mirror of
https://github.com/guilhermewerner/wgpu-renderer
synced 2025-06-16 13:54:21 +00:00
Model loading
This commit is contained in:
155
src/asset.rs
Normal file
155
src/asset.rs
Normal file
@ -0,0 +1,155 @@
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use cfg_if::cfg_if;
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use std::io::{BufReader, Cursor};
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use wgpu::util::DeviceExt;
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#[cfg(target_arch = "wasm32")]
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fn format_url(file_name: &str) -> reqwest::Url {
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let window = web_sys::window().unwrap();
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let location = window.location();
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let mut origin = location.origin().unwrap();
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if !origin.ends_with("learn-wgpu") {
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origin = format!("{}/learn-wgpu", origin);
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}
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let base = reqwest::Url::parse(&format!("{}/", origin,)).unwrap();
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base.join(file_name).unwrap()
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}
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pub async fn load_string(file_name: &str) -> anyhow::Result<String> {
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cfg_if! {
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if #[cfg(target_arch = "wasm32")] {
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let url = format_url(file_name);
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let txt = reqwest::get(url)
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.await?
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.text()
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.await?;
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} else {
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let path = std::path::Path::new(env!("OUT_DIR"))
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.join("assets")
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.join(file_name);
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let txt = std::fs::read_to_string(path)?;
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}
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}
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Ok(txt)
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}
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pub async fn load_binary(file_name: &str) -> anyhow::Result<Vec<u8>> {
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cfg_if! {
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if #[cfg(target_arch = "wasm32")] {
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let url = format_url(file_name);
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let data = reqwest::get(url)
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.await?
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.bytes()
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.await?
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.to_vec();
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} else {
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let path = std::path::Path::new(env!("OUT_DIR"))
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.join("assets")
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.join(file_name);
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let data = std::fs::read(path)?;
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}
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}
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Ok(data)
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}
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pub async fn load_texture(
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file_name: &str,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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) -> anyhow::Result<crate::Texture> {
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let data = load_binary(file_name).await?;
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crate::Texture::from_bytes(device, queue, &data, file_name)
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}
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pub async fn load_model(
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file_name: &str,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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layout: &wgpu::BindGroupLayout,
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) -> anyhow::Result<crate::Model> {
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let obj_text = load_string(file_name).await?;
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let obj_cursor = Cursor::new(obj_text);
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let mut obj_reader = BufReader::new(obj_cursor);
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let (models, obj_materials) = tobj::load_obj_buf_async(
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&mut obj_reader,
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&tobj::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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|p| async move {
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let mat_text = load_string(&p).await.unwrap();
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tobj::load_mtl_buf(&mut BufReader::new(Cursor::new(mat_text)))
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},
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)
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.await?;
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let mut materials = Vec::new();
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for m in obj_materials? {
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let diffuse_texture = load_texture(&m.diffuse_texture, device, queue).await?;
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_texture.sampler),
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},
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],
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label: None,
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});
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materials.push(crate::Material {
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name: m.name,
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diffuse_texture,
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bind_group,
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})
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}
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let meshes = models
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.into_iter()
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.map(|m| {
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let vertices = (0..m.mesh.positions.len() / 3)
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.map(|i| crate::ModelVertex {
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position: [
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m.mesh.positions[i * 3],
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m.mesh.positions[i * 3 + 1],
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m.mesh.positions[i * 3 + 2],
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],
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tex_coords: [m.mesh.texcoords[i * 2], 1.0 - m.mesh.texcoords[i * 2 + 1]],
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normal: [
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m.mesh.normals[i * 3],
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m.mesh.normals[i * 3 + 1],
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m.mesh.normals[i * 3 + 2],
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],
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})
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.collect::<Vec<_>>();
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("{:?} Vertex Buffer", file_name)),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some(&format!("{:?} Index Buffer", file_name)),
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contents: bytemuck::cast_slice(&m.mesh.indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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crate::Mesh {
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name: file_name.to_string(),
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vertex_buffer,
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index_buffer,
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num_elements: m.mesh.indices.len() as u32,
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material: m.mesh.material_id.unwrap_or(0),
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}
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})
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.collect::<Vec<_>>();
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Ok(crate::Model { meshes, materials })
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}
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96
src/lib.rs
96
src/lib.rs
@ -10,9 +10,13 @@ use winit::{
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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mod asset;
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mod camera;
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mod model;
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mod texture;
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pub use asset::*;
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pub use camera::*;
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pub use model::*;
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pub use texture::*;
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#[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
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@ -112,9 +116,6 @@ pub struct State {
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// unsafe references to the window's resources.
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window: Window,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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num_indices: u32,
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diffuse_bind_group: wgpu::BindGroup,
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diffuse_texture: texture::Texture, // NEW
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camera: Camera,
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@ -125,6 +126,7 @@ pub struct State {
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instances: Vec<Instance>,
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instance_buffer: wgpu::Buffer,
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depth_texture: Texture,
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obj_model: Model,
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}
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impl State {
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@ -202,32 +204,16 @@ impl State {
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(VERTICES),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(INDICES),
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usage: wgpu::BufferUsages::INDEX,
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});
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let num_indices = INDICES.len() as u32;
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const SPACE_BETWEEN: f32 = 3.0;
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let instances = (0..NUM_INSTANCES_PER_ROW)
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.flat_map(|z| {
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(0..NUM_INSTANCES_PER_ROW).map(move |x| {
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let position = cgmath::Vector3 {
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x: x as f32,
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y: 0.0,
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z: z as f32,
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} - INSTANCE_DISPLACEMENT;
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let x = SPACE_BETWEEN * (x as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
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let z = SPACE_BETWEEN * (z as f32 - NUM_INSTANCES_PER_ROW as f32 / 2.0);
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let position = cgmath::Vector3 { x, y: 0.0, z };
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let rotation = if position.is_zero() {
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// this is needed so an object at (0, 0, 0) won't get scaled to zero
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// as Quaternions can affect scale if they're not created correctly
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cgmath::Quaternion::from_axis_angle(
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cgmath::Vector3::unit_z(),
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cgmath::Deg(0.0),
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@ -353,13 +339,17 @@ impl State {
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let depth_texture =
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texture::Texture::create_depth_texture(&device, &config, "depth_texture");
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let obj_model = load_model("cube.obj", &device, &queue, &texture_bind_group_layout)
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.await
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.unwrap();
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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(), InstanceRaw::desc()],
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buffers: &[ModelVertex::desc(), InstanceRaw::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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// 3.
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@ -407,9 +397,6 @@ impl State {
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config,
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size,
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render_pipeline,
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vertex_buffer,
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index_buffer,
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num_indices,
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diffuse_bind_group,
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diffuse_texture, // NEW
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camera,
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@ -420,6 +407,7 @@ impl State {
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instances,
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instance_buffer,
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depth_texture,
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obj_model,
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}
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}
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@ -493,13 +481,12 @@ impl State {
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timestamp_writes: None,
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});
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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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render_pass.set_bind_group(1, &self.camera_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_vertex_buffer(1, self.instance_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..self.instances.len() as _);
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render_pass
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.draw_mesh_instanced(&self.obj_model.meshes[0], 0..self.instances.len() as u32);
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}
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// submit will accept anything that implements IntoIter
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@ -510,51 +497,6 @@ impl State {
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}
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 3],
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tex_coords: [f32; 2], // NEW!
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}
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impl Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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use std::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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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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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2, // NEW!
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},
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],
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}
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}
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}
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#[rustfmt::skip]
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const VERTICES: &[Vertex] = &[
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Vertex { position: [-0.0868241, 0.49240386, 0.0], tex_coords: [0.4131759, 0.00759614], }, // A
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Vertex { position: [-0.49513406, 0.06958647, 0.0], tex_coords: [0.0048659444, 0.43041354], }, // B
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Vertex { position: [-0.21918549, -0.44939706, 0.0], tex_coords: [0.28081453, 0.949397], }, // C
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Vertex { position: [0.35966998, -0.3473291, 0.0], tex_coords: [0.85967, 0.84732914], }, // D
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Vertex { position: [0.44147372, 0.2347359, 0.0], tex_coords: [0.9414737, 0.2652641], }, // E
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];
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#[rustfmt::skip]
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const INDICES: &[u16] = &[
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0, 1, 4,
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1, 2, 4,
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2, 3, 4,
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];
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struct Instance {
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position: cgmath::Vector3<f32>,
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rotation: cgmath::Quaternion<f32>,
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89
src/model.rs
Normal file
89
src/model.rs
Normal file
@ -0,0 +1,89 @@
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use std::ops::Range;
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use crate::Texture;
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pub trait Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static>;
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct ModelVertex {
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pub position: [f32; 3],
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pub tex_coords: [f32; 2],
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pub normal: [f32; 3],
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}
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impl Vertex for ModelVertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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use std::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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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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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
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shader_location: 2,
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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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}
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pub struct Material {
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pub name: String,
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pub diffuse_texture: Texture,
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pub bind_group: wgpu::BindGroup,
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}
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pub struct Mesh {
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pub name: String,
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pub vertex_buffer: wgpu::Buffer,
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pub index_buffer: wgpu::Buffer,
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pub num_elements: u32,
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pub material: usize,
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}
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pub struct Model {
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pub meshes: Vec<Mesh>,
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pub materials: Vec<Material>,
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}
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pub trait DrawModel<'a> {
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fn draw_mesh(&mut self, mesh: &'a Mesh);
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fn draw_mesh_instanced(
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&mut self,
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mesh: &'a Mesh,
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instances: Range<u32>,
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);
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}
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impl<'a, 'b> DrawModel<'b> for wgpu::RenderPass<'a>
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where
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'b: 'a,
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{
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fn draw_mesh(&mut self, mesh: &'b Mesh) {
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self.draw_mesh_instanced(mesh, 0..1);
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}
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fn draw_mesh_instanced(
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&mut self,
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mesh: &'b Mesh,
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instances: Range<u32>,
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){
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self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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self.draw_indexed(0..mesh.num_elements, 0, instances);
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}
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}
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Block a user