479 lines
14 KiB
Rust
479 lines
14 KiB
Rust
// Credit of most code to https://sotrh.github.io/learn-wgpu/ since I'm not familiar with wgpu
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use std::sync::Arc;
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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use winit::dpi::PhysicalPosition;
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#[cfg(target_arch = "wasm32")]
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use winit::platform::web::EventLoopExtWebSys;
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use winit::{
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application::ApplicationHandler,
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event::*,
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event_loop::{ActiveEventLoop, EventLoop},
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keyboard::{KeyCode, PhysicalKey},
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window::Window,
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};
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// This will store the state of our game
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pub struct State {
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surface: wgpu::Surface<'static>,
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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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is_surface_configured: bool,
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window: Arc<Window>,
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render_pipeline1: wgpu::RenderPipeline,
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render_pipeline2: wgpu::RenderPipeline,
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other_pipeline: bool,
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sky: wgpu::Color,
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}
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impl State {
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// We don't need this to be async right now,
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// but we will in the next tutorial
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pub async fn new(window: Arc<Window>) -> anyhow::Result<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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// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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#[cfg(not(target_arch = "wasm32"))]
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backends: wgpu::Backends::PRIMARY,
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#[cfg(target_arch = "wasm32")]
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backends: wgpu::Backends::GL,
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flags: Default::default(),
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memory_budget_thresholds: Default::default(),
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backend_options: Default::default(),
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display: None,
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});
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let surface = instance.create_surface(window.clone()).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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let (device, queue) = adapter
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.request_device(&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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experimental_features: wgpu::ExperimentalFeatures::disabled(),
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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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required_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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memory_hints: Default::default(),
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trace: wgpu::Trace::Off,
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})
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.await?;
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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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.find(|f| f.is_srgb())
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.copied()
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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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desired_maximum_frame_latency: 2,
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};
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let shader1 = device.create_shader_module(wgpu::include_wgsl!("assets/shader.wgsl"));
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let render_pipeline_layout1 =
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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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immediate_size: 0,
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});
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let render_pipeline1 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout1),
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vertex: wgpu::VertexState {
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module: &shader1,
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entry_point: Some("vs_main"), // 1.
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buffers: &[], // 2.
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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// 3.
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module: &shader1,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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// 4.
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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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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList, // 1.
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw, // 2.
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None, // 1.
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multisample: wgpu::MultisampleState {
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count: 1, // 2.
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mask: !0, // 3.
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alpha_to_coverage_enabled: false, // 4.
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},
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multiview_mask: None, // 5.
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cache: None, // 6.
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});
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let shader2 = device.create_shader_module(wgpu::include_wgsl!("assets/shader2.wgsl"));
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let render_pipeline_layout2 =
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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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immediate_size: 0,
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});
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let render_pipeline2 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout2),
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vertex: wgpu::VertexState {
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module: &shader2,
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entry_point: Some("vs_main"), // 1.
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buffers: &[], // 2.
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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// 3.
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module: &shader2,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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// 4.
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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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compilation_options: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList, // 1.
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw, // 2.
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None, // 1.
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multisample: wgpu::MultisampleState {
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count: 1, // 2.
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mask: !0, // 3.
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alpha_to_coverage_enabled: false, // 4.
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},
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multiview_mask: None, // 5.
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cache: None, // 6.
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});
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Ok(Self {
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surface,
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device,
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queue,
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config,
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is_surface_configured: false,
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window,
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render_pipeline1,
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render_pipeline2,
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other_pipeline: false,
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sky: 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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})
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}
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pub fn resize(&mut self, width: u32, height: u32) {
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if width > 0 && height > 0 {
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let max = 2048;
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self.config.width = width.min(max);
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self.config.height = height.min(max);
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self.surface.configure(&self.device, &self.config);
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self.is_surface_configured = true;
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}
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}
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fn update(&mut self) {
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// ...
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}
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fn render(&mut self) -> anyhow::Result<()> {
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self.window.request_redraw();
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// We can't render unless the surface is configured
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if !self.is_surface_configured {
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return Ok(());
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}
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let output = match self.surface.get_current_texture() {
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wgpu::CurrentSurfaceTexture::Success(surface_texture) => surface_texture,
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wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => {
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self.surface.configure(&self.device, &self.config);
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surface_texture
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}
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wgpu::CurrentSurfaceTexture::Timeout
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| wgpu::CurrentSurfaceTexture::Occluded
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| wgpu::CurrentSurfaceTexture::Validation => {
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// Skip this frame
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return Ok(());
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}
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wgpu::CurrentSurfaceTexture::Outdated => {
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self.surface.configure(&self.device, &self.config);
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return Ok(());
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}
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wgpu::CurrentSurfaceTexture::Lost => {
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// You could recreate the devices and all resources
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// created with it here, but we'll just bail
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anyhow::bail!("Lost device");
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}
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};
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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 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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depth_slice: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(self.sky),
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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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multiview_mask: None,
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});
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if self.other_pipeline {
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render_pass.set_pipeline(&self.render_pipeline1);
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} else {
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render_pass.set_pipeline(&self.render_pipeline2);
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}
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render_pass.draw(0..3, 0..1); // 3.
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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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fn handle_key(&mut self, event_loop: &ActiveEventLoop, code: KeyCode, is_pressed: bool) {
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match (code, is_pressed) {
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(KeyCode::Escape, true) => event_loop.exit(),
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(KeyCode::Space, true) => {
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self.other_pipeline = !self.other_pipeline;
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}
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_ => {}
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}
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}
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fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
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self.sky = wgpu::Color {
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r: 0.3,
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g: position.x / 1000.0,
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b: position.y / 1000.0,
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a: 1.0,
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}
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}
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}
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pub struct App {
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#[cfg(target_arch = "wasm32")]
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proxy: Option<winit::event_loop::EventLoopProxy<State>>,
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state: Option<State>,
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}
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impl App {
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pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop<State>) -> Self {
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#[cfg(target_arch = "wasm32")]
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let proxy = Some(event_loop.create_proxy());
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Self {
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state: None,
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#[cfg(target_arch = "wasm32")]
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proxy,
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}
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}
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}
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impl ApplicationHandler<State> for App {
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fn resumed(&mut self, event_loop: &ActiveEventLoop) {
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#[allow(unused_mut)]
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let mut window_attributes = Window::default_attributes();
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#[cfg(target_arch = "wasm32")]
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{
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use wasm_bindgen::JsCast;
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use winit::platform::web::WindowAttributesExtWebSys;
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const CANVAS_ID: &str = "canvas";
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let window = wgpu::web_sys::window().unwrap_throw();
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let document = window.document().unwrap_throw();
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let canvas = document.get_element_by_id(CANVAS_ID).unwrap_throw();
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let html_canvas_element = canvas.unchecked_into();
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window_attributes = window_attributes.with_canvas(Some(html_canvas_element));
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}
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let window = Arc::new(event_loop.create_window(window_attributes).unwrap());
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#[cfg(not(target_arch = "wasm32"))]
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{
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// If we are not on web we can use pollster to
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// await the window creation
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self.state = Some(pollster::block_on(State::new(window)).unwrap());
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}
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#[cfg(target_arch = "wasm32")]
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{
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// Run the future asynchronously and use the
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// proxy to send the results to the event loop
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if let Some(proxy) = self.proxy.take() {
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wasm_bindgen_futures::spawn_local(async move {
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assert!(
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proxy
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.send_event(
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State::new(window)
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.await
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.expect("Unable to create canvas!!!")
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)
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.is_ok()
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)
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});
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}
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}
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}
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#[allow(unused_mut)]
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fn user_event(&mut self, _event_loop: &ActiveEventLoop, mut event: State) {
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// This is where proxy.send_event() ends up
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#[cfg(target_arch = "wasm32")]
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{
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event.window.request_redraw();
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event.resize(
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event.window.inner_size().width,
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event.window.inner_size().height,
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);
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}
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self.state = Some(event);
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}
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fn window_event(
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&mut self,
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event_loop: &ActiveEventLoop,
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_window_id: winit::window::WindowId,
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event: WindowEvent,
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) {
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let state = match &mut self.state {
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Some(canvas) => canvas,
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None => return,
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};
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match event {
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WindowEvent::CloseRequested => event_loop.exit(),
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WindowEvent::Resized(size) => state.resize(size.width, size.height),
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WindowEvent::RedrawRequested => {
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state.update();
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match state.render() {
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Ok(_) => {}
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Err(e) => {
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// Log the error and exit gracefully
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log::error!("{e}");
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event_loop.exit();
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}
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}
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}
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WindowEvent::CursorMoved { position: pos, .. } => state.handle_mouse_moved(pos),
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WindowEvent::KeyboardInput {
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event:
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KeyEvent {
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physical_key: PhysicalKey::Code(code),
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state: key_state,
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..
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},
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..
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} => state.handle_key(event_loop, code, key_state.is_pressed()),
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_ => {}
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}
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}
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}
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pub fn run() -> anyhow::Result<()> {
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#[cfg(not(target_arch = "wasm32"))]
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{
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env_logger::init();
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}
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#[cfg(target_arch = "wasm32")]
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{
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console_log::init_with_level(log::Level::Info).unwrap_throw();
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}
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let event_loop = EventLoop::with_user_event().build()?;
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#[cfg(not(target_arch = "wasm32"))]
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{
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let mut app = App::new();
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event_loop.run_app(&mut app)?;
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}
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#[cfg(target_arch = "wasm32")]
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{
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let app = App::new(&event_loop);
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event_loop.spawn_app(app);
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}
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Ok(())
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}
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#[cfg(target_arch = "wasm32")]
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#[wasm_bindgen(start)]
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pub fn run_web() -> Result<(), wasm_bindgen::JsValue> {
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console_error_panic_hook::set_once();
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run().unwrap_throw();
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Ok(())
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}
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