add basic objects
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c99f127da3
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27
shaders/line.wgsl
Normal file
27
shaders/line.wgsl
Normal file
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@ -0,0 +1,27 @@
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struct LookParams {
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m: mat4x4f,
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}
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struct Vertex {
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@location(0) pos: vec3f,
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@location(1) color: vec3f,
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}
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struct Varying {
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@builtin(position) screen: vec4f,
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@location(0) color: vec4f,
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}
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@group(0) @binding(0) var<uniform> look: LookParams;
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@vertex
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fn on_vertex(in: Vertex) -> Varying {
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let pos = look.m * vec4f(in.pos, 1.0);
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let color = vec4f(in.color, 1.0);
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return Varying(pos, color);
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}
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@fragment
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fn on_fragment(in: Varying) -> @location(0) vec4f {
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return in.color;
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}
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146
src/main.rs
146
src/main.rs
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@ -1,5 +1,8 @@
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use std::{error::Error, sync::Arc};
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use std::{error::Error, mem::offset_of, sync::Arc};
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use bytemuck::{Pod, Zeroable, bytes_of};
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use glam::{Mat4, Vec3, vec3};
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use wgpu::util::DeviceExt as _;
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use winit::{
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application::ApplicationHandler,
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event::WindowEvent,
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@ -16,6 +19,135 @@ struct MainWindow {
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queue: wgpu::Queue,
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surface: wgpu::Surface<'static>,
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surface_configured: bool,
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tripod: Pipeline,
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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 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 Pipeline {
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tripod_buf: wgpu::Buffer,
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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 tripod_buf = 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: bytes_of(&[
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Vertex::new(vec3(0., 0., 0.), vec3(1., 0., 0.)),
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Vertex::new(vec3(1., 0., 0.), vec3(1., 0., 0.)),
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Vertex::new(vec3(0., 0., 0.), vec3(0., 1., 0.)),
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Vertex::new(vec3(0., 1., 0.), vec3(0., 1., 0.)),
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Vertex::new(vec3(0., 0., 0.), vec3(0., 0., 1.)),
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Vertex::new(vec3(0., 0., 1.), vec3(0., 0., 1.)),
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]),
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});
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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 = std::fs::read_to_string("shaders/line.wgsl").unwrap();
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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(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::LineList,
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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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tripod_buf,
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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(&self, pass: &mut wgpu::RenderPass) {
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pass.set_pipeline(&self.pipeline);
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pass.set_vertex_buffer(0, self.tripod_buf.slice(..));
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pass.set_bind_group(0, &self.bindings, &[]);
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pass.draw(0..6, 0..1);
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}
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}
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impl MainWindow {
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@ -26,7 +158,8 @@ impl MainWindow {
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let handle = Arc::new(handle);
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let (device, queue, surface) = pollster::block_on(init_gpu(Arc::clone(&handle))).unwrap();
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queue.submit([]);
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let tripod = Pipeline::new(&device, OUTPUT_FORMAT);
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queue.submit([]); // flush buffer updates
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Self {
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handle,
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@ -34,15 +167,20 @@ impl MainWindow {
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queue,
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surface,
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surface_configured: false,
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tripod,
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}
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}
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fn render(&self, output: &wgpu::Texture) {
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self.tripod
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.set_look(&self.queue, LookParams { m: Mat4::IDENTITY });
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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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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor::default());
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encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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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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@ -60,6 +198,8 @@ impl MainWindow {
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depth_stencil_attachment: None,
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..Default::default()
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});
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self.tripod.render(&mut pass);
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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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