427 lines
15 KiB
Rust
427 lines
15 KiB
Rust
use super::camera::Camera;
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use super::commands::{Command, CommandSet};
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use super::mesh::{MeshData, Vertex};
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use super::pool::*;
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use super::scene::{PointLight, Scene};
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use super::shader::{parse_wgsl, generate_wgsl, add_includes};
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use crate::handle::*;
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use crate::model::OnLoad;
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use wgpu::util::DeviceExt;
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use std::fs::read_to_string;
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pub struct Renderer {
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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pub mesh_pool: MeshPool,
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pub texture_pool: TexturePool,
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pub material_pool: MaterialPool,
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pub size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface,
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config: wgpu::SurfaceConfiguration,
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depth_texture: wgpu::Texture,
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depth_texture_view: wgpu::TextureView,
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camera_uniform: CameraUniform,
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camera_buffer: wgpu::Buffer,
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point_lights_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 fn new(
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size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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) -> Self {
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let mesh_pool = MeshPool::default();
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let texture_pool = TexturePool::new(&device);
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let material_pool = MaterialPool::new(&device);
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let (depth_texture, depth_texture_view) = Self::make_depth_texture(&device, &config);
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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 point_lights_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("Point Lights Buffer"),
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size: 65536, // TODO buffer resizing
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usage: wgpu::BufferUsages::STORAGE | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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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: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_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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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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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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],
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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: &[
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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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wgpu::BindGroupEntry {
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binding: 1,
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resource: point_lights_buffer.as_entire_binding(),
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},
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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 | 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: &[
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&camera_bind_group_layout,
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&meshes_bind_group_layout,
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&material_pool.bind_group_layout,
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],
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push_constant_ranges: &[],
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});
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// Generate a shader and preprocess it
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let mut source = read_to_string("src/shader.wgsl").unwrap();
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source = add_includes(&source);
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// Parse the WGSL into a usable module
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let module = parse_wgsl(&source);
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// Generate a valid WGSL string from the module
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let gen_wgsl = generate_wgsl(&module);
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let shader = device.create_shader_module(&wgpu::ShaderModuleDescriptor {
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label: Some("shader.wgsl"),
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source: wgpu::ShaderSource::Wgsl(
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std::borrow::Cow::Owned(gen_wgsl),
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),
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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: &[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: Some(wgpu::Face::Back),
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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: Some(wgpu::DepthStencilState {
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format: Self::DEPTH_FORMAT,
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depth_write_enabled: true,
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depth_compare: wgpu::CompareFunction::Less,
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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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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texture_pool,
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material_pool,
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depth_texture,
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depth_texture_view,
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camera_uniform,
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camera_buffer,
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point_lights_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 const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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fn make_depth_texture(
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device: &wgpu::Device,
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config: &wgpu::SurfaceConfiguration,
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) -> (wgpu::Texture, wgpu::TextureView) {
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let size = wgpu::Extent3d {
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width: config.width,
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height: config.height,
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depth_or_array_layers: 1,
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};
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let desc = wgpu::TextureDescriptor {
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label: Some("Depth Texture"),
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size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: Self::DEPTH_FORMAT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::TEXTURE_BINDING,
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};
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let texture = device.create_texture(&desc);
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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(texture, view)
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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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let (depth_texture, depth_texture_view) =
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Self::make_depth_texture(&self.device, &self.config);
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self.depth_texture = depth_texture;
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self.depth_texture_view = depth_texture_view;
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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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scene: &Scene,
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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 Scene {
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meshes,
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point_lights,
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} = scene;
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let mesh_commands = CommandSet::build(meshes);
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// TODO persistent staging buffer (write_buffer creates a new one per call)
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self.queue
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.write_buffer(&self.meshes_buffer, 0, mesh_commands.get_storage());
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let point_lights: Vec<PointLightUniform> = point_lights.iter().map(|p| p.into()).collect();
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// TODO make a function to ease arranging header + array data (this is really ugly)
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// researching proper structure alignment will be necessary
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self.queue.write_buffer(
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&self.point_lights_buffer,
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0,
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bytemuck::cast_slice(&[point_lights.len() as u32]),
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);
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self.queue.write_buffer(
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&self.point_lights_buffer,
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16,
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bytemuck::cast_slice(&point_lights),
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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 rp = 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: 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(1.0),
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store: true,
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}),
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stencil_ops: None,
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}),
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});
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rp.set_pipeline(&self.render_pipeline);
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rp.set_bind_group(0, &self.camera_bind_group, &[]);
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rp.set_bind_group(1, &self.meshes_bind_group, &[]);
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let mut group: Option<&MeshGroup> = None;
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for cmd in mesh_commands.iter() {
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match cmd {
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Command::BindMeshGroup { group_id } => {
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group = self.mesh_pool.groups.get(group_id);
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let group = group.unwrap();
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rp.set_vertex_buffer(0, group.vertices.slice(..));
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rp.set_index_buffer(group.indices.slice(..), wgpu::IndexFormat::Uint32);
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}
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Command::BindMaterial { material_id } => {
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let material = self.material_pool.materials.get(material_id).unwrap();
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rp.set_bind_group(2, &material.bind_group, &[]);
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}
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Command::Draw {
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sub_id: _,
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instance_range,
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} => {
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// TODO use sub_id in mesh draw
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let indices = 0..(group.unwrap().index_capacity as u32);
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rp.draw_indexed(indices, 0, instance_range);
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}
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}
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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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impl OnLoad for &mut Renderer {
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fn load_mesh(&mut self, mesh_data: &MeshData) -> MeshHandle {
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self.mesh_pool.allocate(&self.device, mesh_data)
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}
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fn load_texture(&mut self, texture_data: &TextureData) -> TextureHandle {
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self.texture_pool
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.allocate(&self.device, &self.queue, texture_data)
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}
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fn load_material(&mut self, material_data: &MaterialData) -> MaterialHandle {
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self.material_pool
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.allocate(&self.device, &self.texture_pool, material_data)
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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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eye: [f32; 4],
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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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eye: [0.0; 4],
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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.eye = camera.get_eye();
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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 PointLightUniform {
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center: [f32; 4],
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intensity: [f32; 4],
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}
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impl From<&PointLight> for PointLightUniform {
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fn from(p: &PointLight) -> Self {
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Self {
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center: p.center.extend(0.0).to_array(),
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intensity: p.intensity.extend(0.0).to_array(),
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}
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}
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}
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