changed vertex_color to vertex_uv
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+8
-9
@@ -3,17 +3,15 @@ use wgpu::util::DeviceExt;
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use crate::vertex::Vertex;
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use crate::vertex::Vertex;
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const VERTICES: &[Vertex] = &[
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const VERTICES: &[Vertex] = &[
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Vertex { position: [-0.0868241, 0.49240386, 0.0], color: [1.0, 0.0, 0.0] }, // A
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Vertex { position: [-0.5, 0.5, 0.0], uv: [0.0, 1.0] },
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Vertex { position: [-0.49513406, 0.06958647, 0.0], color: [0.0, 1.0, 0.0] }, // B
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Vertex { position: [ 0.5, 0.5, 0.0], uv: [1.0, 1.0] },
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Vertex { position: [-0.21918549, -0.44939706, 0.0], color: [0.0, 0.0, 1.0] }, // C
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Vertex { position: [ 0.5,-0.5, 0.0], uv: [1.0, 0.0] },
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Vertex { position: [0.35966998, -0.3473291, 0.0], color: [0.0, 0.5, 0.5] }, // D
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Vertex { position: [-0.5,-0.5, 0.0], uv: [0.0, 0.0] },
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Vertex { position: [0.44147372, 0.2347359, 0.0],color: [0.5, 0.5, 0.0] }, // E
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];
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];
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const INDICES: &[u16] = &[
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const INDICES: &[u16] = &[
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0, 1, 4,
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0, 1, 3,
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1, 2, 4,
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3, 1, 2
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2, 3, 4,
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];
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];
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pub struct App {
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pub struct App {
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@@ -91,7 +89,7 @@ impl App {
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let prim_state = wgpu::PrimitiveState { // primitive
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let prim_state = wgpu::PrimitiveState { // primitive
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topology: wgpu::PrimitiveTopology::TriangleList,
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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front_face: wgpu::FrontFace::Cw,
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cull_mode: wgpu::CullMode::Back,
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cull_mode: wgpu::CullMode::Back,
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polygon_mode: wgpu::PolygonMode::Fill,
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polygon_mode: wgpu::PolygonMode::Fill,
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};
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};
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@@ -131,6 +129,7 @@ impl App {
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);
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);
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// Save values in app
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// Save values in app
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println!("Initialized");
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Self { surface, device, queue, swapchain_desc, swapchain, pipeline, vertex_buffer, index_buffer }
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Self { surface, device, queue, swapchain_desc, swapchain, pipeline, vertex_buffer, index_buffer }
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}
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}
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+2
-2
@@ -1,10 +1,10 @@
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// shader.frag
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// shader.frag
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#version 450
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#version 450
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layout(location=0) in vec3 vert_color;
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layout(location=0) in vec2 vert_uv;
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layout(location=0) out vec4 frag_color;
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layout(location=0) out vec4 frag_color;
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void main()
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void main()
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{
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{
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frag_color = vec4(vert_color, 1.0);
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frag_color = vec4(vert_uv, 0.0, 1.0);
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}
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}
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+3
-3
@@ -1,12 +1,12 @@
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#version 450
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#version 450
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layout(location=0) in vec3 in_position;
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layout(location=0) in vec3 in_position;
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layout(location=1) in vec3 in_color;
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layout(location=1) in vec2 in_uv;
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layout(location=0) out vec3 vert_color;
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layout(location=0) out vec2 vert_uv;
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void main()
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void main()
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{
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{
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vert_color = in_color;
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vert_uv = in_uv;
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gl_Position = vec4(in_position, 1.0);
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gl_Position = vec4(in_position, 1.0);
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}
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}
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+2
-2
@@ -4,7 +4,7 @@
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct Vertex {
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pub struct Vertex {
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pub position: [f32; 3],
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pub position: [f32; 3],
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pub color: [f32; 3],
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pub uv: [f32; 2],
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}
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}
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impl Vertex {
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impl Vertex {
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@@ -23,7 +23,7 @@ impl Vertex {
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wgpu::VertexAttribute {
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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shader_location: 1,
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format: wgpu::VertexFormat::Float3,
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format: wgpu::VertexFormat::Float2,
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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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