mirror of
https://github.com/guilhermewerner/wgpu-renderer
synced 2025-06-15 13:24:20 +00:00
Create wgpu surface
This commit is contained in:
@ -17,12 +17,16 @@ name = "renderer"
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path = "src/main.rs"
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[dependencies]
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anyhow = "1.0"
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cfg-if = "1"
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env_logger = "0.10"
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log = "0.4"
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wgpu = "0.18"
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winit = "0.28"
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[target.'cfg(not(target_arch = "wasm32"))'.dependencies]
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tokio = { version = "1.36.0", features = ["full"] }
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[target.'cfg(target_arch = "wasm32")'.dependencies]
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console_error_panic_hook = "0.1.6"
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console_log = "1.0"
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@ -7,13 +7,18 @@
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<meta http-equiv="X-UA-Compatible" content="IE=edge">
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<meta name="viewport" content="width=device-width, initial-scale=1.0">
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<style>
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body {
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margin: 0;
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padding: 0;
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}
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canvas {
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background-color: black;
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}
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</style>
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</head>
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<body id="wasm-example">
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<body id="wasm-surface">
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<script type="module">
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import init from "../package/renderer.js";
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226
src/lib.rs
226
src/lib.rs
@ -2,14 +2,14 @@ use winit::{
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dpi::LogicalSize,
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event::*,
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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window::{Window, WindowBuilder},
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};
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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#[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
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pub fn run() {
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pub async fn run() {
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cfg_if::cfg_if! {
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if #[cfg(target_arch = "wasm32")] {
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std::panic::set_hook(Box::new(console_error_panic_hook::hook));
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@ -32,7 +32,7 @@ pub fn run() {
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web_sys::window()
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.and_then(|win| win.document())
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.and_then(|doc| {
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let dst = doc.get_element_by_id("wasm-example")?;
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let dst = doc.get_element_by_id("wasm-surface")?;
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let canvas = web_sys::Element::from(window.canvas());
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dst.append_child(&canvas).ok()?;
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Some(())
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@ -40,23 +40,209 @@ pub fn run() {
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.expect("Couldn't append canvas to document body.");
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}
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event_loop.run(move |event, _, control_flow| match event {
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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::CloseRequested
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| WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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},
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..
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} => *control_flow = ControlFlow::Exit,
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let mut state = State::new(window).await;
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event_loop.run(move |event, _, control_flow| {
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match event {
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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 == state.window().id() => {
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if !state.input(event) {
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// UPDATED!
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match event {
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WindowEvent::CloseRequested
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| WindowEvent::KeyboardInput {
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input:
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KeyboardInput {
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state: ElementState::Pressed,
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virtual_keycode: Some(VirtualKeyCode::Escape),
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..
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},
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..
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} => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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state.resize(**new_inner_size);
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}
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_ => {}
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}
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}
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}
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Event::RedrawRequested(window_id) if window_id == state.window().id() => {
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state.update();
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match state.render() {
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Ok(_) => {}
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// Reconfigure the surface if lost
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Err(wgpu::SurfaceError::Lost) => state.resize(state.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = 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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Event::MainEventsCleared => {
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// RedrawRequested will only trigger once unless we manually
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// request it.
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state.window().request_redraw();
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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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}
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pub struct State {
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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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size: winit::dpi::PhysicalSize<u32>,
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// The window must be declared after the surface so
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// it gets dropped after it as the surface contains
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// unsafe references to the window's resources.
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window: Window,
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}
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impl State {
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// Creating some of the wgpu types requires async code
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async fn new(window: Window) -> Self {
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let size = window.inner_size();
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// The instance is a handle to our GPU
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// Backends::all => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::all(),
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..Default::default()
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});
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// # Safety
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//
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// The surface needs to live as long as the window that created it.
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// State owns the window, so this should be safe.
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let surface = unsafe { instance.create_surface(&window) }.unwrap();
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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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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// WebGL doesn't support all of wgpu's features, so if
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// we're building for the web, we'll have to disable some.
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limits: if cfg!(target_arch = "wasm32") {
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wgpu::Limits::downlevel_webgl2_defaults()
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} else {
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wgpu::Limits::default()
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},
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label: None,
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},
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None, // Trace path
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)
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.await
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.unwrap();
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let surface_caps = surface.get_capabilities(&adapter);
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// Shader code in this tutorial assumes an sRGB surface texture. Using a different
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// one will result in all the colors coming out darker. If you want to support non
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// sRGB surfaces, you'll need to account for that when drawing to the frame.
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let surface_format = surface_caps
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.formats
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.iter()
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.copied()
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.filter(|f| f.is_srgb())
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.next()
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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};
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surface.configure(&device, &config);
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Self {
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window,
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surface,
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device,
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queue,
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config,
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size,
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}
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}
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pub fn window(&self) -> &Window {
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&self.window
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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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fn input(&mut self, event: &WindowEvent) -> bool {
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false
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}
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fn update(&mut self) {}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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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 _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(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: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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}
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// submit will accept anything that implements IntoIter
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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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@ -1,5 +1,8 @@
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use anyhow::Result;
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use renderer::run;
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fn main() {
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run();
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#[tokio::main]
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async fn main() -> Result<()> {
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run().await;
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Ok(())
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}
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