294 lines
9.7 KiB
Rust
294 lines
9.7 KiB
Rust
use std::sync::Arc;
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use wgpu::util::DeviceExt;
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/// Vertex data for rendering
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#[repr(C)]
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 2],
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color: [f32; 4],
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}
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impl Vertex {
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fn desc() -> wgpu::VertexBufferLayout<'static> {
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wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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// Position
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x2,
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},
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// Color
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 2]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x4,
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},
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],
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}
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}
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}
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/// Main renderer state that manages the wgpu rendering pipeline
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pub struct Renderer {
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surface: wgpu::Surface<'static>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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config: wgpu::SurfaceConfiguration,
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size: winit::dpi::PhysicalSize<u32>,
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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num_vertices: u32,
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}
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impl Renderer {
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/// Create a new renderer for the given window
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pub async fn new(window: Arc<winit::window::Window>) -> Self {
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let size = window.inner_size();
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// Create wgpu instance
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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});
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// Create surface from window
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let surface = instance.create_surface(window.clone()).unwrap();
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// Request adapter
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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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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// Request device and queue
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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: Some("Lightningbeam Render Device"),
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required_features: wgpu::Features::empty(),
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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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.unwrap();
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// Configure surface
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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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.find(|f| f.is_srgb())
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.copied()
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.unwrap_or(surface_caps.formats[0]);
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let config = wgpu::SurfaceConfiguration {
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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format: surface_format,
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width: size.width,
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height: size.height,
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present_mode: wgpu::PresentMode::Fifo, // VSync
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alpha_mode: surface_caps.alpha_modes[0],
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view_formats: vec![],
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desired_maximum_frame_latency: 2,
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};
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surface.configure(&device, &config);
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// Create shader module
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Gradient Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shaders/gradient.wgsl").into()),
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});
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// Create render pipeline
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Render Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[Vertex::desc()],
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: config.format,
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blend: Some(wgpu::BlendState::ALPHA_BLENDING),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview: None,
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});
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// Create initial gradient vertices (two triangles forming a quad)
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let vertices = Self::create_gradient_vertices();
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let vertex_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsages::VERTEX | wgpu::BufferUsages::COPY_DST,
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});
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Self {
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surface,
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device,
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queue,
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config,
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size,
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render_pipeline,
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vertex_buffer,
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num_vertices: vertices.len() as u32,
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}
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}
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/// Create vertices for a gradient quad covering the entire viewport
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fn create_gradient_vertices() -> Vec<Vertex> {
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vec![
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// First triangle
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Vertex {
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position: [-1.0, 1.0],
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color: [0.2, 0.3, 0.8, 1.0], // Blue at top
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},
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Vertex {
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position: [-1.0, -1.0],
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color: [0.6, 0.2, 0.8, 1.0], // Purple at bottom
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},
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Vertex {
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position: [1.0, -1.0],
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color: [0.6, 0.2, 0.8, 1.0], // Purple at bottom
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},
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// Second triangle
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Vertex {
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position: [-1.0, 1.0],
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color: [0.2, 0.3, 0.8, 1.0], // Blue at top
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},
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Vertex {
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position: [1.0, -1.0],
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color: [0.6, 0.2, 0.8, 1.0], // Purple at bottom
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},
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Vertex {
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position: [1.0, 1.0],
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color: [0.2, 0.3, 0.8, 1.0], // Blue at top
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},
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]
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}
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/// Resize the renderer (call when window is resized)
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pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.size = new_size;
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self.config.width = new_size.width;
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self.config.height = new_size.height;
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self.surface.configure(&self.device, &self.config);
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}
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}
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/// Render a frame
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pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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let output = self.surface.get_current_texture()?;
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = self
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.1,
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b: 0.1,
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a: 1.0,
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}),
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store: wgpu::StoreOp::Store,
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},
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})],
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depth_stencil_attachment: None,
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occlusion_query_set: None,
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timestamp_writes: None,
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.draw(0..self.num_vertices, 0..1);
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}
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self.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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Ok(())
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}
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/// Update gradient colors (for future customization)
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pub fn update_gradient(&mut self, color_top: [f32; 4], color_bottom: [f32; 4]) {
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let vertices = vec![
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Vertex {
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position: [-1.0, 1.0],
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color: color_top,
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},
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Vertex {
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position: [-1.0, -1.0],
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color: color_bottom,
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},
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Vertex {
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position: [1.0, -1.0],
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color: color_bottom,
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},
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Vertex {
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position: [-1.0, 1.0],
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color: color_top,
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},
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Vertex {
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position: [1.0, -1.0],
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color: color_bottom,
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},
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Vertex {
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position: [1.0, 1.0],
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color: color_top,
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},
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];
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self.queue
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.write_buffer(&self.vertex_buffer, 0, bytemuck::cast_slice(&vertices));
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}
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}
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