Early UI work.
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11
lib/ui_renderer_wgpu/Cargo.toml
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11
lib/ui_renderer_wgpu/Cargo.toml
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[package]
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name = "ruin_ui_renderer_wgpu"
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version = "0.1.0"
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edition = "2024"
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[dependencies]
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bytemuck = { version = "1", features = ["derive"] }
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pollster = "0.4"
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raw-window-handle = "0.6"
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ruin_ui = { path = "../ui" }
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wgpu = "29"
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317
lib/ui_renderer_wgpu/src/lib.rs
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317
lib/ui_renderer_wgpu/src/lib.rs
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use std::error::Error;
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use bytemuck::{Pod, Zeroable};
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use raw_window_handle::{HasDisplayHandle, HasWindowHandle};
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use ruin_ui::{Color, DisplayItem, Rect, SceneSnapshot};
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use wgpu::util::DeviceExt;
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#[repr(C)]
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#[derive(Clone, Copy, Pod, 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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const VERTEX_ATTRIBUTES: [wgpu::VertexAttribute; 2] =
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wgpu::vertex_attr_array![0 => Float32x2, 1 => Float32x4];
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impl Vertex {
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const LAYOUT: wgpu::VertexBufferLayout<'static> = wgpu::VertexBufferLayout {
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array_stride: std::mem::size_of::<Vertex>() as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &VERTEX_ATTRIBUTES,
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};
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fn layout() -> wgpu::VertexBufferLayout<'static> {
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Self::LAYOUT
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}
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}
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#[derive(Clone, Copy, Debug, Eq, PartialEq)]
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pub enum RenderError {
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Lost,
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Outdated,
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Timeout,
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Occluded,
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Validation,
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}
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pub struct WgpuSceneRenderer {
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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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pipeline: wgpu::RenderPipeline,
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}
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impl WgpuSceneRenderer {
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pub fn new(
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target: impl HasDisplayHandle + HasWindowHandle + Send + Sync + 'static,
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width: u32,
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height: u32,
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) -> Result<Self, Box<dyn Error>> {
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor::new_without_display_handle());
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let surface = instance.create_surface(target)?;
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let adapter = pollster::block_on(instance.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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force_fallback_adapter: false,
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compatible_surface: Some(&surface),
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}))?;
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let (device, queue) =
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pollster::block_on(adapter.request_device(&wgpu::DeviceDescriptor::default()))?;
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let caps = surface.get_capabilities(&adapter);
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let format = caps
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.formats
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.iter()
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.copied()
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.find(wgpu::TextureFormat::is_srgb)
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.unwrap_or(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,
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width: width.max(1),
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height: height.max(1),
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present_mode: wgpu::PresentMode::AutoVsync,
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desired_maximum_frame_latency: 2,
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alpha_mode: caps.alpha_modes[0],
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view_formats: vec![],
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};
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surface.configure(&device, &config);
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("ruin-ui-renderer-wgpu-shader"),
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source: wgpu::ShaderSource::Wgsl(
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r#"
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struct VertexIn {
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@location(0) position: vec2<f32>,
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@location(1) color: vec4<f32>,
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};
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struct VertexOut {
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@builtin(position) position: vec4<f32>,
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@location(0) color: vec4<f32>,
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};
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@vertex
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fn vs_main(input: VertexIn) -> VertexOut {
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var out: VertexOut;
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out.position = vec4(input.position, 0.0, 1.0);
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out.color = input.color;
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return out;
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}
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@fragment
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fn fs_main(input: VertexOut) -> @location(0) vec4<f32> {
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return input.color;
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}
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"#
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.into(),
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),
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("ruin-ui-renderer-wgpu-pipeline-layout"),
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bind_group_layouts: &[],
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immediate_size: 0,
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});
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("ruin-ui-renderer-wgpu-pipeline"),
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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: Some("vs_main"),
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buffers: &[Vertex::layout()],
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compilation_options: wgpu::PipelineCompilationOptions::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &shader,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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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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compilation_options: wgpu::PipelineCompilationOptions::default(),
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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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multiview_mask: None,
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cache: None,
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});
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Ok(Self {
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surface,
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device,
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queue,
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config,
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pipeline,
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})
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}
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pub fn size(&self) -> (u32, u32) {
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(self.config.width, self.config.height)
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}
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pub fn resize(&mut self, width: u32, height: u32) {
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self.config.width = width.max(1);
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self.config.height = height.max(1);
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self.surface.configure(&self.device, &self.config);
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}
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pub fn render(&mut self, scene: &SceneSnapshot) -> Result<(), RenderError> {
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let vertices = build_vertices(scene);
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let frame = match self.surface.get_current_texture() {
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wgpu::CurrentSurfaceTexture::Success(frame)
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| wgpu::CurrentSurfaceTexture::Suboptimal(frame) => frame,
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wgpu::CurrentSurfaceTexture::Lost => return Err(RenderError::Lost),
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wgpu::CurrentSurfaceTexture::Outdated => return Err(RenderError::Outdated),
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wgpu::CurrentSurfaceTexture::Timeout => return Err(RenderError::Timeout),
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wgpu::CurrentSurfaceTexture::Occluded => return Err(RenderError::Occluded),
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wgpu::CurrentSurfaceTexture::Validation => return Err(RenderError::Validation),
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};
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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 vertex_buffer = self
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.device
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.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("ruin-ui-renderer-wgpu-vertices"),
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contents: bytemuck::cast_slice(&vertices),
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usage: wgpu::BufferUsages::VERTEX,
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});
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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("ruin-ui-renderer-wgpu-encoder"),
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});
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{
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let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("ruin-ui-renderer-wgpu-pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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view: &view,
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depth_slice: None,
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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: 0.03,
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g: 0.04,
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b: 0.08,
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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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timestamp_writes: None,
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occlusion_query_set: None,
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multiview_mask: None,
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});
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if !vertices.is_empty() {
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pass.set_pipeline(&self.pipeline);
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pass.set_vertex_buffer(0, vertex_buffer.slice(..));
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pass.draw(0..vertices.len() as u32, 0..1);
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}
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}
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self.queue.submit([encoder.finish()]);
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frame.present();
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Ok(())
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}
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}
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fn build_vertices(scene: &SceneSnapshot) -> Vec<Vertex> {
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let width = scene.logical_size.width.max(1.0);
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let height = scene.logical_size.height.max(1.0);
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let mut vertices = Vec::new();
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for item in &scene.items {
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if let DisplayItem::Quad(quad) = item {
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push_quad_vertices(&mut vertices, quad.rect, quad.color, width, height);
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}
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}
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vertices
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}
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fn push_quad_vertices(
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vertices: &mut Vec<Vertex>,
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rect: Rect,
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color: Color,
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width: f32,
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height: f32,
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) {
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let left = to_ndc_x(rect.origin.x, width);
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let right = to_ndc_x(rect.origin.x + rect.size.width, width);
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let top = to_ndc_y(rect.origin.y, height);
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let bottom = to_ndc_y(rect.origin.y + rect.size.height, height);
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let color = [
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color.r as f32 / 255.0,
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color.g as f32 / 255.0,
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color.b as f32 / 255.0,
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color.a as f32 / 255.0,
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];
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vertices.extend_from_slice(&[
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Vertex {
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position: [left, top],
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color,
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},
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Vertex {
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position: [right, top],
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color,
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},
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Vertex {
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position: [right, bottom],
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color,
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},
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Vertex {
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position: [left, top],
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color,
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},
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Vertex {
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position: [right, bottom],
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color,
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},
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Vertex {
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position: [left, bottom],
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color,
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},
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]);
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}
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fn to_ndc_x(x: f32, width: f32) -> f32 {
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(x / width) * 2.0 - 1.0
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}
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fn to_ndc_y(y: f32, height: f32) -> f32 {
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1.0 - (y / height) * 2.0
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}
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#[cfg(test)]
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mod tests {
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use super::build_vertices;
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use ruin_ui::{Color, PreparedText, Rect, SceneSnapshot, UiSize};
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#[test]
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fn quad_scenes_expand_to_six_vertices_per_quad() {
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let mut scene = SceneSnapshot::new(1, UiSize::new(100.0, 50.0));
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scene.push_quad(
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Rect::new(0.0, 0.0, 100.0, 50.0),
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Color::rgb(0x11, 0x22, 0x33),
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);
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scene.push_quad(
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Rect::new(10.0, 10.0, 20.0, 20.0),
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Color::rgb(0x44, 0x55, 0x66),
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);
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scene.push_text(PreparedText {
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text: "ignored".into(),
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font_size: 16.0,
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color: Color::rgb(0xFF, 0xFF, 0xFF),
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glyphs: Vec::new(),
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});
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let vertices = build_vertices(&scene);
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assert_eq!(vertices.len(), 12);
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}
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}
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