Update winit to 0.30
This commit is contained in:
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db07b9ba9e
commit
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12 changed files with 901 additions and 643 deletions
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@ -10,25 +10,8 @@ The __[`main`]__ file contains all the code of the example.
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You can run it with `cargo run`:
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```
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cargo run --package integration_wgpu
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cargo run --package integration
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```
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### How to run this example with WebGL backend
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NOTE: Currently, WebGL backend is still experimental, so expect bugs.
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```sh
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# 0. Install prerequisites
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cargo install wasm-bindgen-cli https
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# 1. cd to the current folder
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# 2. Compile wasm module
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cargo build -p integration_wgpu --target wasm32-unknown-unknown
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# 3. Invoke wasm-bindgen
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wasm-bindgen ../../target/wasm32-unknown-unknown/debug/integration_wgpu.wasm --out-dir . --target web --no-typescript
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# 4. run http server
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http
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# 5. Open 127.0.0.1:8000 in browser
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```
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[`main`]: src/main.rs
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[`wgpu`]: https://github.com/gfx-rs/wgpu
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@ -1,21 +0,0 @@
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<!DOCTYPE html>
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<html>
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<head>
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<meta http-equiv="Content-type" content="text/html; charset=utf-8"/>
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<title>Iced - wgpu + WebGL integration</title>
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</head>
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<body>
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<h1>integration_wgpu</h1>
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<canvas id="iced_canvas"></canvas>
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<script type="module">
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import init from "./integration.js";
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init('./integration_bg.wasm');
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</script>
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<style>
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body {
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width: 100%;
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text-align: center;
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}
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</style>
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</body>
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</html>
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@ -18,305 +18,342 @@ use iced_winit::winit;
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use iced_winit::Clipboard;
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use winit::{
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event::{Event, WindowEvent},
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event::WindowEvent,
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event_loop::{ControlFlow, EventLoop},
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keyboard::ModifiersState,
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};
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use std::sync::Arc;
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::JsCast;
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#[cfg(target_arch = "wasm32")]
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use web_sys::HtmlCanvasElement;
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#[cfg(target_arch = "wasm32")]
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use winit::platform::web::WindowBuilderExtWebSys;
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pub fn main() -> Result<(), Box<dyn std::error::Error>> {
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#[cfg(target_arch = "wasm32")]
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let canvas_element = {
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console_log::init().expect("Initialize logger");
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std::panic::set_hook(Box::new(console_error_panic_hook::hook));
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web_sys::window()
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.and_then(|win| win.document())
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.and_then(|doc| doc.get_element_by_id("iced_canvas"))
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.and_then(|element| element.dyn_into::<HtmlCanvasElement>().ok())
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.expect("Get canvas element")
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};
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#[cfg(not(target_arch = "wasm32"))]
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pub fn main() -> Result<(), winit::error::EventLoopError> {
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tracing_subscriber::fmt::init();
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// Initialize winit
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let event_loop = EventLoop::new()?;
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#[cfg(target_arch = "wasm32")]
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let window = winit::window::WindowBuilder::new()
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.with_canvas(Some(canvas_element))
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.build(&event_loop)?;
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#[allow(clippy::large_enum_variant)]
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enum Runner {
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Loading,
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Ready {
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window: Arc<winit::window::Window>,
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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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format: wgpu::TextureFormat,
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engine: Engine,
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renderer: Renderer,
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scene: Scene,
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state: program::State<Controls>,
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cursor_position: Option<winit::dpi::PhysicalPosition<f64>>,
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clipboard: Clipboard,
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viewport: Viewport,
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modifiers: ModifiersState,
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resized: bool,
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debug: Debug,
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},
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}
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#[cfg(not(target_arch = "wasm32"))]
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let window = winit::window::Window::new(&event_loop)?;
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impl winit::application::ApplicationHandler for Runner {
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fn resumed(&mut self, event_loop: &winit::event_loop::ActiveEventLoop) {
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if let Self::Loading = self {
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let window = Arc::new(
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event_loop
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.create_window(
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winit::window::WindowAttributes::default(),
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)
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.expect("Create window"),
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);
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let window = Arc::new(window);
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let physical_size = window.inner_size();
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let viewport = Viewport::with_physical_size(
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Size::new(physical_size.width, physical_size.height),
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window.scale_factor(),
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);
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let clipboard = Clipboard::connect(&window);
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let physical_size = window.inner_size();
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let mut viewport = Viewport::with_physical_size(
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Size::new(physical_size.width, physical_size.height),
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window.scale_factor(),
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);
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let mut cursor_position = None;
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let mut modifiers = ModifiersState::default();
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let mut clipboard = Clipboard::connect(&window);
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let backend =
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wgpu::util::backend_bits_from_env().unwrap_or_default();
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// Initialize wgpu
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#[cfg(target_arch = "wasm32")]
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let default_backend = wgpu::Backends::GL;
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#[cfg(not(target_arch = "wasm32"))]
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let default_backend = wgpu::Backends::PRIMARY;
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: backend,
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..Default::default()
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});
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let surface = instance
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.create_surface(window.clone())
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.expect("Create window surface");
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let backend =
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wgpu::util::backend_bits_from_env().unwrap_or(default_backend);
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let (format, adapter, device, queue) =
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futures::futures::executor::block_on(async {
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let adapter =
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wgpu::util::initialize_adapter_from_env_or_default(
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&instance,
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Some(&surface),
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)
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.await
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.expect("Create adapter");
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: backend,
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..Default::default()
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});
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let surface = instance.create_surface(window.clone())?;
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let adapter_features = adapter.features();
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let (format, adapter, device, queue) =
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futures::futures::executor::block_on(async {
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let adapter = wgpu::util::initialize_adapter_from_env_or_default(
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&instance,
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Some(&surface),
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)
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.await
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.expect("Create adapter");
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let capabilities = surface.get_capabilities(&adapter);
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let adapter_features = adapter.features();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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required_features: adapter_features
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& wgpu::Features::default(),
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required_limits: wgpu::Limits::default(),
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},
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None,
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)
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.await
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.expect("Request device");
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#[cfg(target_arch = "wasm32")]
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let needed_limits = wgpu::Limits::downlevel_webgl2_defaults()
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.using_resolution(adapter.limits());
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(
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capabilities
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.formats
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.iter()
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.copied()
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.find(wgpu::TextureFormat::is_srgb)
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.or_else(|| {
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capabilities.formats.first().copied()
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})
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.expect("Get preferred format"),
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adapter,
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device,
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queue,
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)
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});
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#[cfg(not(target_arch = "wasm32"))]
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let needed_limits = wgpu::Limits::default();
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let capabilities = surface.get_capabilities(&adapter);
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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required_features: adapter_features
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& wgpu::Features::default(),
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required_limits: needed_limits,
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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,
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format,
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width: physical_size.width,
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height: physical_size.height,
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present_mode: wgpu::PresentMode::AutoVsync,
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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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None,
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)
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.await
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.expect("Request device");
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);
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(
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capabilities
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.formats
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.iter()
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.copied()
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.find(wgpu::TextureFormat::is_srgb)
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.or_else(|| capabilities.formats.first().copied())
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.expect("Get preferred format"),
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adapter,
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// Initialize scene and GUI controls
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let scene = Scene::new(&device, format);
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let controls = Controls::new();
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// Initialize iced
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let mut debug = Debug::new();
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let engine =
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Engine::new(&adapter, &device, &queue, format, None);
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let mut renderer = Renderer::new(
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&device,
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&engine,
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Font::default(),
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Pixels::from(16),
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);
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let state = program::State::new(
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controls,
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viewport.logical_size(),
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&mut renderer,
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&mut debug,
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);
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// You should change this if you want to render continuously
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event_loop.set_control_flow(ControlFlow::Wait);
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*self = Self::Ready {
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window,
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device,
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queue,
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surface,
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format,
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engine,
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renderer,
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scene,
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state,
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cursor_position: None,
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modifiers: ModifiersState::default(),
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clipboard,
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viewport,
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resized: false,
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debug,
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};
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}
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}
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fn window_event(
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&mut self,
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event_loop: &winit::event_loop::ActiveEventLoop,
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_window_id: winit::window::WindowId,
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event: WindowEvent,
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) {
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let Self::Ready {
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window,
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device,
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queue,
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)
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});
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surface,
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format,
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engine,
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renderer,
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scene,
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state,
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viewport,
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cursor_position,
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modifiers,
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clipboard,
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resized,
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debug,
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} = self
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else {
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return;
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};
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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,
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format,
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width: physical_size.width,
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height: physical_size.height,
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present_mode: wgpu::PresentMode::AutoVsync,
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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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match event {
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WindowEvent::RedrawRequested => {
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if *resized {
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let size = window.inner_size();
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let mut resized = false;
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// Initialize scene and GUI controls
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let scene = Scene::new(&device, format);
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let controls = Controls::new();
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// Initialize iced
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let mut debug = Debug::new();
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let mut engine = Engine::new(&adapter, &device, &queue, format, None);
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let mut renderer =
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Renderer::new(&device, &engine, Font::default(), Pixels::from(16));
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let mut state = program::State::new(
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controls,
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viewport.logical_size(),
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&mut renderer,
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&mut debug,
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);
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// Run event loop
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event_loop.run(move |event, window_target| {
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// You should change this if you want to render continuously
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window_target.set_control_flow(ControlFlow::Wait);
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match event {
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Event::WindowEvent {
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event: WindowEvent::RedrawRequested,
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..
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} => {
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if resized {
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let size = window.inner_size();
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viewport = Viewport::with_physical_size(
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Size::new(size.width, size.height),
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window.scale_factor(),
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);
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surface.configure(
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&device,
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&wgpu::SurfaceConfiguration {
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format,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::AutoVsync,
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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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resized = false;
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}
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match surface.get_current_texture() {
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Ok(frame) => {
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let mut encoder = device.create_command_encoder(
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&wgpu::CommandEncoderDescriptor { label: None },
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*viewport = Viewport::with_physical_size(
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Size::new(size.width, size.height),
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window.scale_factor(),
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);
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let program = state.program();
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let view = frame.texture.create_view(
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&wgpu::TextureViewDescriptor::default(),
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surface.configure(
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device,
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&wgpu::SurfaceConfiguration {
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format: *format,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::AutoVsync,
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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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// We clear the frame
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let mut render_pass = Scene::clear(
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&view,
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&mut encoder,
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program.background_color(),
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*resized = false;
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}
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match surface.get_current_texture() {
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Ok(frame) => {
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let mut encoder = device.create_command_encoder(
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&wgpu::CommandEncoderDescriptor { label: None },
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);
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// Draw the scene
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scene.draw(&mut render_pass);
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let program = state.program();
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let view = frame.texture.create_view(
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&wgpu::TextureViewDescriptor::default(),
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);
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{
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// We clear the frame
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let mut render_pass = Scene::clear(
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&view,
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&mut encoder,
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program.background_color(),
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);
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// Draw the scene
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scene.draw(&mut render_pass);
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}
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// And then iced on top
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renderer.present(
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engine,
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device,
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queue,
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&mut encoder,
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None,
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frame.texture.format(),
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&view,
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viewport,
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&debug.overlay(),
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);
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// Then we submit the work
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engine.submit(queue, encoder);
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frame.present();
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// Update the mouse cursor
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window.set_cursor(
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iced_winit::conversion::mouse_interaction(
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state.mouse_interaction(),
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),
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);
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}
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|
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// And then iced on top
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renderer.present(
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&mut engine,
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&device,
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&queue,
|
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&mut encoder,
|
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None,
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frame.texture.format(),
|
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&view,
|
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&viewport,
|
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&debug.overlay(),
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);
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// Then we submit the work
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queue.submit(Some(encoder.finish()));
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frame.present();
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// Update the mouse cursor
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window.set_cursor_icon(
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iced_winit::conversion::mouse_interaction(
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state.mouse_interaction(),
|
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),
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);
|
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}
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Err(error) => match error {
|
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wgpu::SurfaceError::OutOfMemory => {
|
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panic!(
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"Swapchain error: {error}. \
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Err(error) => match error {
|
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wgpu::SurfaceError::OutOfMemory => {
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panic!(
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"Swapchain error: {error}. \
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Rendering cannot continue."
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)
|
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}
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_ => {
|
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// Try rendering again next frame.
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window.request_redraw();
|
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}
|
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},
|
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}
|
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}
|
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WindowEvent::CursorMoved { position, .. } => {
|
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*cursor_position = Some(position);
|
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}
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WindowEvent::ModifiersChanged(new_modifiers) => {
|
||||
*modifiers = new_modifiers.state();
|
||||
}
|
||||
WindowEvent::Resized(_) => {
|
||||
*resized = true;
|
||||
}
|
||||
WindowEvent::CloseRequested => {
|
||||
event_loop.exit();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
// Map window event to iced event
|
||||
if let Some(event) = iced_winit::conversion::window_event(
|
||||
window::Id::MAIN,
|
||||
event,
|
||||
window.scale_factor(),
|
||||
*modifiers,
|
||||
) {
|
||||
state.queue_event(event);
|
||||
}
|
||||
|
||||
// If there are events pending
|
||||
if !state.is_queue_empty() {
|
||||
// We update iced
|
||||
let _ = state.update(
|
||||
viewport.logical_size(),
|
||||
cursor_position
|
||||
.map(|p| {
|
||||
conversion::cursor_position(
|
||||
p,
|
||||
viewport.scale_factor(),
|
||||
)
|
||||
}
|
||||
_ => {
|
||||
// Try rendering again next frame.
|
||||
window.request_redraw();
|
||||
}
|
||||
})
|
||||
.map(mouse::Cursor::Available)
|
||||
.unwrap_or(mouse::Cursor::Unavailable),
|
||||
renderer,
|
||||
&Theme::Dark,
|
||||
&renderer::Style {
|
||||
text_color: Color::WHITE,
|
||||
},
|
||||
}
|
||||
clipboard,
|
||||
debug,
|
||||
);
|
||||
|
||||
// and request a redraw
|
||||
window.request_redraw();
|
||||
}
|
||||
Event::WindowEvent { event, .. } => {
|
||||
match event {
|
||||
WindowEvent::CursorMoved { position, .. } => {
|
||||
cursor_position = Some(position);
|
||||
}
|
||||
WindowEvent::ModifiersChanged(new_modifiers) => {
|
||||
modifiers = new_modifiers.state();
|
||||
}
|
||||
WindowEvent::Resized(_) => {
|
||||
resized = true;
|
||||
}
|
||||
WindowEvent::CloseRequested => {
|
||||
window_target.exit();
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
// Map window event to iced event
|
||||
if let Some(event) = iced_winit::conversion::window_event(
|
||||
window::Id::MAIN,
|
||||
event,
|
||||
window.scale_factor(),
|
||||
modifiers,
|
||||
) {
|
||||
state.queue_event(event);
|
||||
}
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
// If there are events pending
|
||||
if !state.is_queue_empty() {
|
||||
// We update iced
|
||||
let _ = state.update(
|
||||
viewport.logical_size(),
|
||||
cursor_position
|
||||
.map(|p| {
|
||||
conversion::cursor_position(p, viewport.scale_factor())
|
||||
})
|
||||
.map(mouse::Cursor::Available)
|
||||
.unwrap_or(mouse::Cursor::Unavailable),
|
||||
&mut renderer,
|
||||
&Theme::Dark,
|
||||
&renderer::Style {
|
||||
text_color: Color::WHITE,
|
||||
},
|
||||
&mut clipboard,
|
||||
&mut debug,
|
||||
);
|
||||
|
||||
// and request a redraw
|
||||
window.request_redraw();
|
||||
}
|
||||
})?;
|
||||
|
||||
Ok(())
|
||||
let mut runner = Runner::Loading;
|
||||
event_loop.run_app(&mut runner)
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue