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Add rustfmt.toml and enable auto formatting (Fixes #7)
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@@ -1,9 +1,9 @@
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use crate::resource_cache::ResourceCache;
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use crate::draw_command::DrawCommand;
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use crate::color::Color;
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use crate::texture::Texture;
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use crate::pipeline::Pipeline;
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use crate::draw_command::DrawCommand;
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use crate::gui_attributes::*;
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use crate::pipeline::Pipeline;
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use crate::resource_cache::ResourceCache;
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use crate::texture::Texture;
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pub struct GuiNode {
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pub form_factor: GuiNodeUniform,
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@@ -18,7 +18,13 @@ impl GuiNode {
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}
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}
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pub fn build_draw_commands_recursive(node: &rctree::Node<GuiNode>, device: &wgpu::Device, queue: &mut wgpu::Queue, pipeline_cache: &ResourceCache<Pipeline>, texture_cache: &mut ResourceCache<Texture>) -> Vec<DrawCommand> {
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pub fn build_draw_commands_recursive(
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node: &rctree::Node<GuiNode>,
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device: &wgpu::Device,
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queue: &mut wgpu::Queue,
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pipeline_cache: &ResourceCache<Pipeline>,
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texture_cache: &mut ResourceCache<Texture>,
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) -> Vec<DrawCommand> {
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let mut draw_commands: Vec<DrawCommand> = Vec::new();
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for mut subnode in node.descendants() {
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@@ -32,19 +38,11 @@ impl GuiNode {
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}
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pub fn build_draw_command(&mut self, device: &wgpu::Device, queue: &mut wgpu::Queue, pipeline: &Pipeline, texture_cache: &mut ResourceCache<Texture>) -> DrawCommand {
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const VERTICES: &[[f32; 2]] = &[
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[-0.5, 0.5],
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[0.5, 0.5],
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[0.5, 1.0],
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[-0.5, 1.0],
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];
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const INDICES: &[u16] = &[
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0, 1, 2,
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0, 2, 3,
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];
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const VERTICES: &[[f32; 2]] = &[[-0.5, 0.5], [0.5, 0.5], [0.5, 1.0], [-0.5, 1.0]];
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const INDICES: &[u16] = &[0, 1, 2, 0, 2, 3];
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let bind_groups = self.build_bind_groups(device, queue, pipeline, texture_cache);
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// Create a draw command with the vertex data then push it to the GPU command queue
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DrawCommand::new(device, self.pipeline_name.clone(), bind_groups, VERTICES, INDICES)
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}
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@@ -57,15 +55,17 @@ impl GuiNode {
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let binding_staging_buffer = Pipeline::build_binding_staging_buffer(device, &self.form_factor);
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// Construct the bind group for this GUI node
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let bind_group = Pipeline::build_bind_group(device, &pipeline.bind_group_layout, vec![
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Pipeline::build_binding_resource(&binding_staging_buffer),
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wgpu::BindingResource::TextureView(&texture.texture_view),
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wgpu::BindingResource::Sampler(&texture.sampler),
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]);
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vec![
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bind_group,
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]
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let bind_group = Pipeline::build_bind_group(
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device,
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&pipeline.bind_group_layout,
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vec![
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Pipeline::build_binding_resource(&binding_staging_buffer),
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wgpu::BindingResource::TextureView(&texture.texture_view),
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wgpu::BindingResource::Sampler(&texture.sampler),
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],
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);
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vec![bind_group]
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}
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}
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