285 lines
7.1 KiB
Rust
285 lines
7.1 KiB
Rust
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use anyhow::Result;
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use galactica_content::Content;
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use glyphon::{
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Attrs, Buffer, Family, FontSystem, Metrics, Shaping, SwashCache, TextAtlas, TextRenderer,
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};
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use std::rc::Rc;
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use crate::{
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datastructs::{RenderState, VertexBuffers},
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globaluniform::GlobalUniform,
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pipeline::PipelineBuilder,
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shaderprocessor::preprocess_shader,
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starfield::Starfield,
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texturearray::TextureArray,
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ui::UiManager,
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vertexbuffer::{
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consts::{SPRITE_INDICES, SPRITE_VERTICES},
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types::{
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ObjectInstance, ParticleInstance, RadialBarInstance, StarfieldInstance, TexturedVertex,
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UiInstance,
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},
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VertexBuffer,
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},
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GPUState,
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};
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impl GPUState {
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/// Make a new GPUState that draws on `window`
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pub async fn new(window: winit::window::Window, ct: &Content) -> Result<Self> {
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let window_size = window.inner_size();
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let window_aspect = window_size.width as f32 / window_size.height as f32;
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::all(),
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..Default::default()
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});
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let surface = unsafe { instance.create_surface(&window) }.unwrap();
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// Basic setup
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let device;
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let queue;
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let config;
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{
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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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(device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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features: wgpu::Features::TEXTURE_BINDING_ARRAY | wgpu::Features::SAMPLED_TEXTURE_AND_STORAGE_BUFFER_ARRAY_NON_UNIFORM_INDEXING,
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// We may need limits if we compile for wasm
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limits: wgpu::Limits::default(),
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label: Some("gpu device"),
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},
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None,
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)
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.await
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.unwrap();
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// Assume sRGB
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let surface_caps = surface.get_capabilities(&adapter);
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let surface_format = surface_caps
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.formats
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.iter()
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.copied()
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.filter(|f| f.is_srgb())
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.filter(|f| f.has_stencil_aspect())
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.next()
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.unwrap_or(surface_caps.formats[0]);
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config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: window_size.width,
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height: window_size.height,
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present_mode: surface_caps.present_modes[0],
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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};
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surface.configure(&device, &config);
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}
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let vertex_buffers = VertexBuffers {
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object_counter: 0,
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ui_counter: 0,
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particle_counter: 0,
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radialbar_counter: 0,
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object: Rc::new(VertexBuffer::new::<TexturedVertex, ObjectInstance>(
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"object",
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&device,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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galactica_constants::OBJECT_SPRITE_INSTANCE_LIMIT,
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)),
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starfield: Rc::new(VertexBuffer::new::<TexturedVertex, StarfieldInstance>(
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"starfield",
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&device,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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galactica_constants::STARFIELD_SPRITE_INSTANCE_LIMIT,
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)),
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ui: Rc::new(VertexBuffer::new::<TexturedVertex, UiInstance>(
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"ui",
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&device,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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galactica_constants::UI_SPRITE_INSTANCE_LIMIT,
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)),
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particle: Rc::new(VertexBuffer::new::<TexturedVertex, ParticleInstance>(
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"particle",
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&device,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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galactica_constants::PARTICLE_SPRITE_INSTANCE_LIMIT,
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)),
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radialbar: Rc::new(VertexBuffer::new::<TexturedVertex, RadialBarInstance>(
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"radial bar",
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&device,
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Some(SPRITE_VERTICES),
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Some(SPRITE_INDICES),
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10,
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)),
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};
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// Load uniforms
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let global_uniform = GlobalUniform::new(&device);
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let texture_array = TextureArray::new(&device, &queue, ct)?;
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// Make sure these match the indices in each shader
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let bind_group_layouts = &[
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&texture_array.bind_group_layout,
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&global_uniform.bind_group_layout,
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];
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// Text renderer
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let mut text_atlas = TextAtlas::new(&device, &queue, wgpu::TextureFormat::Bgra8UnormSrgb);
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let mut text_font_system = FontSystem::new();
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let text_cache = SwashCache::new();
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let text_renderer = TextRenderer::new(
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&mut text_atlas,
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&device,
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wgpu::MultisampleState::default(),
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None,
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);
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let text_buffer = {
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let mut buffer = Buffer::new(&mut text_font_system, Metrics::new(30.0, 42.0));
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buffer.set_size(
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&mut text_font_system,
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window_size.width as f32,
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window_size.height as f32,
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);
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buffer.set_text(&mut text_font_system, "Hello world! 👋\nThis is rendered with 🦅 glyphon 🦁\nThe text below should be partially clipped.\na b c d e f g h i j k l m n o p q r s t u v w x y z", Attrs::new().family(Family::SansSerif), Shaping::Advanced);
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buffer.shape_until_scroll(&mut text_font_system);
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buffer
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};
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// Create render pipelines
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let object_pipeline = PipelineBuilder::new("object", &device)
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.set_shader(&preprocess_shader(
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&include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/shaders/",
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"object.wgsl"
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)),
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&global_uniform,
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1,
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))
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.set_format(config.format)
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.set_triangle(true)
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.set_vertex_buffer(&vertex_buffers.object)
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.set_bind_group_layouts(bind_group_layouts)
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.build();
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let starfield_pipeline = PipelineBuilder::new("starfield", &device)
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.set_shader(&preprocess_shader(
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&include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/shaders/",
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"starfield.wgsl"
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)),
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&global_uniform,
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1,
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))
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.set_format(config.format)
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.set_triangle(true)
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.set_vertex_buffer(&vertex_buffers.starfield)
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.set_bind_group_layouts(bind_group_layouts)
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.build();
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let ui_pipeline = PipelineBuilder::new("ui", &device)
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.set_shader(&preprocess_shader(
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&include_str!(concat!(env!("CARGO_MANIFEST_DIR"), "/shaders/", "ui.wgsl")),
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&global_uniform,
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1,
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))
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.set_format(config.format)
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.set_triangle(true)
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.set_vertex_buffer(&vertex_buffers.ui)
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.set_bind_group_layouts(bind_group_layouts)
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.build();
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let particle_pipeline = PipelineBuilder::new("particle", &device)
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.set_shader(&preprocess_shader(
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&include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/shaders/",
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"particle.wgsl"
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)),
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&global_uniform,
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1,
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))
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.set_format(config.format)
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.set_triangle(true)
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.set_vertex_buffer(&vertex_buffers.particle)
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.set_bind_group_layouts(bind_group_layouts)
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.build();
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let radialbar_pipeline = PipelineBuilder::new("radialbar", &device)
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.set_shader(&preprocess_shader(
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&include_str!(concat!(
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env!("CARGO_MANIFEST_DIR"),
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"/shaders/",
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"radialbar.wgsl"
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)),
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&global_uniform,
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1,
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))
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.set_format(config.format)
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.set_triangle(true)
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.set_vertex_buffer(&vertex_buffers.radialbar)
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.set_bind_group_layouts(bind_group_layouts)
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.build();
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let mut starfield = Starfield::new();
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starfield.regenerate();
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return Ok(Self {
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state: RenderState {
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queue,
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window,
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window_size,
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window_aspect,
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global_uniform,
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vertex_buffers,
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text_atlas,
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text_buffer,
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text_cache,
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text_font_system,
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text_renderer,
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},
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ui: UiManager::new(),
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device,
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config,
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surface,
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starfield,
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texture_array,
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object_pipeline,
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starfield_pipeline,
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ui_pipeline,
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particle_pipeline,
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radialbar_pipeline,
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});
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}
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}
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