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use winit::{
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event::*,
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event_loop::{EventLoop, ControlFlow},
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window::{Window, WindowBuilder},
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};
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struct State {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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sc_desc: wgpu::SwapChainDescriptor,
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swap_chain: wgpu::SwapChain,
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render_pipeline: wgpu::RenderPipeline,
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challenge_render_pipeline: wgpu::RenderPipeline,
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use_color: bool,
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size: winit::dpi::PhysicalSize<u32>,
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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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let surface = wgpu::Surface::create(window);
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let adapter = wgpu::Adapter::request(
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&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::Default,
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compatible_surface: Some(&surface),
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},
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wgpu::BackendBit::PRIMARY, // Vulkan + Metal + DX12 + Browser WebGPU
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).await.unwrap();
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let (device, queue) = adapter.request_device(&wgpu::DeviceDescriptor {
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extensions: wgpu::Extensions {
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anisotropic_filtering: false,
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},
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limits: Default::default(),
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}).await;
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let sc_desc = wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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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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let swap_chain = device.create_swap_chain(&surface, &sc_desc);
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let vs_src = include_str!("shader.vert");
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let fs_src = include_str!("shader.frag");
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let vs_spirv = glsl_to_spirv::compile(vs_src, glsl_to_spirv::ShaderType::Vertex).unwrap();
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let fs_spirv = glsl_to_spirv::compile(fs_src, glsl_to_spirv::ShaderType::Fragment).unwrap();
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let vs_data = wgpu::read_spirv(vs_spirv).unwrap();
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let fs_data = wgpu::read_spirv(fs_spirv).unwrap();
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let vs_module = device.create_shader_module(&vs_data);
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let fs_module = device.create_shader_module(&fs_data);
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let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &render_pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[
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wgpu::ColorStateDescriptor {
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format: sc_desc.format,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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},
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],
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depth_stencil_state: None,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[],
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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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let vs_src = include_str!("challenge.vert");
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let fs_src = include_str!("challenge.frag");
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let vs_spirv = glsl_to_spirv::compile(vs_src, glsl_to_spirv::ShaderType::Vertex).unwrap();
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let fs_spirv = glsl_to_spirv::compile(fs_src, glsl_to_spirv::ShaderType::Fragment).unwrap();
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let vs_data = wgpu::read_spirv(vs_spirv).unwrap();
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let fs_data = wgpu::read_spirv(fs_spirv).unwrap();
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let vs_module = device.create_shader_module(&vs_data);
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let fs_module = device.create_shader_module(&fs_data);
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let challenge_render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[],
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});
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let challenge_render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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layout: &challenge_render_pipeline_layout,
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &fs_module,
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entry_point: "main",
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}),
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rasterization_state: Some(wgpu::RasterizationStateDescriptor {
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: wgpu::CullMode::Back,
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depth_bias: 0,
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depth_bias_slope_scale: 0.0,
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depth_bias_clamp: 0.0,
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}),
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[
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wgpu::ColorStateDescriptor {
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format: sc_desc.format,
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color_blend: wgpu::BlendDescriptor::REPLACE,
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alpha_blend: wgpu::BlendDescriptor::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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},
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],
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depth_stencil_state: None,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[],
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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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let use_color = true;
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Self {
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surface,
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device,
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queue,
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sc_desc,
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swap_chain,
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render_pipeline,
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challenge_render_pipeline,
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use_color,
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size,
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}
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}
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async fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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self.size = new_size;
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self.sc_desc.width = new_size.width;
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self.sc_desc.height = new_size.height;
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self.swap_chain = self.device.create_swap_chain(&self.surface, &self.sc_desc);
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}
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fn input(&mut self, event: &WindowEvent) -> bool {
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match event {
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WindowEvent::KeyboardInput {
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input: KeyboardInput {
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state,
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virtual_keycode: Some(
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VirtualKeyCode::Space
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),
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..
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},
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..
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} => {
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self.use_color = *state == ElementState::Released;
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true
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}
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_ => false,
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}
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}
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async fn update(&mut self) {
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}
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async fn render(&mut self) {
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let frame = self.swap_chain.get_next_texture()
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.expect("Timeout getting texture");
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let mut encoder = self.device.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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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: 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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}
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],
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depth_stencil_attachment: None,
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});
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render_pass.set_pipeline(if self.use_color {
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&self.render_pipeline
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} else {
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&self.challenge_render_pipeline
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});
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render_pass.draw(0..3, 0..1);
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}
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self.queue.submit(&[
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encoder.finish()
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]);
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}
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}
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fn main() {
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new()
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.build(&event_loop)
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.unwrap();
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use futures::executor::block_on;
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// Since main can't be async, we're going to need to block
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let mut state = block_on(State::new(&window));
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event_loop.run(move |event, _, control_flow| {
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match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == window.id() => if !state.input(event) {
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match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::KeyboardInput {
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input,
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..
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} => {
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match input {
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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} => *control_flow = ControlFlow::Exit,
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_ => {}
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}
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}
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WindowEvent::Resized(physical_size) => {
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block_on(state.resize(*physical_size));
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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// new_inner_size is &mut so w have to dereference it twice
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block_on(state.resize(**new_inner_size));
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}
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_ => {}
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}
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}
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Event::RedrawRequested(_) => {
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block_on(state.update());
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block_on(state.render());
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}
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Event::MainEventsCleared => {
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// RedrawRequested will only trigger once, unless we manually
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// request it.
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window.request_redraw();
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}
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_ => {}
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}
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});
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}
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