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https://github.com/maplibre/maplibre-rs.git
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Add first shader
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14
.gitignore
vendored
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14
.gitignore
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@ -0,0 +1,14 @@
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# Generated by Cargo
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# will have compiled files and executables
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debug/
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target/
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# Remove Cargo.lock from gitignore if creating an executable, leave it for libraries
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# More information here https://doc.rust-lang.org/cargo/guide/cargo-toml-vs-cargo-lock.html
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Cargo.lock
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# These are backup files generated by rustfmt
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**/*.rs.bk
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# MSVC Windows builds of rustc generate these, which store debugging information
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*.pdb
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78
src/main.rs
78
src/main.rs
@ -12,6 +12,8 @@ struct State {
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queue: wgpu::Queue,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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size: winit::dpi::PhysicalSize<u32>,
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// NEW!
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render_pipeline: wgpu::RenderPipeline,
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}
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}
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impl State {
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impl State {
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@ -24,7 +26,7 @@ impl State {
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let surface = unsafe { instance.create_surface(window) };
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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force_fallback_adapter: false,
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})
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})
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@ -38,27 +40,81 @@ impl State {
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features: wgpu::Features::empty(),
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features: wgpu::Features::empty(),
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limits: wgpu::Limits::default(),
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limits: wgpu::Limits::default(),
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},
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},
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// Some(&std::path::Path::new("trace")), // Trace path
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None, // Trace path
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None,
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)
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)
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.await
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.await
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.unwrap();
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.unwrap();
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let config = wgpu::SurfaceConfiguration {
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_preferred_format(&adapter).unwrap(),
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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width: size.width,
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width: size.width,
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height: size.height,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo,
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present_mode: wgpu::PresentMode::Fifo,
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};
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};
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surface.configure(&device, &config);
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surface.configure(&device, &config);
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println!("{:?}", surface.get_preferred_format(&adapter).unwrap());
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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!("shader.wgsl").into()),
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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: &[],
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push_constant_ranges: &[],
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});
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let render_pipeline = 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: &[],
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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: &[wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState {
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color: wgpu::BlendComponent::REPLACE,
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alpha: wgpu::BlendComponent::REPLACE,
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}),
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write_mask: wgpu::ColorWrites::ALL,
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}],
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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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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLAMPING
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clamp_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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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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});
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Self {
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Self {
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surface,
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surface,
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device,
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device,
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queue,
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queue,
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config,
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size,
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size,
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config,
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render_pipeline,
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}
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}
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}
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}
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@ -91,7 +147,7 @@ impl State {
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});
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});
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{
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{
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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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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label: Some("Render Pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: &view,
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view: &view,
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@ -108,6 +164,9 @@ impl State {
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}],
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}],
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depth_stencil_attachment: None,
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depth_stencil_attachment: None,
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});
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.draw(0..3, 0..1);
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}
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}
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self.queue.submit(iter::once(encoder.finish()));
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self.queue.submit(iter::once(encoder.finish()));
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@ -123,7 +182,7 @@ fn main() {
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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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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// State::new uses async code, so we're going to wait for it to finish
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let mut state: State = pollster::block_on(State::new(&window));
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let mut state = pollster::block_on(State::new(&window));
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event_loop.run(move |event, _, control_flow| {
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event_loop.run(move |event, _, control_flow| {
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match event {
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match event {
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@ -132,7 +191,6 @@ fn main() {
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window_id,
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window_id,
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} if window_id == window.id() => {
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} if window_id == window.id() => {
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if !state.input(event) {
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if !state.input(event) {
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// UPDATED!
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match event {
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match event {
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WindowEvent::CloseRequested
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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| WindowEvent::KeyboardInput {
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@ -148,7 +206,7 @@ fn main() {
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state.resize(*physical_size);
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state.resize(*physical_size);
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}
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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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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// new_inner_size is &mut so w have to dereference it twice
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state.resize(**new_inner_size);
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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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@ -167,7 +225,7 @@ fn main() {
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Err(e) => eprintln!("{:?}", e),
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Err(e) => eprintln!("{:?}", e),
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}
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}
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}
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}
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Event::RedrawEventsCleared => {
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Event::MainEventsCleared => {
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// RedrawRequested will only trigger once, unless we manually
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// RedrawRequested will only trigger once, unless we manually
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// request it.
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// request it.
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window.request_redraw();
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window.request_redraw();
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30
src/shader.wgsl
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30
src/shader.wgsl
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// Vertex shader
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struct VertexOutput {
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[[builtin(position)]] clip_position: vec4<f32>;
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[[location(0)]] position: vec2<f32>;
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};
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[[stage(vertex)]]
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fn vs_main(
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[[builtin(vertex_index)]] in_vertex_index: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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let x = f32(1 - i32(in_vertex_index)) * 0.2;
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
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out.position = vec2<f32>(x, y);
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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return out;
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}
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// Fragment shader
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[[stage(fragment)]]
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fn fs_main(in: VertexOutput) -> [[location(0)]] vec4<f32> {
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//return vec4<f32>(vec2<f32>(in.clip_position.x, in.clip_position.y), 0.5, 1.0);
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return vec4<f32>(vec2<f32>(in.position.x, in.position.y), 0.5, 1.0);
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}
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