2024-01-05 19:56:26 -08:00
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use galactica_constants::{IMAGE_LIMIT, OBJECT_SPRITE_INSTANCE_LIMIT, SPRITE_LIMIT};
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2024-01-04 17:18:31 -08:00
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use wgpu;
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2024-01-06 14:02:50 -08:00
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use super::{object::ObjectLocationArray, AtlasArray, GlobalDataContent, SpriteDataArray};
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2024-01-04 17:18:31 -08:00
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pub struct GlobalUniform {
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pub data_buffer: wgpu::Buffer,
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pub atlas_buffer: wgpu::Buffer,
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pub sprite_buffer: wgpu::Buffer,
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pub object_buffer: wgpu::Buffer,
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pub bind_group: wgpu::BindGroup,
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pub bind_group_layout: wgpu::BindGroupLayout,
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pub content: GlobalDataContent,
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}
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impl GlobalUniform {
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pub fn shader_header(&self, group: u32) -> String {
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let mut out = String::new();
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// Global game data
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out.push_str(&format!("@group({group}) @binding(0)\n"));
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out.push_str(
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r#"
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var<uniform> global_data: GlobalData;
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struct GlobalData {
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camera_position: vec2<f32>,
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camera_zoom: vec2<f32>,
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camera_zoom_limits: vec2<f32>,
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window_size: vec2<f32>,
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window_scale: vec2<f32>,
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window_aspect: vec2<f32>,
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starfield_sprite: vec2<u32>,
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starfield_tile_size: vec2<f32>,
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starfield_size_limits: vec2<f32>,
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current_time: vec2<f32>,
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};
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"#,
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);
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out.push_str("\n");
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// Atlas image locations
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out.push_str(&format!(
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r#"
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@group({group}) @binding(1)
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var<uniform> global_atlas: array<AtlasImageLocation, {IMAGE_LIMIT}>;
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"#
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));
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out.push_str("\n");
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out.push_str(
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r#"
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struct AtlasImageLocation {
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xpos: f32,
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ypos: f32,
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width: f32,
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height: f32,
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atlas_texture: u32,
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padding_a: f32,
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padding_b: f32,
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padding_c: f32,
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};
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"#,
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);
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out.push_str("\n");
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// TODO: document
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// wgpu uniforms require constant item sizes.
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// if you get an error like the following,check!
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// `Buffer is bound with size 3456 where the shader expects 5184 in group[1] compact index 2`
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// More notes are in datacontent
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// Sprite data
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out.push_str(&format!(
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r#"
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@group({group}) @binding(2)
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var<uniform> global_sprites: array<SpriteData, {SPRITE_LIMIT}>;
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"#
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));
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out.push_str("\n");
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out.push_str(
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r#"
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struct SpriteData {
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frame_count: u32,
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repeatmode: u32,
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aspect: f32,
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frame_duration: f32,
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first_frame: u32,
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padding_a: f32,
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padding_b: f32,
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padding_c: f32,
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};
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"#,
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);
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out.push_str("\n");
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// Object location data
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out.push_str(&format!(
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r#"
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@group({group}) @binding(3)
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var<uniform> objects: array<ObjectData, {OBJECT_SPRITE_INSTANCE_LIMIT}>;
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"#
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));
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out.push_str("\n");
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out.push_str(
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r#"
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struct ObjectData {
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xpos: f32,
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ypos: f32,
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zpos: f32,
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angle: f32,
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size: f32,
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parent: u32,
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is_child: u32,
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padding_a: f32,
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};
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"#,
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);
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out.push_str("\n");
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return out;
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}
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pub fn new(device: &wgpu::Device) -> Self {
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let data_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("global uniform data buffer"),
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size: GlobalDataContent::SIZE,
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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 atlas_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("global uniform atlas buffer"),
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size: AtlasArray::SIZE,
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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 sprite_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("global uniform sprite buffer"),
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size: SpriteDataArray::SIZE,
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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 object_buffer = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("global uniform object buffer"),
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size: ObjectLocationArray::SIZE,
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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 bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 3,
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visibility: wgpu::ShaderStages::VERTEX_FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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},
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],
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label: Some("global uniform bind group layout"),
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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resource: data_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 1,
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resource: atlas_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: sprite_buffer.as_entire_binding(),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: object_buffer.as_entire_binding(),
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},
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],
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label: Some("global uniform bind group"),
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});
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return Self {
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data_buffer,
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atlas_buffer,
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sprite_buffer,
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object_buffer,
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bind_group,
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bind_group_layout,
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content: GlobalDataContent::default(),
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};
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}
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}
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