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https://github.com/GraphiteEditor/Graphite.git
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Window with textured polygon
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// use super::render_state::RenderState;
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// use super::program_state::ProgramState;
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use super::color_palette::ColorPalette;
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use super::gui_rect::GUIRect;
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use super::pipeline::Pipeline;
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use super::pipeline::PipelineDetails;
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use super::shader_cache::ShaderCache;
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use super::texture::Texture;
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use std::collections::VecDeque;
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use winit::event::*;
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use winit::event_loop::ControlFlow;
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use winit::event_loop::EventLoop;
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use winit::window::Window;
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pub struct Application {
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pub surface: wgpu::Surface,
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pub adapter: wgpu::Adapter,
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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pub swap_chain_descriptor: wgpu::SwapChainDescriptor,
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pub swap_chain: wgpu::SwapChain,
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pub shader_cache: ShaderCache,
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// pub texture_cache: TextureCache,
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pub gui_rect_queue: VecDeque<GUIRect>,
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pub pipeline_queue: VecDeque<Pipeline>,
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pub temp_color_toggle: bool,
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}
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impl Application {
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pub fn new(window: &Window) -> Self {
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// Window as understood by WGPU for rendering onto
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let surface = wgpu::Surface::create(window);
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// Represents a GPU, exposes the real GPU device and queue
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let adapter = wgpu::Adapter::request(&wgpu::RequestAdapterOptions { ..Default::default() }).unwrap();
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// Requests the device and queue from the adapter
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let requested_device = adapter.request_device(&wgpu::DeviceDescriptor {
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extensions: wgpu::Extensions { anisotropic_filtering: false },
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limits: Default::default(),
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});
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// Connection to the physical GPU
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let device = requested_device.0;
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// Represents the GPU command queue, to submit CommandBuffers
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let queue = requested_device.1;
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// Properties for the swap chain frame buffers
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let swap_chain_descriptor = wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: wgpu::TextureFormat::Bgra8UnormSrgb,
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width: window.inner_size().width,
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height: window.inner_size().height,
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present_mode: wgpu::PresentMode::Vsync,
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};
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// Series of frame buffers with images presented to the surface
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let swap_chain = device.create_swap_chain(&surface, &swap_chain_descriptor);
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// Cache of all loaded shaders
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let shader_cache = ShaderCache::new();
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let gui_rect_queue = VecDeque::new();
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let pipeline_queue = VecDeque::new();
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Self {
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surface,
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adapter,
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device,
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queue,
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swap_chain_descriptor,
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swap_chain,
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shader_cache,
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gui_rect_queue,
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pipeline_queue,
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temp_color_toggle: true,
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}
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}
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pub fn example(&mut self) {
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self.shader_cache.load(&self.device, "shaders/shader.vert", glsl_to_spirv::ShaderType::Vertex).unwrap();
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self.shader_cache.load(&self.device, "shaders/shader.frag", glsl_to_spirv::ShaderType::Fragment).unwrap();
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let vertex_shader = self.shader_cache.get_by_path("shaders/shader.vert").unwrap();
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let fragment_shader = self.shader_cache.get_by_path("shaders/shader.frag").unwrap();
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let texture_view = Texture::from_filepath(&self.device, &mut self.queue, "textures/grid.png").unwrap().view;
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let example_pipeline = Pipeline::new(&self.device, PipelineDetails {
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vertex_shader,
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fragment_shader,
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texture_view: Some(&texture_view),
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});
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self.pipeline_queue.push_back(example_pipeline);
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}
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pub fn begin_lifecycle(mut self, event_loop: EventLoop<()>, window: Window) {
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event_loop.run(move |event, _, control_flow| self.main_event_loop(event, control_flow, &window));
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}
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pub fn main_event_loop<T>(&mut self, event: Event<'_, T>, control_flow: &mut ControlFlow, window: &Window) {
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match event {
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// Handle all window events in sequence
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Event::WindowEvent { ref event, window_id } if window_id == window.id() => {
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self.window_event(event, control_flow);
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},
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// After handling every event and updating the GUI, request a new sequence of draw commands
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Event::MainEventsCleared => {
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// Turn the GUI changes into draw commands added to the render pipeline queue
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self.redraw();
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// If any draw commands were actually added, ask the window to issue a redraw event
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if !self.pipeline_queue.is_empty() {
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window.request_redraw();
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}
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*control_flow = ControlFlow::Wait;
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},
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// Resizing or calling `window.request_redraw()` now redraws the GUI with the pipeline queue
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Event::RedrawRequested(_) => {
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self.render();
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*control_flow = ControlFlow::Wait;
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},
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// Catch extraneous events
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_ => {
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*control_flow = ControlFlow::Wait;
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},
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}
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}
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pub fn window_event(&mut self, event: &WindowEvent, control_flow: &mut ControlFlow) {
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match event {
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WindowEvent::CloseRequested => {
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self.quit(control_flow);
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},
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WindowEvent::KeyboardInput { input, .. } => {
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self.keyboard_event(input, control_flow);
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},
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WindowEvent::Resized(physical_size) => {
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self.resize(*physical_size);
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*control_flow = ControlFlow::Wait;
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},
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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self.resize(**new_inner_size);
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*control_flow = ControlFlow::Wait;
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},
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_ => {
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*control_flow = ControlFlow::Wait;
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},
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}
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}
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pub fn keyboard_event(&mut self, input: &KeyboardInput, control_flow: &mut ControlFlow) {
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match input {
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KeyboardInput { state: ElementState::Pressed, virtual_keycode: Some(VirtualKeyCode::Escape), .. } => {
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self.quit(control_flow);
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},
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KeyboardInput { state: ElementState::Pressed, virtual_keycode: Some(VirtualKeyCode::Space), .. } => {
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self.example();
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},
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_ => {
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*control_flow = ControlFlow::Wait;
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},
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}
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}
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pub fn quit(&self, control_flow: &mut ControlFlow) {
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*control_flow = ControlFlow::Exit;
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}
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pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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self.swap_chain_descriptor.width = new_size.width;
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self.swap_chain_descriptor.height = new_size.height;
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self.swap_chain = self.device.create_swap_chain(&self.surface, &self.swap_chain_descriptor);
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// TODO: Mark root of GUI as dirty to force redraw of everything
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}
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// Traverse the dirty GUI elements and queue up pipelines to render each GUI rectangle (box/sprite)
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pub fn redraw(&mut self) {
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}
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// Render the queue of pipeline draw commands over the current window
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pub fn render(&mut self) {
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// Turn the queue of pipelines each into a command buffer and submit it to the render queue
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while !self.pipeline_queue.is_empty() {
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// Get a frame buffer to render on
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let frame = self.swap_chain.get_next_texture();
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// Get the pipeline to render in this iteration
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let pipeline_struct = self.pipeline_queue.pop_back().unwrap();
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// Generates a render pass that commands are applied to, then generates a command buffer when finished
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let mut command_encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { todo: 0 });
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// Temporary way to swap clear color every render
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let color = match self.temp_color_toggle {
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true => ColorPalette::get_color_linear(ColorPalette::MildBlack),
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false => ColorPalette::get_color_linear(ColorPalette::NearBlack),
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};
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self.temp_color_toggle = !self.temp_color_toggle;
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// Recording of commands while in "rendering mode" that go into a command buffer
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let mut render_pass = command_encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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load_op: wgpu::LoadOp::Clear,
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store_op: wgpu::StoreOp::Store,
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clear_color: color,
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}
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],
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depth_stencil_attachment: None,
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});
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// Commands sent to the GPU for drawing during this render pass
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render_pass.set_pipeline(&pipeline_struct.render_pipeline);
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render_pass.set_vertex_buffers(0, &[(&pipeline_struct.vertex_buffer, 0)]);
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render_pass.set_index_buffer(&pipeline_struct.index_buffer, 0);
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render_pass.set_bind_group(0, &pipeline_struct.texture_bind_group, &[]);
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render_pass.draw_indexed(0..pipeline_struct.index_count, 0, 0..1);
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// Done sending render pass commands so we can give up mutation rights to command_encoder
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drop(render_pass);
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// Turn the recording of commands into a complete command buffer
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let command_buffer = command_encoder.finish();
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// Submit the command buffer to the GPU command queue
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self.queue.submit(&[command_buffer]);
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}
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}
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}
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