Having fun
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/target
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Generated
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[package]
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name = "wgpufun"
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version = "0.1.0"
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authors = ["Piotrek <piotrek54pl@gmail.com>"]
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edition = "2018"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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winit = "0.24"
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wgpu = "0.7"
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futures = "0.3"
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[build-dependencies]
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anyhow = "1.0"
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fs_extra = "1.1"
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glob = "0.3"
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shaderc = "0.7"
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use anyhow::*;
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use glob::glob;
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use std::fs::{read_to_string, write, create_dir_all};
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use std::path::PathBuf;
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struct ShaderData {
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source: String,
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src_path: PathBuf,
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spv_path: PathBuf,
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kind: shaderc::ShaderKind,
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}
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impl ShaderData {
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// Load data from file
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pub fn load(src_path: PathBuf) -> Result<Self> {
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// Get extension and filename
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let filename = src_path.file_name().unwrap().to_str().unwrap();
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let extension = src_path.extension().context("File has no extension")?.to_str().unwrap();
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// Figure out kind from extension
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let kind = match extension {
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"vert" => shaderc::ShaderKind::Vertex,
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"frag" => shaderc::ShaderKind::Fragment,
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"comp" => shaderc::ShaderKind::Compute,
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_ => bail!("Unsupported shader: {}", src_path.display()),
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};
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// Create output path
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let directory = src_path.parent().unwrap().join(".bin");
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create_dir_all(directory.clone()).context("Failed to create output directory")?;
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let spv_path = directory.join(filename).with_extension(format!("{}.spv", extension));
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// Read file
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let source = read_to_string(src_path.clone())?;
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// Return struct
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Ok(Self{ source, src_path, spv_path, kind })
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}
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}
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fn main() -> Result<()> {
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// Collect all shaders recursively within /shaders/
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let mut shader_paths = [
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glob("./src/**/*.vert")?,
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glob("./src/**/*.frag")?,
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glob("./src/**/*.comp")?,
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];
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let shaders = shader_paths.iter_mut().flatten()
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.map(|glob_result| ShaderData::load(glob_result?))
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.collect::<Vec<Result<_>>>().into_iter()
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.collect::<Result<Vec<_>>>()?;
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// Compile all shaders
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let mut compiler = shaderc::Compiler::new().context("Unable to create shader compiler")?;
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for shader in shaders {
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println!("cargo:rerun-if-changed={}", shader.src_path.as_os_str().to_str().unwrap());
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let compiled = compiler.compile_into_spirv(&shader.source, shader.kind, &shader.src_path.to_str().unwrap(), "main", None, )?;
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write(shader.spv_path, compiled.as_binary_u8())?;
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}
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Ok(())
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}
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use winit::{window::Window, dpi::PhysicalSize, event::WindowEvent};
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pub struct App {
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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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swapchain_desc: wgpu::SwapChainDescriptor,
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swapchain: wgpu::SwapChain,
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pipeline: wgpu::RenderPipeline
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}
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impl App {
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pub async fn new(window: &Window) -> Self {
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// Select backend
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let backend = wgpu::BackendBit::DX12;
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println!("Backend: {:?}", backend);
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// Create surface and pick adapter (physical gpu)
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let instance = wgpu::Instance::new(backend);
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let surface = unsafe { instance.create_surface(window) };
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let adapter = instance.request_adapter(
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&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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},
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).await.unwrap();
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println!("Adapter: {}", adapter.get_info().name);
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// Pick device (logical gpu) from adapter
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let (device, queue) = adapter.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, // Trace path
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).await.unwrap();
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// Build descriptor and create swap chain
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let size = window.inner_size();
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let swapchain_desc = wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::RENDER_ATTACHMENT, // render to screen
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format: adapter.get_swap_chain_preferred_format(&surface),
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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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let swapchain = device.create_swap_chain(&surface, &swapchain_desc);
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// Create pipeline
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let vert_module = device.create_shader_module(&wgpu::include_spirv!(".bin\\shader.vert.spv"));
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let frag_module = device.create_shader_module(&wgpu::include_spirv!(".bin\\shader.frag.spv"));
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&pipeline_layout),
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// Vertex shader
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vertex: wgpu::VertexState {
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module: &vert_module,
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entry_point: "main",
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buffers: &[],
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},
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// Fragment shader
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fragment: Some(wgpu::FragmentState {
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module: &frag_module,
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: swapchain_desc.format,
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alpha_blend: wgpu::BlendState::REPLACE,
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color_blend: wgpu::BlendState::REPLACE,
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write_mask: wgpu::ColorWrite::ALL,
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}],
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}),
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// Other
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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: wgpu::CullMode::Back,
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polygon_mode: wgpu::PolygonMode::Fill,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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});
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// Save values in app
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Self { surface, device, queue, swapchain_desc, swapchain, pipeline }
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}
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pub fn resize(&mut self, new_size: Option<PhysicalSize<u32>>) {
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if let Some(size) = new_size {
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// Minimized or manually resized to 0
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if size.width == 0 || size.height == 0 { return }
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// Recreate swapchain
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self.swapchain_desc.width = size.width;
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self.swapchain_desc.height = size.height;
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}
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// Recreate swapchain
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self.swapchain = self.device.create_swap_chain(&self.surface, &self.swapchain_desc);
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}
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pub fn input(&mut self, _event: &WindowEvent) -> bool {
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false
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}
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pub fn update(&mut self) {
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// Nothing right now
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}
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pub fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
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// Get next frame to render to
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let frame = self.swapchain.get_current_frame()?.output;
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// Create encoder that will build command buffer for us
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder"),});
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// Create render pass
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{
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let ops = wgpu::Operations {
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// Clear command
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load: wgpu::LoadOp::Clear(wgpu::Color {r: 0.1, g: 0.2, b: 0.3, a: 1.0,}),
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// Store command
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store: true,
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};
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor { label: Some("Render Pass"),
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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ops: ops
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}
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],
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depth_stencil_attachment: None,
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});
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}
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// Submit encoder (command buffer)
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self.queue.submit(std::iter::once(encoder.finish()));
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// Return ok
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Ok(())
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}
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}
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use winit::{
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event::{Event, WindowEvent, KeyboardInput, ElementState, VirtualKeyCode},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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dpi::LogicalSize
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};
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mod app;
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use app::App;
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fn main() {
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// Create event loop
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let events = EventLoop::new();
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// Spawn window
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let window = WindowBuilder::new()
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.with_title("Test")
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.with_inner_size(LogicalSize::new(1280.0, 720.0))
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.build(&events)
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.expect("Failed to create window");
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// Create app
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let mut app = futures::executor::block_on(App::new(&window));
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// Run event loop
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events.run(move |e, _, c| {
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match e {
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// Window event
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Event::WindowEvent { ref event, .. } => if !app.input(event) {
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match event {
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// Window closed
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WindowEvent::CloseRequested => {
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*c = ControlFlow::Exit;
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}
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// Keyboard input
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WindowEvent::KeyboardInput { input, .. } => {
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match input {
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// Escape key pressed
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KeyboardInput { state: ElementState::Pressed, virtual_keycode: Some(VirtualKeyCode::Escape), .. } => {
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*c = ControlFlow::Exit;
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}
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// Other keys
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_ => ()
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}
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}
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// Window resized
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WindowEvent::Resized(physical_size) => {
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app.resize(Some(*physical_size));
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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app.resize(Some(**new_inner_size));
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}
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// Other window events
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_ => ()
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}
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}
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// Request draw
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Event::MainEventsCleared => {
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window.request_redraw();
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}
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// Draw
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Event::RedrawRequested(_) => {
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app.update();
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match app.render() {
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Ok(_) => {}
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// Recreate the swap_chain if lost
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Err(wgpu::SwapChainError::Lost) => app.resize(None),
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// The system is out of memory, we should probably quit
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Err(wgpu::SwapChainError::OutOfMemory) => *c = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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}
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}
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// Other events
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_ => ()
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}
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});
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}
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@@ -0,0 +1,9 @@
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// shader.frag
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#version 450
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layout(location=0) out vec4 f_color;
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void main()
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{
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f_color = vec4(0.3, 0.2, 0.1, 1.0);
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}
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@@ -0,0 +1,17 @@
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// shader.vert
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#version 450
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const vec2 positions[3] = vec2[3](
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vec2(0.0, 0.5),
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vec2(-0.5, -0.5),
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vec2(0.5, -0.5)
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);
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void main()
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{
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gl_Position = vec4(positions[gl_VertexIndex], 0.0, 1.0);
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}
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