show spheres
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29
src/lib.rs
29
src/lib.rs
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@ -67,6 +67,7 @@ pub struct Core {
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surface: wgpu::Surface<'static>,
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pipeline: Pipeline,
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mesh_pipe: render::faces::Pipeline,
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tripod: Mesh,
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}
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@ -130,6 +131,7 @@ impl Core {
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} = gpu;
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let pipeline = Pipeline::new(&device, OUTPUT_FORMAT);
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let mesh_pipe = render::faces::Pipeline::new(&device, OUTPUT_FORMAT);
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let tripod = new_tripod(&device);
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queue.submit([]); // flush buffer updates
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@ -139,6 +141,7 @@ impl Core {
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surface,
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pipeline,
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tripod,
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mesh_pipe,
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}
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}
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@ -161,6 +164,12 @@ impl Core {
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m: perspective * camera.transform(),
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},
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);
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self.mesh_pipe.set_look(
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&self.queue,
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render::faces::LookParams {
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m: perspective * camera.transform(),
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},
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);
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self.queue.submit([]); // flush buffer updates
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let view = output.create_view(&wgpu::TextureViewDescriptor::default());
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@ -223,6 +232,26 @@ impl Core {
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sphere(vec3(0.1, 0.3, 0.1)),
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],
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};
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if args.show_shapes {
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let mut meshes = Vec::new();
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for obj in &scene.objects {
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let mesh = shape::sphere((obj.radius * 15.) as usize + 7);
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let obj_mesh = render::faces::Mesh::new(
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&self.device,
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&mesh
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.vertices
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.iter()
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.map(|v| render::faces::Vertex {
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pos: obj.position + obj.radius * v,
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color: 0.5 * (v + 1.),
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})
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.collect::<Vec<_>>(),
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bytemuck::cast_slice(&mesh.indices),
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);
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meshes.push(obj_mesh);
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}
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self.mesh_pipe.render(&mut pass, &meshes);
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}
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let mut prng = rand_pcg::Pcg64::new(42, 0);
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let source_rays: Vec<Ray> = (0..10240).map(|_| source.make_ray(&mut prng)).collect();
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161
src/render/faces.rs
Normal file
161
src/render/faces.rs
Normal file
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@ -0,0 +1,161 @@
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use std::mem::offset_of;
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use bytemuck::{Pod, Zeroable, bytes_of, cast_slice};
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use glam::{Mat4, Vec3};
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use wgpu::util::DeviceExt as _;
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#[derive(Debug, Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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pub struct LookParams {
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pub m: Mat4,
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}
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#[derive(Debug, Clone, Copy, Pod, Zeroable)]
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#[repr(C)]
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pub struct Vertex {
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pub pos: Vec3,
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pub color: Vec3,
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}
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impl Vertex {
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pub fn new(pos: Vec3, color: Vec3) -> Self {
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Self { pos, color }
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}
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}
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pub struct Mesh {
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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index_count: u32,
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}
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impl Mesh {
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pub fn new(device: &wgpu::Device, vertices: &[Vertex], indices: &[u16]) -> Self {
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if vertices.len() >= 1 << 16 {
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panic!("too many vertices");
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}
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for index in indices {
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if *index as usize >= vertices.len() {
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panic!(
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"vertex index out of bounds: {index} out of {}",
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vertices.len()
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);
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}
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}
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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usage: wgpu::BufferUsages::VERTEX,
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contents: cast_slice(vertices),
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});
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: None,
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usage: wgpu::BufferUsages::INDEX,
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contents: cast_slice(indices),
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});
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Self {
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vertex_buffer,
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index_buffer,
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index_count: indices.len().try_into().expect("too many indices"),
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}
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}
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}
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pub struct Pipeline {
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look_buf: wgpu::Buffer,
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bindings: wgpu::BindGroup,
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pipeline: wgpu::RenderPipeline,
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}
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impl Pipeline {
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pub fn new(device: &wgpu::Device, format: wgpu::TextureFormat) -> Self {
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let look_buf = device.create_buffer(&wgpu::BufferDescriptor {
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label: None,
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size: size_of::<LookParams>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(super::SIMPLE_SHADER.into()),
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: None,
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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buffers: &[wgpu::VertexBufferLayout {
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array_stride: size_of::<Vertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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wgpu::VertexAttribute {
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shader_location: 0,
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offset: offset_of!(Vertex, pos) as u64,
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format: wgpu::VertexFormat::Float32x3,
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},
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wgpu::VertexAttribute {
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shader_location: 1,
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offset: offset_of!(Vertex, color) as u64,
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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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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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..Default::default()
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: None,
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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targets: &[Some(wgpu::ColorTargetState {
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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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}),
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multiview: None,
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cache: None,
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});
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let bindings = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: None,
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layout: &pipeline.get_bind_group_layout(0),
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: look_buf.as_entire_binding(),
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}],
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});
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Self {
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look_buf,
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bindings,
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pipeline,
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}
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}
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pub fn set_look(&self, queue: &wgpu::Queue, look: LookParams) {
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queue.write_buffer(&self.look_buf, 0, bytes_of(&look));
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}
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pub fn render<'a>(
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&self,
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pass: &mut wgpu::RenderPass,
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meshes: impl IntoIterator<Item = &'a Mesh>,
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) {
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &self.bindings, &[]);
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for mesh in meshes {
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pass.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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pass.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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pass.draw_indexed(0..mesh.index_count, 0, 0..1);
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}
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}
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}
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@ -1,3 +1,4 @@
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pub mod faces;
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pub mod lines;
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static SIMPLE_SHADER: &str = include_str!("simple.wgsl");
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