mirror of https://github.com/sotrh/learn-wgpu
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295 lines
9.7 KiB
Rust
295 lines
9.7 KiB
Rust
mod buffer;
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mod camera;
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mod light;
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mod model;
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mod pipeline;
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pub mod prelude;
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mod shader_canvas;
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mod texture;
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pub use buffer::*;
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pub use camera::*;
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pub use light::*;
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pub use model::*;
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pub use pipeline::*;
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pub use shader_canvas::*;
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pub use texture::*;
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use anyhow::*;
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use cgmath::*;
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use std::time::{Duration, Instant};
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use wgpu::util::{BufferInitDescriptor, DeviceExt};
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use winit::event::*;
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::keyboard::{KeyCode, PhysicalKey};
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use winit::window::{Window, WindowBuilder};
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pub struct Display<'a> {
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surface: wgpu::Surface<'a>,
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pub window: &'a Window,
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pub config: wgpu::SurfaceConfiguration,
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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}
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impl<'a> Display<'a> {
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pub async fn new(window: &'a Window) -> Result<Display<'a>, Error> {
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let size = window.inner_size();
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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 = instance
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.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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.await
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.unwrap();
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let (device, queue) = adapter
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.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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// WebGL doesn't support all of wgpu's features, so if
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// we're building for the web we'll have to disable some.
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required_limits: if cfg!(target_arch = "wasm32") {
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wgpu::Limits::downlevel_webgl2_defaults()
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} else {
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wgpu::Limits::default()
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},
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},
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None,
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)
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.await
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.unwrap();
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let surface_caps = surface.get_capabilities(&adapter);
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// Shader code in this tutorial assumes an Srgb surface texture. Using a different
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// one will result all the colors comming out darker. If you want to support non
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// Srgb surfaces, you'll need to account for that when drawing to the frame.
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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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Ok(Self {
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surface,
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window,
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config,
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device,
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queue,
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})
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}
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pub fn window(&self) -> &Window {
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&self.window
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}
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pub fn resize(&mut self, width: u32, height: u32) {
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self.config.width = width;
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self.config.height = height;
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self.surface.configure(&self.device, &self.config);
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}
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pub fn surface(&self) -> &wgpu::Surface {
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&self.surface
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}
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}
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/**
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* Holds the camera data to be passed to wgpu.
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*/
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#[repr(C)]
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#[derive(Copy, Clone)]
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pub struct UniformData {
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view_position: cgmath::Vector4<f32>,
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view_proj: cgmath::Matrix4<f32>,
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}
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unsafe impl bytemuck::Zeroable for UniformData {}
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unsafe impl bytemuck::Pod for UniformData {}
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pub struct CameraUniform {
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data: UniformData,
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buffer: wgpu::Buffer,
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}
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impl CameraUniform {
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pub fn new(device: &wgpu::Device) -> Self {
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let data = UniformData {
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view_position: Zero::zero(),
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view_proj: cgmath::Matrix4::identity(),
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};
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let buffer = device.create_buffer_init(&BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[data]),
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usage: wgpu::BufferUsages::COPY_DST | wgpu::BufferUsages::UNIFORM,
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});
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Self { data, buffer }
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}
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pub fn update_view_proj(&mut self, camera: &camera::Camera, projection: &camera::Projection) {
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self.data.view_position = camera.position.to_homogeneous();
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self.data.view_proj = projection.calc_matrix() * camera.calc_matrix()
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}
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pub fn update_buffer(&self, device: &wgpu::Device, encoder: &mut wgpu::CommandEncoder) {
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let staging_buffer = device.create_buffer_init(&BufferInitDescriptor {
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label: Some("Camera Update Buffer"),
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contents: bytemuck::cast_slice(&[self.data]),
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usage: wgpu::BufferUsages::COPY_SRC,
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});
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encoder.copy_buffer_to_buffer(
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&staging_buffer,
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0,
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&self.buffer,
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0,
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std::mem::size_of::<UniformData>() as _,
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);
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}
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}
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/**
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* Holds the wgpu::BindGroupLayout and one wgpu::BindGroup for the
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* just the CameraUniform struct.
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*/
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pub struct UniformBinding {
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pub layout: wgpu::BindGroupLayout,
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pub bind_group: wgpu::BindGroup,
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}
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impl UniformBinding {
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pub fn new(device: &wgpu::Device, camera_uniform: &CameraUniform) -> Self {
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let layout = 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 | wgpu::ShaderStages::FRAGMENT,
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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("CameraBinding::layout"),
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_uniform.buffer.as_entire_binding(),
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}],
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label: Some("CameraBinding::bind_group"),
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});
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Self { layout, bind_group }
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}
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pub fn rebind(&mut self, device: &wgpu::Device, camera_uniform: &CameraUniform) {
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self.bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &self.layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_uniform.buffer.as_entire_binding(),
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}],
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label: Some("CameraBinding::bind_group"),
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});
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}
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}
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pub trait Demo: 'static + Sized {
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fn init(display: &Display) -> Result<Self, Error>;
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fn process_mouse(&mut self, dx: f64, dy: f64);
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fn process_keyboard(&mut self, key: KeyCode, pressed: bool);
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fn resize(&mut self, display: &Display);
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fn update(&mut self, display: &Display, dt: Duration);
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fn render(&mut self, display: &mut Display);
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}
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pub async fn run<D: Demo>() -> Result<(), Error> {
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wgpu_subscriber::initialize_default_subscriber(None);
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let event_loop = EventLoop::new().unwrap();
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let window = WindowBuilder::new()
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.with_title(env!("CARGO_PKG_NAME"))
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.build(&event_loop)?;
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let mut display = Display::new(&window).await?;
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let mut demo = D::init(&display)?;
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let mut last_update = Instant::now();
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let mut is_resumed = true;
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let mut is_focused = true;
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let _is_redraw_requested = true;
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event_loop.run(move |event, control_flow| {
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if is_resumed && is_focused {
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control_flow.set_control_flow(ControlFlow::Poll)
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} else {
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control_flow.set_control_flow(ControlFlow::Wait)
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};
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match event {
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Event::Resumed => is_resumed = true,
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Event::Suspended => is_resumed = false,
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Event::WindowEvent {
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event, window_id, ..
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} => {
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if window_id == display.window().id() {
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match event {
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WindowEvent::CloseRequested => control_flow.exit(),
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WindowEvent::Focused(f) => is_focused = f,
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WindowEvent::Resized(new_inner_size) => {
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display.resize(new_inner_size.width, new_inner_size.height);
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demo.resize(&display);
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}
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WindowEvent::KeyboardInput {
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event:
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KeyEvent {
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physical_key: PhysicalKey::Code(key),
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state,
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..
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},
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..
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} => {
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demo.process_keyboard(key, state == ElementState::Pressed);
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}
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WindowEvent::RedrawRequested => {
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let now = Instant::now();
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let dt = now - last_update;
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last_update = now;
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demo.update(&display, dt);
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demo.render(&mut display);
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if is_focused && is_resumed {
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display.window().request_redraw();
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} else {
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// Freeze time while the demo is not in the foreground
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last_update = Instant::now();
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}
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}
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_ => {}
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}
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}
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}
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_ => {}
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}
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})?;
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Ok(())
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}
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