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https://github.com/roc-lang/roc.git
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editor refactoring
This commit is contained in:
parent
c087955a16
commit
1738141111
3 changed files with 233 additions and 169 deletions
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@ -11,6 +11,9 @@
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// re-enable this when working on performance optimizations than have it block PRs.
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#![allow(clippy::large_enum_variant)]
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// See this link to learn wgpu: https://sotrh.github.io/learn-wgpu/
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use crate::rect::Rect;
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use crate::vertex::Vertex;
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use std::error::Error;
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@ -18,9 +21,11 @@ use std::io;
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use std::path::Path;
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use wgpu::util::DeviceExt;
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use wgpu_glyph::{ab_glyph, GlyphBrushBuilder, Section, Text};
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use winit::event::{ElementState, ModifiersState, VirtualKeyCode};
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use winit::event::{ElementState, ModifiersState, VirtualKeyCode, Event};
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use winit::event;
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use winit::event_loop::ControlFlow;
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pub mod ast;
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mod rect;
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pub mod text_state;
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@ -51,7 +56,7 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
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let surface = unsafe { instance.create_surface(&window) };
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// Initialize GPU
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let (device, queue) = futures::executor::block_on(async {
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let (gpu_device, cmd_queue) = futures::executor::block_on(async {
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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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@ -81,59 +86,25 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
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// Prepare swap chain
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let render_format = wgpu::TextureFormat::Bgra8UnormSrgb;
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let mut size = window.inner_size();
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let mut swap_chain = device.create_swap_chain(
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let mut swap_chain = gpu_device.create_swap_chain(
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&surface,
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&wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: render_format,
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width: size.width,
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height: size.height,
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//Immediate may cause tearing, change present_mode if this becomes a problem
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present_mode: wgpu::PresentMode::Immediate,
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},
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);
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// Prepare Triangle Pipeline
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let triangle_vs_module =
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device.create_shader_module(wgpu::include_spirv!("shaders/rect.vert.spv"));
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let triangle_fs_module =
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device.create_shader_module(wgpu::include_spirv!("shaders/rect.frag.spv"));
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let triangle_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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let triangle_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&triangle_pipeline_layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &triangle_vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &triangle_fs_module,
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entry_point: "main",
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}),
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// Use the default rasterizer state: no culling, no depth bias
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rasterization_state: None,
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::TextureFormat::Bgra8UnormSrgb.into()],
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depth_stencil_state: None,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[Vertex::buffer_descriptor()],
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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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});
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let rect_pipeline = make_rect_pipeline(&gpu_device);
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// Prepare glyph_brush
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let inconsolata =
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ab_glyph::FontArc::try_from_slice(include_bytes!("../Inconsolata-Regular.ttf"))?;
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let mut glyph_brush = GlyphBrushBuilder::using_font(inconsolata).build(&device, render_format);
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let mut glyph_brush = GlyphBrushBuilder::using_font(inconsolata).build(&gpu_device, render_format);
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let is_animating = true;
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let mut text_state = String::new();
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@ -152,66 +123,52 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
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}
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match event {
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winit::event::Event::WindowEvent {
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event: winit::event::WindowEvent::CloseRequested,
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Event::WindowEvent {
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event: event::WindowEvent::CloseRequested,
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..
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} => *control_flow = winit::event_loop::ControlFlow::Exit,
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winit::event::Event::WindowEvent {
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event: winit::event::WindowEvent::Resized(new_size),
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Event::WindowEvent {
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event: event::WindowEvent::Resized(new_size),
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..
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} => {
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size = new_size;
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swap_chain = device.create_swap_chain(
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swap_chain = gpu_device.create_swap_chain(
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&surface,
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&wgpu::SwapChainDescriptor {
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: render_format,
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width: size.width,
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height: size.height,
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//Immediate may cause tearing, change present_mode if this becomes a problem
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present_mode: wgpu::PresentMode::Immediate,
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},
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);
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}
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winit::event::Event::WindowEvent {
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event: winit::event::WindowEvent::ReceivedCharacter(ch),
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Event::WindowEvent {
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event: event::WindowEvent::ReceivedCharacter(ch),
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..
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} => {
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match ch {
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'\u{8}' | '\u{7f}' => {
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// In Linux, we get a '\u{8}' when you press backspace,
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// but in macOS we get '\u{7f}'.
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text_state.pop();
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}
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'\u{e000}'..='\u{f8ff}'
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| '\u{f0000}'..='\u{ffffd}'
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| '\u{100000}'..='\u{10fffd}' => {
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// These are private use characters; ignore them.
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// See http://www.unicode.org/faq/private_use.html
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}
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_ => {
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text_state.push(ch);
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}
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}
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update_text_state(&mut text_state, &ch);
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}
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winit::event::Event::WindowEvent {
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event: winit::event::WindowEvent::KeyboardInput { input, .. },
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Event::WindowEvent {
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event: event::WindowEvent::KeyboardInput { input, .. },
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..
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} => {
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if let Some(virtual_keycode) = input.virtual_keycode {
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handle_keydown(input.state, virtual_keycode, keyboard_modifiers);
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}
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}
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winit::event::Event::WindowEvent {
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event: winit::event::WindowEvent::ModifiersChanged(modifiers),
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Event::WindowEvent {
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event: event::WindowEvent::ModifiersChanged(modifiers),
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..
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} => {
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keyboard_modifiers = modifiers;
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}
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winit::event::Event::MainEventsCleared => window.request_redraw(),
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winit::event::Event::RedrawRequested { .. } => {
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Event::MainEventsCleared => window.request_redraw(),
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Event::RedrawRequested { .. } => {
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// Get a command encoder for the current frame
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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let mut encoder = gpu_device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Redraw"),
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});
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@ -221,109 +178,16 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
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.expect("Failed to acquire next swap chain texture")
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.output;
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// Test Rectangle
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let test_rect_1 = Rect {
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top: 0.9,
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left: -0.8,
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width: 0.2,
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height: 0.3,
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color: [0.0, 1.0, 1.0],
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};
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let test_rect_2 = Rect {
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top: 0.0,
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left: 0.0,
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width: 0.5,
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height: 0.5,
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color: [1.0, 1.0, 0.0],
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};
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let mut rectangles = Vec::new();
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rectangles.extend_from_slice(&test_rect_1.as_array());
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rectangles.extend_from_slice(&test_rect_2.as_array());
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let mut rect_index_buffers = Vec::new();
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rect_index_buffers.extend_from_slice(&Rect::INDEX_BUFFER);
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rect_index_buffers.extend_from_slice(&Rect::INDEX_BUFFER);
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// Vertex Buffer for drawing rectangles
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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(&rectangles),
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usage: wgpu::BufferUsage::VERTEX,
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});
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// Index Buffer for drawing rectangles
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let index_buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(&rect_index_buffers),
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usage: wgpu::BufferUsage::INDEX,
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});
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let rect_buffers =
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create_rect_buffers(&gpu_device);
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// Clear frame
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{
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.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: 0.007,
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g: 0.007,
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b: 0.007,
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a: 1.0,
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}),
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store: true,
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},
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}],
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depth_stencil_attachment: None,
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});
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clear_frame(&mut encoder, &frame, &rect_pipeline, &rect_buffers);
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render_pass.set_pipeline(&triangle_pipeline);
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render_pass.set_vertex_buffer(
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0, // The buffer slot to use for this vertex buffer.
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vertex_buffer.slice(..), // Use the entire buffer.
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);
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render_pass.set_index_buffer(index_buffer.slice(..));
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render_pass.draw_indexed(
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0..((&rect_index_buffers).len() as u32), // Draw all of the vertices from our test data.
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0, // Base Vertex
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0..1, // Instances
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);
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}
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glyph_brush.queue(Section {
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screen_position: (30.0, 30.0),
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bounds: (size.width as f32, size.height as f32),
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text: vec![Text::new("Enter some text:")
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.with_color([0.4666, 0.2, 1.0, 1.0])
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.with_scale(40.0)],
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..Section::default()
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});
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glyph_brush.queue(Section {
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screen_position: (30.0, 90.0),
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bounds: (size.width as f32, size.height as f32),
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text: vec![Text::new(format!("{}|", text_state).as_str())
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.with_color([1.0, 1.0, 1.0, 1.0])
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.with_scale(40.0)],
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..Section::default()
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});
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// Draw the text!
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glyph_brush
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.draw_queued(
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&device,
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&mut staging_belt,
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&mut encoder,
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&frame.view,
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size.width,
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size.height,
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)
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.expect("Draw queued");
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draw_text(&gpu_device, &mut staging_belt, &mut encoder, &frame, &size, &text_state, &mut glyph_brush);
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staging_belt.finish();
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queue.submit(Some(encoder.finish()));
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cmd_queue.submit(Some(encoder.finish()));
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// Recall unused staging buffers
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use futures::task::SpawnExt;
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@ -341,6 +205,189 @@ fn run_event_loop() -> Result<(), Box<dyn Error>> {
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})
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}
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fn make_rect_pipeline(gpu_device: &wgpu::Device) -> wgpu::RenderPipeline {
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let rect_vs_module =
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gpu_device.create_shader_module(wgpu::include_spirv!("shaders/rect.vert.spv"));
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let rect_fs_module =
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gpu_device.create_shader_module(wgpu::include_spirv!("shaders/rect.frag.spv"));
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let pipeline_layout = gpu_device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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bind_group_layouts: &[],
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push_constant_ranges: &[],
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});
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gpu_device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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layout: Some(&pipeline_layout),
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vertex_stage: wgpu::ProgrammableStageDescriptor {
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module: &rect_vs_module,
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entry_point: "main",
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},
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fragment_stage: Some(wgpu::ProgrammableStageDescriptor {
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module: &rect_fs_module,
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entry_point: "main",
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}),
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// Use the default rasterizer state: no culling, no depth bias
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rasterization_state: None,
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primitive_topology: wgpu::PrimitiveTopology::TriangleList,
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color_states: &[wgpu::TextureFormat::Bgra8UnormSrgb.into()],
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depth_stencil_state: None,
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vertex_state: wgpu::VertexStateDescriptor {
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index_format: wgpu::IndexFormat::Uint16,
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vertex_buffers: &[Vertex::buffer_descriptor()],
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},
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sample_count: 1,
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sample_mask: !0,
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alpha_to_coverage_enabled: false,
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})
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}
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struct RectBuffers {
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rect_index_buffers: Vec<u16>,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer
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}
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fn create_rect_buffers(gpu_device: &wgpu::Device) -> RectBuffers {
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// Test Rectangle
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let test_rect_1 = Rect {
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top: 0.9,
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left: -0.8,
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width: 0.2,
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height: 0.3,
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color: [0.0, 1.0, 1.0],
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};
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let test_rect_2 = Rect {
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top: 0.0,
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left: 0.0,
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width: 0.5,
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height: 0.5,
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color: [1.0, 1.0, 0.0],
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};
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let mut rect = Vec::new();
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rect.extend_from_slice(&test_rect_1.as_array());
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rect.extend_from_slice(&test_rect_2.as_array());
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let mut rect_index_buffers = Vec::new();
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rect_index_buffers.extend_from_slice(&Rect::INDEX_BUFFER);
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rect_index_buffers.extend_from_slice(&Rect::INDEX_BUFFER);
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// Vertex Buffer for drawing rectangles
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let vertex_buffer = gpu_device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Vertex Buffer"),
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contents: bytemuck::cast_slice(&rect),
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usage: wgpu::BufferUsage::VERTEX,
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});
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// Index Buffer for drawing rectangles
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let index_buffer = gpu_device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Index Buffer"),
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contents: bytemuck::cast_slice(&rect_index_buffers),
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usage: wgpu::BufferUsage::INDEX,
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});
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RectBuffers {rect_index_buffers, vertex_buffer, index_buffer}
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}
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fn clear_frame(
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encoder: &mut wgpu::CommandEncoder,
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frame: &wgpu::SwapChainTexture,
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rect_pipeline: &wgpu::RenderPipeline,
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rect_buffers: &RectBuffers
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) {
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.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: 0.007,
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g: 0.007,
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b: 0.007,
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a: 1.0,
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}),
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store: true,
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},
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}],
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depth_stencil_attachment: None,
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});
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render_pass.set_pipeline(rect_pipeline);
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render_pass.set_vertex_buffer(
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0, // The buffer slot to use for this vertex buffer.
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rect_buffers.vertex_buffer.slice(..), // Use the entire buffer.
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);
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render_pass.set_index_buffer(
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rect_buffers.index_buffer.slice(..)
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);
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render_pass.draw_indexed(
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0..((rect_buffers.rect_index_buffers).len() as u32), // Draw all of the vertices from our test data.
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0, // Base Vertex
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0..1, // Instances
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);
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}
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fn draw_text(
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gpu_device: &wgpu::Device,
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staging_belt: &mut wgpu::util::StagingBelt,
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encoder: &mut wgpu::CommandEncoder,
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frame: &wgpu::SwapChainTexture,
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size: &winit::dpi::PhysicalSize<u32>,
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text_state: &str,
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glyph_brush: &mut wgpu_glyph::GlyphBrush<()>) {
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glyph_brush.queue(Section {
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screen_position: (30.0, 30.0),
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bounds: (size.width as f32, size.height as f32),
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text: vec![Text::new("Enter some text:")
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.with_color([0.4666, 0.2, 1.0, 1.0])
|
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.with_scale(40.0)],
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..Section::default()
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});
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|
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glyph_brush.queue(Section {
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screen_position: (30.0, 90.0),
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bounds: (size.width as f32, size.height as f32),
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text: vec![Text::new(format!("{}|", text_state).as_str())
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.with_color([1.0, 1.0, 1.0, 1.0])
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.with_scale(40.0)],
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..Section::default()
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});
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// Draw the text!
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glyph_brush
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.draw_queued(
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gpu_device,
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staging_belt,
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||||
encoder,
|
||||
&frame.view,
|
||||
size.width,
|
||||
size.height,
|
||||
)
|
||||
.expect("Draw queued");
|
||||
}
|
||||
|
||||
fn update_text_state(text_state: &mut String, received_char: &char) {
|
||||
match received_char {
|
||||
'\u{8}' | '\u{7f}' => {
|
||||
// In Linux, we get a '\u{8}' when you press backspace,
|
||||
// but in macOS we get '\u{7f}'.
|
||||
text_state.pop();
|
||||
}
|
||||
'\u{e000}'..='\u{f8ff}'
|
||||
| '\u{f0000}'..='\u{ffffd}'
|
||||
| '\u{100000}'..='\u{10fffd}' => {
|
||||
// These are private use characters; ignore them.
|
||||
// See http://www.unicode.org/faq/private_use.html
|
||||
}
|
||||
_ => {
|
||||
text_state.push(*received_char);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn handle_keydown(
|
||||
elem_state: ElementState,
|
||||
virtual_keycode: VirtualKeyCode,
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue