mirror of
https://github.com/hannobraun/Fornjot
synced 2025-11-10 00:50:18 +00:00
Merge pull request #2035 from hannobraun/render
Add debug logging, improve error messages, shuffle some render stuff around
This commit is contained in:
commit
336c4d0a81
51
crates/fj-viewer/src/graphics/device.rs
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51
crates/fj-viewer/src/graphics/device.rs
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@ -0,0 +1,51 @@
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#[derive(Debug)]
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pub struct Device {
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pub device: wgpu::Device,
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pub queue: wgpu::Queue,
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}
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impl Device {
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pub async fn new(
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adapter: &wgpu::Adapter,
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) -> Result<(Self, wgpu::Features), wgpu::RequestDeviceError> {
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let features = {
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let desired_features = wgpu::Features::POLYGON_MODE_LINE;
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let available_features = adapter.features();
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// By requesting the intersection of desired and available features,
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// we prevent two things:
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//
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// 1. That requesting the device panics, which would happen if we
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// requested unavailable features.
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// 2. That a developer ends up accidentally using features that
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// happen to be available on their machine, but that aren't
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// necessarily available for all the users.
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desired_features.intersection(available_features)
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};
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let limits = {
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// This is the lowest of the available defaults. It should guarantee
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// that we can run pretty much everywhere.
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let lowest_limits = wgpu::Limits::downlevel_webgl2_defaults();
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// However, these lowest limits aren't necessarily capable of
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// supporting the screen resolution of our current platform, so
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// let's amend them.
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let supported_limits = adapter.limits();
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lowest_limits.using_resolution(supported_limits)
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};
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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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features,
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limits,
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},
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None,
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)
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.await?;
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Ok((Device { device, queue }, features))
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}
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}
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@ -1,5 +1,6 @@
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//! Rendering primitives, routines, and structures.
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mod device;
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mod draw_config;
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mod drawables;
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mod geometries;
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@ -10,18 +10,17 @@ use crate::{
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};
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use super::{
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draw_config::DrawConfig, drawables::Drawables, geometries::Geometries,
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navigation_cube::NavigationCubeRenderer, pipelines::Pipelines,
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transform::Transform, uniforms::Uniforms, vertices::Vertices, DEPTH_FORMAT,
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SAMPLE_COUNT,
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device::Device, draw_config::DrawConfig, drawables::Drawables,
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geometries::Geometries, navigation_cube::NavigationCubeRenderer,
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pipelines::Pipelines, transform::Transform, uniforms::Uniforms,
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vertices::Vertices, DEPTH_FORMAT, SAMPLE_COUNT,
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};
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/// Graphics rendering state and target abstraction
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#[derive(Debug)]
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pub struct Renderer {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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device: Device,
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surface_config: wgpu::SurfaceConfiguration,
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frame_buffer: wgpu::TextureView,
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@ -47,6 +46,10 @@ impl Renderer {
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// This is sound, as `window` is an object to create a surface upon.
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let surface = unsafe { instance.create_surface(screen.window()) }?;
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for adapter in instance.enumerate_adapters(wgpu::Backends::all()) {
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debug!("Available adapter: {:?}", adapter.get_info());
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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::None,
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@ -58,43 +61,7 @@ impl Renderer {
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debug!("Using adapter: {:?}", adapter.get_info());
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let features = {
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let desired_features = wgpu::Features::POLYGON_MODE_LINE;
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let available_features = adapter.features();
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// By requesting the intersection of desired and available features,
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// we prevent two things:
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//
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// 1. That requesting the device panics, which would happen if we
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// requested unavailable features.
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// 2. That a developer ends up accidentally using features that
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// happen to be available on their machine, but that aren't
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// necessarily available for all the users.
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desired_features.intersection(available_features)
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};
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let limits = {
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// This is the lowest of the available defaults. It should guarantee
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// that we can run pretty much everywhere.
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let lowest_limits = wgpu::Limits::downlevel_webgl2_defaults();
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// However, these lowest limits aren't necessarily capable of
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// supporting the screen resolution of our current platform, so
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// let's amend them.
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let supported_limits = adapter.limits();
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lowest_limits.using_resolution(supported_limits)
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};
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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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features,
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limits,
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},
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None,
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)
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.await?;
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let (device, features) = Device::new(&adapter).await?;
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let color_format = 'color_format: {
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let capabilities = surface.get_capabilities(&adapter);
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@ -142,20 +109,23 @@ impl Renderer {
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alpha_mode: wgpu::CompositeAlphaMode::Auto,
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view_formats: vec![],
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};
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surface.configure(&device, &surface_config);
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surface.configure(&device.device, &surface_config);
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let frame_buffer = Self::create_frame_buffer(&device, &surface_config);
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let depth_view = Self::create_depth_buffer(&device, &surface_config);
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let frame_buffer =
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Self::create_frame_buffer(&device.device, &surface_config);
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let depth_view =
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Self::create_depth_buffer(&device.device, &surface_config);
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let uniform_buffer =
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device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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let uniform_buffer = device.device.create_buffer_init(
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&wgpu::util::BufferInitDescriptor {
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label: None,
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contents: bytemuck::cast_slice(&[Uniforms::default()]),
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usage: wgpu::BufferUsages::UNIFORM
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| wgpu::BufferUsages::COPY_DST,
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});
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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},
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);
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let bind_group_layout = device.device.create_bind_group_layout(
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&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::all(),
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@ -171,31 +141,41 @@ impl Renderer {
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count: None,
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}],
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label: None,
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},
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);
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let bind_group =
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device.device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(
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wgpu::BufferBinding {
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buffer: &uniform_buffer,
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offset: 0,
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size: None,
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},
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),
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}],
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label: None,
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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: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: wgpu::BindingResource::Buffer(wgpu::BufferBinding {
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buffer: &uniform_buffer,
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offset: 0,
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size: None,
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}),
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}],
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label: None,
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});
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let geometries = Geometries::new(&device, &Vertices::empty());
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let pipelines =
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Pipelines::new(&device, &bind_group_layout, color_format, features);
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let geometries = Geometries::new(&device.device, &Vertices::empty());
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let pipelines = Pipelines::new(
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&device.device,
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&bind_group_layout,
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color_format,
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features,
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);
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let navigation_cube_renderer =
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NavigationCubeRenderer::new(&device, &queue, &surface_config);
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let navigation_cube_renderer = NavigationCubeRenderer::new(
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&device.device,
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&device.queue,
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&surface_config,
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);
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Ok(Self {
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surface,
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device,
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queue,
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surface_config,
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frame_buffer,
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@ -213,7 +193,7 @@ impl Renderer {
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/// Updates the geometry of the model being rendered.
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pub fn update_geometry(&mut self, mesh: Vertices) {
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self.geometries = Geometries::new(&self.device, &mesh);
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self.geometries = Geometries::new(&self.device.device, &mesh);
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}
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/// Resizes the render surface.
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@ -224,12 +204,17 @@ impl Renderer {
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self.surface_config.width = size.width;
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self.surface_config.height = size.height;
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self.surface.configure(&self.device, &self.surface_config);
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self.surface
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.configure(&self.device.device, &self.surface_config);
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self.frame_buffer =
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Self::create_frame_buffer(&self.device, &self.surface_config);
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self.depth_view =
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Self::create_depth_buffer(&self.device, &self.surface_config);
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self.frame_buffer = Self::create_frame_buffer(
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&self.device.device,
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&self.surface_config,
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);
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self.depth_view = Self::create_depth_buffer(
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&self.device.device,
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&self.surface_config,
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);
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}
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/// Draws the renderer, camera, and config state to the window.
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@ -245,7 +230,7 @@ impl Renderer {
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transform_normals: Transform::for_normals(camera),
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};
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self.queue.write_buffer(
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self.device.queue.write_buffer(
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&self.uniform_buffer,
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0,
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bytemuck::cast_slice(&[uniforms]),
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@ -269,7 +254,7 @@ impl Renderer {
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self.device.create_command_encoder(
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let mut encoder = self.device.device.create_command_encoder(
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&wgpu::CommandEncoderDescriptor { label: None },
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);
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@ -319,13 +304,13 @@ impl Renderer {
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self.navigation_cube_renderer.draw(
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&color_view,
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&mut encoder,
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&self.queue,
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&self.device.queue,
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aspect_ratio,
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camera.rotation,
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);
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let command_buffer = encoder.finish();
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self.queue.submit(Some(command_buffer));
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self.device.queue.submit(Some(command_buffer));
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trace!("Presenting...");
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surface_texture.present();
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@ -382,11 +367,11 @@ impl Renderer {
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#[derive(Error, Debug)]
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pub enum RendererInitError {
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/// General IO error
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#[error("I/O error: {0}")]
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#[error("I/O error")]
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Io(#[from] io::Error),
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/// Surface creating error
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#[error("Error creating surface: {0}")]
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#[error("Error creating surface")]
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CreateSurface(#[from] wgpu::CreateSurfaceError),
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/// Graphics accelerator acquisition error
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@ -396,7 +381,7 @@ pub enum RendererInitError {
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/// Device request errors
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///
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/// See: [wgpu::RequestDeviceError](https://docs.rs/wgpu/latest/wgpu/struct.RequestDeviceError.html)
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#[error("Error requesting device: {0}")]
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#[error("Error requesting device")]
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RequestDevice(#[from] wgpu::RequestDeviceError),
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}
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