start of rust re-write, triangle on screen
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[package]
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name = "editor"
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version = "0.1.0"
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edition = "2021"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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[dependencies]
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futures = "0.3.30"
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wgpu = "0.19.1"
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winit = "0.29.10"
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use futures::executor::block_on;
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use winit::{
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dpi::LogicalSize,
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event::{Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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fn main() -> Result<(), Box<dyn std::error::Error>> {
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let event_loop = EventLoop::new()?;
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let logical_size = LogicalSize::new(800.0, 600.0);
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let window = WindowBuilder::new()
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.with_title("editor - [now with oxide]")
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.with_inner_size(logical_size)
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.build(&event_loop)?;
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let window_size = window.inner_size();
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let instance = wgpu::Instance::default();
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let surface = instance.create_surface(&window)?;
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let adapter = block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::LowPower,
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force_fallback_adapter: false,
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compatible_surface: Some(&surface),
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}))
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.ok_or("failed to find an adapter".to_string())?;
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let (device, queue) = block_on(adapter.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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required_limits: wgpu::Limits::downlevel_webgl2_defaults(),
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},
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None,
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))
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.map_err(|err| format!("failed to create device {err}"))?;
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: None,
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source: wgpu::ShaderSource::Wgsl(std::borrow::Cow::Borrowed(include_str!("shader.wgsl"))),
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});
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let 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 swapchain_capabilities = surface.get_capabilities(&adapter);
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let swapchain_format = swapchain_capabilities.formats[0];
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let render_pipeline = 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: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[],
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},
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primitive: wgpu::PrimitiveState::default(),
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depth_stencil: None,
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multisample: wgpu::MultisampleState::default(),
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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(swapchain_format.into())],
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}),
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multiview: None,
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});
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let config = surface
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.get_default_config(&adapter, window_size.width, window_size.height)
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.unwrap();
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surface.configure(&device, &config);
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let window = &window;
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event_loop.set_control_flow(ControlFlow::Wait);
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event_loop.run(move |event, elwt| match event {
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Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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..
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} => {
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elwt.exit();
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}
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Event::AboutToWait => {
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window.request_redraw();
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}
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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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let frame = surface
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.get_current_texture()
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.expect("failed to acquire next swap chain texture");
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let view = frame
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder =
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device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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{
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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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::GREEN),
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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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timestamp_writes: None,
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occlusion_query_set: None,
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});
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rpass.set_pipeline(&render_pipeline);
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rpass.draw(0..3, 0..1);
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}
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queue.submit(Some(encoder.finish()));
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frame.present();
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}
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_ => (),
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})?;
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Ok(())
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}
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@ -0,0 +1,11 @@
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@vertex
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fn vs_main(@builtin(vertex_index) in_vertex_index: u32) -> @builtin(position) vec4<f32> {
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let x = f32(i32(in_vertex_index) - 1);
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1);
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return vec4<f32>(x, y, 0.0, 1.0);
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}
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@fragment
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fn fs_main() -> @location(0) vec4<f32> {
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return vec4<f32>(1.0, 0.0, 0.0, 1.0);
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}
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