: 0.1,
zfar: 100.0,
};
let camera_controller = CameraController::new(0.2);
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let mut camera_uniform = CameraUniform::new();
camera_uniform.update_view_proj(&camera);
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let instances = (0..NUM_INSTANCES_PER_ROW)
.flat_map(|z| {
(0..NUM_INSTANCES_PER_ROW).map(move |x| {
let position = cgmath::Vector3 {
x: x as f32,
y: 0.0,
z: z as f32,
} - INSTANCE_DISPLACEMENT;
let rotation = if position.is_zero() {
// this is needed so an object at (0, 0, 0) won't get scaled to zero
// as Quaternions can effect scale if they're not create correctly
cgmath::Quaternion::from_axis_angle(
cgmath::Vector3::unit_y(),
cgmath::Deg(0.0),
)
} else {
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cgmath::Quaternion::from_axis_angle(position.normalize(), cgmath::Deg(45.0))
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};
Instance { position, rotation }
})
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})
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.collect::<Vec<_>>();
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let instance_data = instances.iter().map(Instance::to_raw).collect::<Vec<_>>();
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let instance_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Instance Buffer"),
contents: bytemuck::cast_slice(&instance_data),
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usage: wgpu::BufferUsages::VERTEX | wgpu::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 {
binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
ty: wgpu::BufferBindingType::Uniform,
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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label: Some("camera_bind_group_layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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 shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
label: Some("Shader"),
source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
});
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let render_pipeline_layout =
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 {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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 {
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 {
color: wgpu::BlendComponent::REPLACE,
alpha: wgpu::BlendComponent::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 {
topology: wgpu::PrimitiveTopology::TriangleList,
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::POLYGON_MODE_LINE
// or Features::POLYGON_MODE_POINT
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
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},
depth_stencil: None,
multisample: wgpu::MultisampleState {
count: 1,
mask: !0,
alpha_to_coverage_enabled: false,
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},
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// If the pipeline will be used with a multiview render pass, this
// indicates how many array layers the attachments will have.
multiview: None,
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});
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Vertex Buffer"),
contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Index Buffer"),
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;
Self {
surface,
device,
queue,
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config,
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render_pipeline,
vertex_buffer,
index_buffer,
num_indices,
diffuse_texture,
diffuse_bind_group,
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camera,
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camera_controller,
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camera_buffer,
camera_bind_group,
camera_uniform,
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size,
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instances,
instance_buffer,
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window,
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}
}
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pub fn window(&self) -> &Window {
&self.window
}
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fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
self.size = new_size;
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self.config.width = new_size.width;
self.config.height = new_size.height;
self.surface.configure(&self.device, &self.config);
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self.camera.aspect = self.config.width as f32 / self.config.height as f32;
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}
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}
fn input(&mut self, event: &WindowEvent) -> bool {
self.camera_controller.process_events(event)
}
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fn update(&mut self) {
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self.camera_controller.update_camera(&mut self.camera);
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self.camera_uniform.update_view_proj(&self.camera);
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self.queue.write_buffer(
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&self.camera_buffer,
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0,
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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for instance in &mut self.instances {
let amount = cgmath::Quaternion::from_angle_y(cgmath::Rad(ROTATION_SPEED));
let current = instance.rotation;
instance.rotation = amount * current;
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}
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let instance_data = self
.instances
.iter()
.map(Instance::to_raw)
.collect::<Vec<_>>();
self.queue.write_buffer(
&self.instance_buffer,
0,
bytemuck::cast_slice(&instance_data),
);
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}
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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
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
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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: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
}),
store: true,
},
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})],
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depth_stencil_attachment: None,
});
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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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render_pass.set_pipeline(&self.render_pipeline);
render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as u32);
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}
self.queue.submit(iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
}
fn main() {
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pollster::block_on(run());
}
async fn run() {
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env_logger::init();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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// State::new uses async code, so we're going to wait for it to finish
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let mut state = State::new(window).await;
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event_loop.run(move |event, _, control_flow| {
match event {
Event::WindowEvent {
ref event,
window_id,
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} if window_id == state.window().id() => {
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if !state.input(event) {
match event {
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WindowEvent::CloseRequested
| WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(physical_size) => {
state.resize(*physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
// new_inner_size is &mut so w have to dereference it twice
state.resize(**new_inner_size);
}
_ => {}
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}
}
}
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Event::RedrawRequested(window_id) if window_id == state.window().id() => {
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state.update();
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match state.render() {
Ok(_) => {}
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// Reconfigure the surface if it's lost or outdated
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => state.resize(state.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// We're ignoring timeouts
Err(wgpu::SurfaceError::Timeout) => log::warn!("Surface timeout"),
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}
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}
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Event::MainEventsCleared => {
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// RedrawRequested will only trigger once, unless we manually
// request it.
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state.window().request_redraw();
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}
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_ => {}
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}
});
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}