344 lines
8.6 KiB
Rust
344 lines
8.6 KiB
Rust
use std::{
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error::Error,
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f32::consts::{FRAC_PI_2, PI},
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};
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use glam::{Affine3A, FloatExt, Mat4, Quat, UVec2, Vec3, Vec4, vec3, vec4};
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use crate::render::mesh::GpuParams;
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mod bevel_gear;
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mod camera;
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mod crown_gear;
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mod profile;
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mod render;
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const BACKGROUND: Vec4 = vec4(0.00, 0.39, 0.52, 1.00);
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#[derive(Debug, Clone, Copy)]
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#[repr(C)]
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pub struct ResetArgs {
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pub tooth: u32,
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pub cone_halfangle: f32,
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}
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impl Default for ResetArgs {
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fn default() -> Self {
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Self {
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tooth: 24,
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cone_halfangle: std::f32::consts::FRAC_PI_4,
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}
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}
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}
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#[derive(Debug, Clone, Copy)]
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#[repr(C)]
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pub struct RedrawArgs {
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pub cam_yaw: f32,
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pub cam_pitch: f32,
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pub cam_view_y: f32,
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pub cam_view_angle: f32,
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}
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impl Default for RedrawArgs {
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fn default() -> Self {
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Self {
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cam_yaw: 3. * std::f32::consts::FRAC_PI_4,
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cam_pitch: std::f32::consts::FRAC_PI_6,
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cam_view_y: 80.,
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cam_view_angle: std::f32::consts::FRAC_PI_2,
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}
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}
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}
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pub struct Gpu {
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device: wgpu::Device,
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queue: wgpu::Queue,
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surface: wgpu::Surface<'static>,
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}
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pub struct Core {
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device: wgpu::Device,
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queue: wgpu::Queue,
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surface: wgpu::Surface<'static>,
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depth: wgpu::Texture,
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mesh_pipeline: render::mesh::Pipeline,
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mesh_cutter: render::mesh::GpuMeshIndexed,
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params_gear: render::mesh::GpuParams,
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params_cutter: render::mesh::GpuParams,
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bevel_gear_desc: bevel_gear::BevelGearDesc,
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bevel_gear_shape: bevel_gear::BevelGearShape,
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crown_gear_desc: crown_gear::CrownGearDesc,
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t: f32,
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}
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fn srgb_to_linear(color: Vec3) -> Vec3 {
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color.map(|x| {
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if x > 0.04045 {
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((x + 0.055) / 1.055).powf(2.4)
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} else {
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x / 12.92
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}
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})
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}
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fn srgba_to_linear(color: Vec4) -> Vec4 {
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let alpha = color.w;
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let color = srgb_to_linear(vec3(color.x, color.y, color.z));
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vec4(color.x, color.y, color.z, alpha)
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}
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fn color_to_wgpu(color: Vec4) -> wgpu::Color {
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wgpu::Color {
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r: color.x.into(),
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g: color.y.into(),
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b: color.z.into(),
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a: color.w.into(),
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}
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}
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impl Core {
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pub fn new(gpu: Gpu, pixel_size: UVec2, args: &ResetArgs) -> Self {
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let Gpu {
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device,
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queue,
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surface,
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} = gpu;
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let depth = Self::create_depth_buffer(&device, pixel_size);
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let mesh_pipeline = render::mesh::Pipeline::new(&device);
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let bevel_gear_desc = bevel_gear::BevelGearDesc {
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profile: Default::default(),
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teeth: args.tooth,
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cone_halfangle: args.cone_halfangle,
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};
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let bevel_gear_shape =
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bevel_gear::BevelGearShape::new_blank(&bevel_gear_desc, 16 * args.tooth as usize);
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let crown_gear_desc = bevel_gear_desc.cutter();
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let crown_gear_mesh = crown_gear::make_mesh_simple(
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&crown_gear_desc,
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&crown_gear::CrownGearVisual {
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inner_radius: crown_gear_desc.pitch_radius / 2.,
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outer_radius: crown_gear_desc.pitch_radius
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+ 2. * bevel_gear_desc.cone_halfangle.tan(),
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base_thickness: 2.0,
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},
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(16. * crown_gear_desc.teeth()).floor() as usize,
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)
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.to_mesh()
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.to_standard_mesh()
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.into_indexed();
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let mesh_cutter = render::mesh::GpuMeshIndexed::new(&device, &crown_gear_mesh);
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let params_gear = GpuParams::new(&device, &mesh_pipeline);
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let params_cutter = GpuParams::new(&device, &mesh_pipeline);
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Self::configure_surface(&surface, &device, pixel_size);
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Self {
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device,
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queue,
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surface,
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depth,
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mesh_pipeline,
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mesh_cutter,
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params_gear,
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params_cutter,
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bevel_gear_desc,
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bevel_gear_shape,
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crown_gear_desc,
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t: 0.,
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}
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}
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fn gear_tfm(&self) -> Affine3A {
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let turns = -self.t / self.bevel_gear_desc.teeth as f32;
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Affine3A::from_rotation_translation(Quat::from_rotation_z(2. * PI * turns), Vec3::ZERO)
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}
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fn cutter_tfm(&self) -> Affine3A {
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let skip_teeth = self.crown_gear_desc.pitch_radius.floor();
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let turns = (self.t.fract_gl() + skip_teeth) / self.crown_gear_desc.teeth();
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Affine3A::from_rotation_translation(
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Quat::from_rotation_y(FRAC_PI_2 + self.bevel_gear_desc.cone_halfangle)
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* Quat::from_rotation_z(2. * PI * turns),
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vec3(0., 0., self.bevel_gear_desc.pitch_distance()),
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)
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}
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fn render(&self, output: &wgpu::Texture, args: &RedrawArgs) {
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let y_frac = {
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let size = output.size();
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let w = size.width as f32;
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let h = size.height as f32;
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h / w
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};
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let proj = camera::Camera {
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y_frac,
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y_angle: args.cam_view_angle,
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y_range: args.cam_view_y,
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z_min: -0.5 * args.cam_view_y,
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z_max: 0.5 * args.cam_view_y,
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}
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.clamp_z_min(0.01 * args.cam_view_y)
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.to_mat4();
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let view = Mat4::from_mat3(camera::rotation(-args.cam_yaw, -args.cam_pitch));
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let light = vec3(0.7, 0.5, 1.0).normalize();
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self.mesh_pipeline.set_params(
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&self.queue,
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render::mesh::SceneParams {
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projection: proj * view,
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light,
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_zero: 0.,
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},
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);
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self.params_gear.set(
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&self.queue,
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render::mesh::ObjectParams {
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transform: self.gear_tfm().into(),
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color: srgba_to_linear(vec4(0.2, 0.8, 0.1, 1.0)),
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},
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);
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self.params_cutter.set(
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&self.queue,
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render::mesh::ObjectParams {
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transform: self.cutter_tfm().into(),
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color: srgba_to_linear(vec4(0.8, 0.2, 0.1, 1.0)),
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},
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);
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let bevel_gear_mesh = bevel_gear::make_mesh(
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&self.bevel_gear_desc,
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&bevel_gear::BevelGearVisual {
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pad_in: 4.,
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pad_out: 0.,
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},
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&self.bevel_gear_shape,
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)
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.to_mesh()
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.to_standard_mesh()
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.into_indexed();
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let mesh_gear = render::mesh::GpuMeshIndexed::new(&self.device, &bevel_gear_mesh);
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let view = output.create_view(&wgpu::TextureViewDescriptor::default());
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let depth_view = self
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.depth
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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::default());
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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depth_slice: None,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(color_to_wgpu(srgba_to_linear(BACKGROUND))),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: &depth_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.),
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store: wgpu::StoreOp::Discard,
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}),
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stencil_ops: None,
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}),
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..Default::default()
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});
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self.mesh_cutter
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.render(&mut pass, &self.mesh_pipeline, &self.params_cutter);
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mesh_gear.render(&mut pass, &self.mesh_pipeline, &self.params_gear);
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drop(pass);
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self.queue.submit(std::iter::once(encoder.finish()));
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}
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fn create_depth_buffer(device: &wgpu::Device, pixel_size: UVec2) -> wgpu::Texture {
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device.create_texture(&wgpu::TextureDescriptor {
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label: Some("depth buffer"),
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size: wgpu::Extent3d {
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width: pixel_size.x,
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height: pixel_size.y,
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: render::DEPTH_FORMAT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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})
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}
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fn configure_surface(surface: &wgpu::Surface, device: &wgpu::Device, pixel_size: UVec2) {
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surface.configure(
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device,
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&wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT | wgpu::TextureUsages::COPY_DST,
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format: render::OUTPUT_FORMAT,
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width: pixel_size.x,
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height: pixel_size.y,
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present_mode: wgpu::PresentMode::Fifo,
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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},
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);
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}
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/// Configures the renderer for a given target size.
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pub fn configure(&mut self, pixel_size: UVec2) {
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Self::configure_surface(&self.surface, &self.device, pixel_size);
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self.depth = Self::create_depth_buffer(&self.device, pixel_size);
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}
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/// Redraws the entire surface.
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///
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/// [`Self::configure`] must be called at least once before this.
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pub fn redraw(&mut self, args: &RedrawArgs) {
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self.bevel_gear_shape
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.cut(self.gear_tfm().inverse() * self.cutter_tfm());
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let output = self.surface.get_current_texture().unwrap();
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self.render(&output.texture, args);
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output.present();
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self.t += 1. / 60.;
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}
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}
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pub async fn init_gpu_inner<E: Error + 'static>(
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make_surface: impl FnOnce(&wgpu::Instance) -> Result<wgpu::Surface<'static>, E>,
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) -> Result<Gpu, Box<dyn Error>> {
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let instance = wgpu::Instance::new(&wgpu::InstanceDescriptor {
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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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});
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let surface = make_surface(&instance)?;
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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(&wgpu::DeviceDescriptor::default())
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.await
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.unwrap();
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Ok(Gpu {
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device,
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queue,
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surface,
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})
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}
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