Spotlight feature
parent
79c10f6d95
commit
9ea1ab3b5b
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@ -1,4 +1,7 @@
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use winit::event::{MouseButton, MouseScrollDelta, WindowEvent};
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use winit::{
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event::{ElementState, MouseButton, MouseScrollDelta, WindowEvent},
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keyboard::{Key, NamedKey},
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};
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use crate::camera::Camera;
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@ -12,9 +15,10 @@ pub struct CameraController {
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cursor_start: (f32, f32),
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movement: (f32, f32),
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is_moving: bool,
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is_ctrl_pressed: bool,
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movement_total: (f32, f32),
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zoom_total: f32,
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pub zoom_total: f32,
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}
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impl CameraController {
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@ -27,6 +31,7 @@ impl CameraController {
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cursor_start: (0.0, 0.0),
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movement: (0.0, 0.0),
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is_moving: false,
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is_ctrl_pressed: false,
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movement_total: (0.0, 0.0),
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zoom_total: 1.0,
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@ -80,20 +85,33 @@ impl CameraController {
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}
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WindowEvent::MouseWheel { delta, .. } => match delta {
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MouseScrollDelta::LineDelta(_, y) => {
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self.zoom_total += y;
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if self.zoom_total >= 0.0 && self.zoom_total <= MAX_ZOOM_LEVEL {
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self.zoom = *y;
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if !self.is_ctrl_pressed {
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self.zoom_total += y;
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if self.zoom_total >= 0.0 && self.zoom_total <= MAX_ZOOM_LEVEL {
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self.zoom = *y;
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}
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self.zoom_total = self.zoom_total.clamp(0.0, MAX_ZOOM_LEVEL);
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}
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self.zoom_total = self.zoom_total.clamp(0.0, MAX_ZOOM_LEVEL);
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true
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}
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_ => false,
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},
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WindowEvent::KeyboardInput { event, .. } => {
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self.is_ctrl_pressed = false;
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if event.state == ElementState::Pressed {
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let key = &event.logical_key;
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if let Key::Named(NamedKey::Control) = key {
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self.is_ctrl_pressed = true;
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}
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}
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true
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}
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_ => false,
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}
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}
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pub fn update_camera(&mut self, camera: &mut Camera) {
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pub fn update(&mut self, camera: &mut Camera) {
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use cgmath::InnerSpace;
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let forward = camera.target - camera.eye;
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@ -4,6 +4,7 @@ use winit::event_loop::{ControlFlow, EventLoop};
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pub mod app;
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pub mod camera;
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pub mod controller;
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pub mod spotlight;
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pub mod state;
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pub mod texture;
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pub mod vertex;
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@ -1,7 +1,7 @@
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// Vertex shader
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struct CameraUniform {
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view_proj: mat4x4<f32>,
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view_proj: mat4x4<f32>,
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};
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@group(1) @binding(0)
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@ -21,20 +21,35 @@ struct VertexOutput {
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fn vs_main(
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model: VertexInput,
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) -> VertexOutput {
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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var out: VertexOutput;
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out.tex_coords = model.tex_coords;
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out.position = camera.view_proj * vec4<f32>(model.position, 0.0, 1.0);
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return out;
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return out;
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}
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// Fragment shader
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struct SpotlightUniform {
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cursor_position: vec2<f32>,
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size: f32,
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zoom_level: f32,
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strength: f32
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}
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@group(0) @binding(0)
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var t_diffuse: texture_2d<f32>;
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@group(0) @binding(1)
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var s_diffuse: sampler;
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@group(2) @binding(0)
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var<uniform> spotlight: SpotlightUniform;
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return textureSample(t_diffuse, s_diffuse, in.tex_coords);
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var cursor4 = vec4<f32>(spotlight.cursor_position, 0.0, 1.0);
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var texColor = textureSample(t_diffuse, s_diffuse, in.tex_coords);
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var shadowColor = vec4<f32>(0.0, 0.0, 0.0, 1.0);
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var dist_check = length(cursor4 - in.position) < (spotlight.size * spotlight.zoom_level);
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var spotlightColor = select(spotlight.strength, 0.0, dist_check);
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var finalColor = mix(texColor, shadowColor, spotlightColor);
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return finalColor;
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}
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@ -0,0 +1,124 @@
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use wgpu::util::DeviceExt;
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use winit::{
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event::{ElementState, MouseScrollDelta, WindowEvent},
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keyboard::{Key, NamedKey},
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};
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use crate::controller::CameraController;
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pub struct Spotlight {
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cursor_position: (f32, f32),
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size: f32,
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is_ctrl_pressed: bool,
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}
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pub struct SpotlightInfo {
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pub uniform: SpotlightUniform,
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pub buffer: wgpu::Buffer,
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pub layout: wgpu::BindGroupLayout,
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pub bind_group: wgpu::BindGroup,
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}
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impl Spotlight {
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pub fn new(device: &wgpu::Device) -> (Self, SpotlightInfo) {
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let spotlight = Self {
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cursor_position: (960.0, 540.0),
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size: 50.0,
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is_ctrl_pressed: false,
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};
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let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Buffer {
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ty: wgpu::BufferBindingType::Uniform,
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has_dynamic_offset: false,
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min_binding_size: None,
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},
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count: None,
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}],
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label: Some("spotlight_bind_group_layout"),
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});
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let uniform = SpotlightUniform {
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cursor_position: [0.0, 0.0],
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size: 50.0,
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zoom_level: 1.0,
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strength: 0.0,
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padding: 0.0,
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};
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let buffer = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("Spotlight Buffer"),
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contents: bytemuck::cast_slice(&[uniform]),
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: buffer.as_entire_binding(),
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}],
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label: Some("spotlight_bind_group"),
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});
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let info = SpotlightInfo {
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layout,
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bind_group,
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buffer,
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uniform,
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};
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(spotlight, info)
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}
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pub fn process_events(&mut self, event: &WindowEvent) {
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match event {
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WindowEvent::CursorMoved { position, .. } => {
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self.cursor_position = (position.x as f32, position.y as f32);
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}
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WindowEvent::KeyboardInput { event, .. } => {
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self.is_ctrl_pressed = false;
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if event.state == ElementState::Pressed {
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let key = &event.logical_key;
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if let Key::Named(NamedKey::Control) = key {
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self.is_ctrl_pressed = true;
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}
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}
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}
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WindowEvent::MouseWheel { delta, .. } => {
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if let MouseScrollDelta::LineDelta(_, y) = delta {
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if self.is_ctrl_pressed {
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self.size += y * 5.0;
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}
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}
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}
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_ => {}
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}
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}
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pub fn update(&mut self) {}
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}
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#[repr(C)]
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#[derive(Debug, Copy, Clone, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct SpotlightUniform {
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cursor_position: [f32; 2],
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size: f32,
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zoom_level: f32,
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strength: f32,
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padding: f32,
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}
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impl SpotlightUniform {
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pub fn update(&mut self, spotlight: &Spotlight, controller: &CameraController) {
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self.cursor_position = [spotlight.cursor_position.0, spotlight.cursor_position.1];
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self.size = spotlight.size;
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self.zoom_level = controller.zoom_total.max(1.0);
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self.strength = if spotlight.is_ctrl_pressed { 0.9 } else { 0.0 };
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}
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}
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32
src/state.rs
32
src/state.rs
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@ -1,7 +1,7 @@
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use std::sync::Arc;
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use pollster::FutureExt;
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use wgpu::util::DeviceExt;
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use wgpu::{util::DeviceExt, DynamicOffset};
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use winit::{
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event::{ElementState, WindowEvent},
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keyboard::Key,
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@ -11,6 +11,7 @@ use winit::{
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use crate::{
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camera::{Camera, CameraInfo},
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controller::CameraController,
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spotlight::{Spotlight, SpotlightInfo},
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texture::Texture,
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vertex::Vertex,
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};
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@ -54,9 +55,11 @@ pub struct State<'a> {
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render_pipeline: wgpu::RenderPipeline,
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vertex_buffer: wgpu::Buffer,
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index_buffer: wgpu::Buffer,
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bind_group: wgpu::BindGroup,
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texture_bind_group: wgpu::BindGroup,
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pub camera: Camera,
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pub camera_info: CameraInfo,
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pub spotlight: Spotlight,
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pub spotlight_info: SpotlightInfo,
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pub zoom: f32,
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pub camera_controller: CameraController,
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}
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@ -117,6 +120,8 @@ impl<'a> State<'a> {
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let (camera, camera_info) = Camera::new(&config, &device);
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let camera_controller = CameraController::new(ZOOM_SPEED, MOVE_SPEED);
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let (spotlight, spotlight_info) = Spotlight::new(&device);
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let shader = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
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let texture = Texture::new(image, &device, &queue);
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@ -124,7 +129,7 @@ impl<'a> State<'a> {
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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: &[&texture.layout, &camera_info.layout],
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bind_group_layouts: &[&texture.layout, &camera_info.layout, &spotlight_info.layout],
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push_constant_ranges: &[],
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});
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@ -192,9 +197,11 @@ impl<'a> State<'a> {
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render_pipeline,
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vertex_buffer,
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index_buffer,
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bind_group: texture.group,
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texture_bind_group: texture.bind_group,
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camera,
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camera_info,
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spotlight,
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spotlight_info,
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camera_controller,
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zoom: 1.0,
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}
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@ -212,6 +219,7 @@ impl<'a> State<'a> {
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pub fn input(&mut self, event: &winit::event::WindowEvent) -> bool {
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self.camera_controller.process_events(self.wsize, event);
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self.spotlight.process_events(event);
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match event {
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WindowEvent::KeyboardInput {
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event: key_event, ..
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@ -232,13 +240,24 @@ impl<'a> State<'a> {
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}
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pub fn update(&mut self) {
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self.camera_controller.update_camera(&mut self.camera);
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self.camera_controller.update(&mut self.camera);
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self.camera_info.uniform.update_view_proj(&self.camera);
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self.queue.write_buffer(
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&self.camera_info.buffer,
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0,
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bytemuck::cast_slice(&[self.camera_info.uniform]),
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);
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self.spotlight.update();
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self.spotlight_info
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.uniform
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.update(&self.spotlight, &self.camera_controller);
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self.queue.write_buffer(
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&self.spotlight_info.buffer,
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0,
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bytemuck::cast_slice(&[self.spotlight_info.uniform]),
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);
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}
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pub fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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@ -274,8 +293,9 @@ impl<'a> State<'a> {
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.bind_group, &[]);
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render_pass.set_bind_group(0, &self.texture_bind_group, &[]);
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render_pass.set_bind_group(1, &self.camera_info.bind_group, &[]);
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render_pass.set_bind_group(2, &self.spotlight_info.bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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@ -2,7 +2,7 @@ use image::GenericImageView;
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pub struct Texture {
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pub layout: wgpu::BindGroupLayout,
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pub group: wgpu::BindGroup,
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pub bind_group: wgpu::BindGroup,
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}
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impl Texture {
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@ -53,31 +53,30 @@ impl Texture {
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..Default::default()
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});
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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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count: None,
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let layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Texture {
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multisampled: false,
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view_dimension: wgpu::TextureViewDimension::D2,
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sample_type: wgpu::TextureSampleType::Float { filterable: true },
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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count: None,
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},
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wgpu::BindGroupLayoutEntry {
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binding: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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ty: wgpu::BindingType::Sampler(wgpu::SamplerBindingType::Filtering),
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count: None,
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},
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],
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label: Some("texture_bind_group_layout"),
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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layout: &layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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@ -91,9 +90,6 @@ impl Texture {
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label: Some("diffuse_bind_group"),
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});
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Self {
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layout: texture_bind_group_layout,
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group: bind_group,
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}
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Self { layout, bind_group }
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}
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}
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