mirror of
https://github.com/maplibre/maplibre-rs.git
synced 2025-12-08 19:05:57 +00:00
494 lines
17 KiB
Rust
494 lines
17 KiB
Rust
use std::ops::Range;
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use lyon::math::Vector;
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use lyon::tessellation::VertexBuffers;
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use vector_tile::parse_tile;
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use wgpu::util::DeviceExt;
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use winit::dpi::PhysicalSize;
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use winit::event::{ElementState, Event, KeyboardInput, VirtualKeyCode, WindowEvent};
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use winit::event_loop::ControlFlow;
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use winit::window::Window;
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use crate::fps_meter::FPSMeter;
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use crate::multisampling::create_multisampled_framebuffer;
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use crate::piplines::*;
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use crate::shader::*;
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use crate::shader_ffi::*;
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use crate::tesselation::{RustLogo, Tesselated};
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use crate::texture::Texture;
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pub struct SceneParams {
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pub target_zoom: f32,
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pub zoom: f32,
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pub target_scroll: Vector,
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pub scroll: Vector,
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pub show_points: bool,
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pub stroke_width: f32,
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pub target_stroke_width: f32,
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}
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const PRIM_BUFFER_LEN: usize = 256;
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pub const DEFAULT_SCENE: SceneParams = SceneParams {
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target_zoom: 5.0,
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zoom: 5.0,
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target_scroll: Vector::new(70.0, 70.0),
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scroll: Vector::new(70.0, 70.0),
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show_points: false,
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stroke_width: 1.0,
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target_stroke_width: 1.0,
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};
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pub struct State {
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device: wgpu::Device,
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queue: wgpu::Queue,
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fps_meter: FPSMeter,
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surface: wgpu::Surface,
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surface_config: wgpu::SurfaceConfiguration,
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pub size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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sample_count: u32,
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multisampled_render_target: Option<wgpu::TextureView>,
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depth_texture: Texture,
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prims_uniform_buffer: wgpu::Buffer,
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globals_uniform_buffer: wgpu::Buffer,
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vertex_uniform_buffer: wgpu::Buffer,
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indices_uniform_buffer: wgpu::Buffer,
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num_instances: u32,
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stroke_prim_id: u32,
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fill_prim_id: u32,
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cpu_primitives: Vec<Primitive>,
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fill_range: Range<u32>,
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stroke_range: Range<u32>,
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scene: SceneParams,
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}
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impl State {
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pub async fn new(window: &Window) -> Self {
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let sample_count = 4;
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let stroke_prim_id = 0;
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let fill_prim_id = 1;
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let size = window.inner_size();
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let mut geometry: VertexBuffers<GpuVertex, u16> = VertexBuffers::new();
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let (stroke_range, fill_range) = if true {
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let tile = parse_tile("test-data/12-2176-1425.pbf").expect("failed loading tile");
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(
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0..tile.tesselate_stroke(&mut geometry, stroke_prim_id),
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0..0,
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)
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} else {
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let logo = RustLogo();
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let max_index = logo.tesselate_stroke(&mut geometry, stroke_prim_id);
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(
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0..max_index,
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max_index..max_index + logo.tesselate_fill(&mut geometry, fill_prim_id),
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)
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};
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let mut cpu_primitives = Vec::with_capacity(PRIM_BUFFER_LEN);
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for _ in 0..PRIM_BUFFER_LEN {
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cpu_primitives.push(Primitive {
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color: [1.0, 0.0, 0.0, 1.0],
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z_index: 0,
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width: 0.0,
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translate: [0.0, 0.0],
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angle: 0.0,
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..Primitive::DEFAULT
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});
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}
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// Stroke primitive
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cpu_primitives[stroke_prim_id as usize] = Primitive {
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color: [0.0, 0.0, 0.0, 1.0],
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z_index: 3,
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width: 1.0,
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..Primitive::DEFAULT
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};
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// Main fill primitive
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cpu_primitives[fill_prim_id as usize] = Primitive {
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color: [1.0, 1.0, 1.0, 1.0],
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z_index: 1,
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..Primitive::DEFAULT
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};
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// create an instance
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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// create an surface
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let surface = unsafe { instance.create_surface(window) };
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// create an adapter
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::LowPower,
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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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// create a device and a queue
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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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features: wgpu::Features::default(),
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limits: wgpu::Limits::default(),
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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 vertex_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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contents: bytemuck::cast_slice(&geometry.vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let indices_uniform_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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contents: bytemuck::cast_slice(&geometry.indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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let prim_buffer_byte_size = (PRIM_BUFFER_LEN * std::mem::size_of::<Primitive>()) as u64;
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let globals_buffer_byte_size = std::mem::size_of::<Globals>() as u64;
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let prims_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Prims ubo"),
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size: prim_buffer_byte_size,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let globals_uniform_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Globals ubo"),
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size: globals_buffer_byte_size,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("Bind group layout"),
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: wgpu::BufferSize::new(globals_buffer_byte_size),
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::VERTEX,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: wgpu::BufferSize::new(prim_buffer_byte_size),
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},
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count: None,
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},
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],
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("Bind group"),
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layout: &bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(
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globals_uniform_buffer.as_entire_buffer_binding(),
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),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Buffer(
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prims_uniform_buffer.as_entire_buffer_binding(),
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),
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},
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],
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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label: None,
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});
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let vertex_module = device.create_shader_module(&create_vertex_module_descriptor());
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let fragment_module = device.create_shader_module(&create_fragment_module_descriptor());
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let mut render_pipeline_descriptor = create_map_render_pipeline_description(
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&pipeline_layout,
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create_map_vertex_state(&vertex_module),
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create_map_fragment_state(&fragment_module),
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sample_count,
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);
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let render_pipeline = device.create_render_pipeline(&render_pipeline_descriptor);
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// TODO: this isn't what we want: we'd need the equivalent of VK_POLYGON_MODE_LINE,
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// but it doesn't seem to be exposed by wgpu?
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render_pipeline_descriptor.primitive.topology = wgpu::PrimitiveTopology::LineList;
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let surface_config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_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::Mailbox,
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};
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surface.configure(&device, &surface_config);
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let depth_texture = Texture::create_depth_texture(&device, &surface_config, "depth_texture", sample_count);
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let multisampled_render_target = if sample_count > 1 {
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Some(create_multisampled_framebuffer(
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&device,
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&surface_config,
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sample_count,
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))
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} else {
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None
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};
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Self {
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surface,
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device,
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queue,
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size,
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surface_config,
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render_pipeline,
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bind_group,
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multisampled_render_target,
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depth_texture,
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sample_count,
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fill_range,
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num_instances: 1,
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stroke_prim_id: 0,
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fill_prim_id: 1,
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scene: DEFAULT_SCENE,
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vertex_uniform_buffer,
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globals_uniform_buffer,
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prims_uniform_buffer,
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indices_uniform_buffer,
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fps_meter: FPSMeter::new(),
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stroke_range,
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cpu_primitives
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}
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}
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pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.size = new_size;
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self.surface_config.width = new_size.width;
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self.surface_config.height = new_size.height;
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self.surface.configure(&self.device, &self.surface_config);
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// Re-configure depth buffer
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self.depth_texture = Texture::create_depth_texture(&self.device, &self.surface_config, "depth_texture", self.sample_count);
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// Re-configure multi-sampling buffer
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self.multisampled_render_target = if self.sample_count > 1 {
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Some(create_multisampled_framebuffer(
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&self.device,
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&self.surface_config,
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self.sample_count,
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))
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} else {
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None
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};
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}
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}
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pub fn input(&mut self, event: &WindowEvent) -> bool {
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let scene = &mut self.scene;
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let found = match event {
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(key),
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..
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},
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..
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} => match key {
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VirtualKeyCode::PageDown => {
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scene.target_zoom *= 0.8;
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true
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}
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VirtualKeyCode::PageUp => {
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scene.target_zoom *= 1.25;
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true
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}
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VirtualKeyCode::Left => {
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scene.target_scroll.x -= 50.0 / scene.target_zoom;
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true
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}
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VirtualKeyCode::Right => {
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scene.target_scroll.x += 50.0 / scene.target_zoom;
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true
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}
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VirtualKeyCode::Up => {
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scene.target_scroll.y -= 50.0 / scene.target_zoom;
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true
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}
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VirtualKeyCode::Down => {
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scene.target_scroll.y += 50.0 / scene.target_zoom;
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true
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}
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VirtualKeyCode::P => {
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scene.show_points = !scene.show_points;
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true
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}
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VirtualKeyCode::A => {
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scene.target_stroke_width /= 0.8;
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true
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}
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VirtualKeyCode::Z => {
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scene.target_stroke_width *= 0.8;
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true
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}
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_key => false
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},
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_evt => false
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};
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found
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}
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pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let frame = self.surface.get_current_texture()?;
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let scene = &mut self.scene;
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let frame_view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Encoder"),
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});
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self.queue.write_buffer(
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&self.globals_uniform_buffer,
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0,
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bytemuck::cast_slice(&[Globals {
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resolution: [
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self.size.width as f32,
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self.size.height as f32,
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],
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zoom: scene.zoom,
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scroll_offset: scene.scroll.to_array(),
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_pad: 0.0,
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}]),
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);
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self.queue.write_buffer(
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&self.prims_uniform_buffer,
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0,
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bytemuck::cast_slice(&self.cpu_primitives),
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);
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{
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// A resolve target is only supported if the attachment actually uses anti-aliasing
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// So if sample_count == 1 then we must render directly to the surface's buffer
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let color_attachment = if let Some(msaa_target) = &self.multisampled_render_target {
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wgpu::RenderPassColorAttachment {
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view: msaa_target,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
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store: true,
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},
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resolve_target: Some(&frame_view),
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}
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} else {
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wgpu::RenderPassColorAttachment {
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view: &frame_view,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color::WHITE),
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store: true,
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},
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resolve_target: None,
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}
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};
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[color_attachment],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &self.depth_texture.view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(0.0),
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store: true,
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}),
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stencil_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(0),
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store: true,
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}),
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}),
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});
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pass.set_pipeline(&self.render_pipeline);
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pass.set_bind_group(0, &self.bind_group, &[]);
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pass.set_index_buffer(
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self.indices_uniform_buffer.slice(..),
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wgpu::IndexFormat::Uint16,
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);
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pass.set_vertex_buffer(0, self.vertex_uniform_buffer.slice(..));
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pass.draw_indexed(self.fill_range.clone(), 0, 0..(self.num_instances as u32));
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pass.draw_indexed(self.stroke_range.clone(), 0, 0..1);
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}
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self.queue.submit(Some(encoder.finish()));
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frame.present();
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Ok(())
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}
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pub fn update(&mut self) {
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let scene = &mut self.scene;
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let time_secs = self.fps_meter.time_secs;
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scene.zoom += (scene.target_zoom - scene.zoom) / 3.0;
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scene.scroll = scene.scroll + (scene.target_scroll - scene.scroll) / 3.0;
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scene.stroke_width =
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scene.stroke_width + (scene.target_stroke_width - scene.stroke_width) / 5.0;
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self.cpu_primitives[self.stroke_prim_id as usize].width = scene.stroke_width;
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self.cpu_primitives[self.stroke_prim_id as usize].color = [
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(time_secs * 0.8 - 1.6).sin() * 0.1 + 0.1,
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(time_secs * 0.5 - 1.6).sin() * 0.1 + 0.1,
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(time_secs - 1.6).sin() * 0.1 + 0.1,
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1.0,
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];
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for idx in 2..(self.num_instances + 1) {
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self.cpu_primitives[idx as usize].translate = [
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(time_secs * 0.05 * idx as f32).sin() * (100.0 + idx as f32 * 10.0),
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(time_secs * 0.1 * idx as f32).sin() * (100.0 + idx as f32 * 10.0),
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];
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}
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self.fps_meter.update_and_print()
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}
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}
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