523 lines
17 KiB
Rust
523 lines
17 KiB
Rust
use std::collections::HashMap;
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use wgpu::util::DeviceExt;
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use winit::{
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event::*,
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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mod camera;
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use camera::*;
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struct Renderer {
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pub device: wgpu::Device,
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pub mesh_pool: MeshPool,
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pub size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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camera_bind_group: wgpu::BindGroup,
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meshes_buffer: wgpu::Buffer,
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meshes_bind_group: wgpu::BindGroup,
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render_pipeline: wgpu::RenderPipeline,
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}
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impl Renderer {
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pub async fn new(window: &winit::window::Window) -> Self {
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let size = window.inner_size();
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let instance = wgpu::Instance::new(wgpu::Backends::all());
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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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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features: wgpu::Features::empty(),
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limits: wgpu::Limits::default(),
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label: None,
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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 config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface.get_preferred_format(&adapter).unwrap(),
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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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surface.configure(&device, &config);
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let mesh_pool = MeshPool::default();
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let camera_uniform = CameraUniform::new();
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let camera_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Camera Buffer"),
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contents: bytemuck::cast_slice(&[camera_uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let camera_bind_group_layout =
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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,
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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("Camera Bind Group Layout"),
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});
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let camera_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &camera_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: camera_buffer.as_entire_binding(),
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}],
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label: Some("Camera Bind Group"),
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});
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let meshes_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Meshes Buffer"),
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size: 65536, // TODO resizable meshes buffer/gpu vectors
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usage: wgpu::BufferUsages::STORAGE
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| wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let meshes_bind_group_layout =
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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,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Storage { read_only: true },
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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("Meshes Bind Group Layout"),
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});
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let meshes_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &meshes_bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: meshes_buffer.as_entire_binding(),
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}],
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label: Some("Meshes Bind Group"),
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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: &[&camera_bind_group_layout, &meshes_bind_group_layout],
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push_constant_ranges: &[],
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});
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let shader = device.create_shader_module(&wgpu::include_wgsl!("shader.wgsl"));
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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: &[Vertex::desc()],
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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::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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}],
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}),
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primitive: wgpu::PrimitiveState {
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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: None,
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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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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multiview: None,
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});
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Self {
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size,
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surface,
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device,
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queue,
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config,
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mesh_pool,
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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meshes_buffer,
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meshes_bind_group,
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render_pipeline,
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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.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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}
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pub fn render(
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&mut self,
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camera: &impl Camera,
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meshes: &MeshCommands,
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) -> Result<(), wgpu::SurfaceError> {
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self.camera_uniform.update(camera);
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self.queue.write_buffer(
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&self.camera_buffer,
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0,
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bytemuck::cast_slice(&[self.camera_uniform]),
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);
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let mut sorted_meshes = HashMap::<usize, Vec<MeshInstance>>::new();
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for mesh in meshes.iter() {
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let group_id = mesh.handle.group_id;
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if let Some(by_group) = sorted_meshes.get_mut(&group_id) {
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by_group.push(*mesh);
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} else {
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let new_list = vec![*mesh];
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sorted_meshes.insert(group_id, new_list);
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}
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}
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let mut mesh_transforms = Vec::<[f32; 16]>::new();
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let mut transform_ranges = Vec::<(usize, std::ops::Range<u32>)>::new();
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// this code assumes MeshHandle only uses group_id (which it does for now)
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// TODO bucket by sub_id too before MeshHandle supports it
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for (group_id, instances) in sorted_meshes.iter() {
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let start_idx = mesh_transforms.len() as u32;
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let transforms = instances.iter().map(|i| i.transform.to_cols_array());
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mesh_transforms.extend(transforms);
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let end_idx = mesh_transforms.len() as u32;
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transform_ranges.push((*group_id, start_idx..end_idx));
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}
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self.queue.write_buffer(
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&self.meshes_buffer,
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0,
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bytemuck::cast_slice(&mesh_transforms),
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);
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let output = self.surface.get_current_texture()?;
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let view = output
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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("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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label: Some("Render Pass"),
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color_attachments: &[wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(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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store: true,
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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(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.camera_bind_group, &[]);
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render_pass.set_bind_group(1, &self.meshes_bind_group, &[]);
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// TODO one group per mesh, still...
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// TODO this could be implemented without accessing private members
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for (group_id, meshes_range) in transform_ranges.iter() {
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let group = self.mesh_pool.groups.get(*group_id).unwrap();
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render_pass.set_vertex_buffer(0, group.vertices.slice(..));
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render_pass.set_index_buffer(group.indices.slice(..), wgpu::IndexFormat::Uint32);
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let indices = 0..(group.index_capacity as u32);
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render_pass.draw_indexed(indices, 0, meshes_range.to_owned());
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}
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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}
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struct MeshGroup {
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vertices: wgpu::Buffer,
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vertex_capacity: usize,
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indices: wgpu::Buffer,
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index_capacity: usize,
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}
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impl MeshGroup {
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pub fn new(device: &wgpu::Device, data: &MeshData) -> Self {
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let vertex_capacity = data.vertices.len();
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let vertices = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(&data.vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_capacity = data.indices.len();
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let indices = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(&data.indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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Self {
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vertex_capacity,
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vertices,
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index_capacity,
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indices,
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}
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}
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}
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#[derive(Default)]
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struct MeshPool {
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groups: slab::Slab<MeshGroup>,
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}
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impl MeshPool {
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pub fn allocate(&mut self, device: &wgpu::Device, data: &MeshData) -> MeshHandle {
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let group = MeshGroup::new(device, data);
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let group_id = self.groups.insert(group);
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let sub_id = 0;
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MeshHandle { group_id, sub_id }
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct CameraUniform {
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vp: [[f32; 4]; 4],
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}
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impl CameraUniform {
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pub fn new() -> Self {
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Self {
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vp: glam::Mat4::IDENTITY.to_cols_array_2d(),
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}
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}
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pub fn update(&mut self, camera: &impl Camera) {
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self.vp = camera.get_vp();
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 3],
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}
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impl Vertex {
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pub fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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}],
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}
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}
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}
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type Index = u32;
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struct MeshData {
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vertices: Vec<Vertex>,
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indices: Vec<Index>,
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}
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#[repr(C)]
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#[derive(Copy, Clone, Eq, Hash, PartialEq)]
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struct MeshHandle {
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group_id: usize,
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// unused for now, since each group contains only one mesh
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sub_id: usize,
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}
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#[derive(Copy, Clone, PartialEq)]
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struct MeshInstance {
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pub handle: MeshHandle,
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pub transform: glam::Mat4,
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}
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type MeshCommands = Vec<MeshInstance>;
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fn load_model() -> MeshData {
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use tobj::*;
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let mut model_data = include_bytes!("viking_room.obj").to_vec();
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let mut model_data = &mut model_data.as_slice();
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let load_options = LoadOptions {
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triangulate: true,
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single_index: true,
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..Default::default()
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};
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let (models, _mats) = load_obj_buf(model_data, &load_options, |_| unimplemented!()).unwrap();
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let mut vertices = Vec::new();
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let mut indices = Vec::new();
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for m in models {
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let index_base = vertices.len() as u32;
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for i in 0..m.mesh.positions.len() / 3 {
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let t = i * 3;
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vertices.push(Vertex {
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position: [
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m.mesh.positions[t],
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m.mesh.positions[t + 2],
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-m.mesh.positions[t + 1],
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],
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});
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}
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indices.extend(m.mesh.indices.iter().map(|i| i + index_base));
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}
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MeshData { vertices, indices }
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}
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fn main() {
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let mesh_data = load_model();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new().build(&event_loop).unwrap();
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let mut camera = Flycam::new(10.0, 0.002);
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let mut is_grabbed = false;
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let mut ren = pollster::block_on(Renderer::new(&window));
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let mesh = ren.mesh_pool.allocate(&ren.device, &mesh_data);
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let mut commands = Vec::new();
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for x in -5..5 {
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for y in -5..5 {
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let translation = glam::Vec3::new(x as f32, 0.0, y as f32) * 3.0;
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let transform = glam::Mat4::from_translation(translation);
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commands.push(MeshInstance {
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handle: mesh,
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transform,
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});
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}
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}
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event_loop.run(move |event, _, control_flow| match event {
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Event::RedrawRequested(_) => match ren.render(&camera, &commands) {
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Ok(_) => {}
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Err(wgpu::SurfaceError::Lost) => ren.resize(ren.size),
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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Err(e) => println!("error: {:?}", e),
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},
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Event::MainEventsCleared => {
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camera.update();
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window.request_redraw();
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}
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Event::DeviceEvent { ref event, .. } => match event {
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DeviceEvent::MouseMotion { delta } => {
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if is_grabbed {
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camera.process_mouse(delta.0, delta.1);
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}
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}
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_ => {}
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},
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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() => match event {
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WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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virtual_keycode: Some(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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if *state == ElementState::Pressed && *key == VirtualKeyCode::Escape {
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if is_grabbed {
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window.set_cursor_grab(false).unwrap();
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window.set_cursor_visible(true);
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is_grabbed = false;
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}
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} else {
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camera.process_keyboard(*key, *state);
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}
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}
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WindowEvent::MouseInput {
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button: MouseButton::Left,
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state: ElementState::Pressed,
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..
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} => {
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if !is_grabbed {
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window.set_cursor_grab(true).unwrap();
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window.set_cursor_visible(false);
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is_grabbed = true;
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}
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}
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(physical_size) => {
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ren.resize(*physical_size);
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camera.resize(physical_size.width, physical_size.height);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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ren.resize(**new_inner_size);
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camera.resize(new_inner_size.width, new_inner_size.height);
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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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