96628c5aaa
Multisampled Farbtarget (SAMPLE_COUNT=4) + resolve_target in die Surface-View je Frame; Depth-Textur-sample_count synchron auf 4; MSAA-/Depth-Textur werden bei Resize gemeinsam neu erzeugt; multisample.count=4 auf der Render-Pipeline. Nur gpu.rs — mesh/section/openings unberührt. Gates: cargo check (window) + wasm32 --features web grün, cargo test 32/32, --features render 33/33.
387 lines
15 KiB
Rust
387 lines
15 KiB
Rust
// wgpu-Pipeline des nativen 3D-Renderers (nur mit Feature "render").
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//
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// Eine Pipeline: extrudierte Wand-Meshes mit Tiefenpuffer, View-Projektions-
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// Matrix-Uniform und einem Directional-Light im Fragment-Shader. Backface-Culling
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// ist aktiv (die Extrusion liefert konsistent nach aussen zeigende Flaechen, siehe
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// mesh.rs) — das haelt das Innere der Waende korrekt verdeckt.
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//
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// Der Renderer ist fenster-/surface-agnostisch: er bekommt `Device`, `Queue` und
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// ein `TextureView` (Surface- oder Offscreen-Textur) plus die aktuelle Kamera und
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// zeichnet dort hinein. Die Fenster-Anbindung (winit) liegt separat im Spike-Bin.
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use bytemuck::{Pod, Zeroable};
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use wgpu::util::DeviceExt;
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use crate::math::{view_projection, Mat4};
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use crate::mesh::{build_model_mesh, build_walls_mesh};
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use crate::shaders::MESH_WGSL;
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use crate::types::{Camera, Mesh, SlabInput, WallInput, FLOATS_PER_VERTEX};
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/// Tiefenformat des Z-Puffers (32 Bit Float, ueberall verfuegbar).
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pub const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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/// MSAA-Samples fuer Farb- und Tiefenziel. 4x ist auf allen gaengigen Backends
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/// (Vulkan/Metal/DX12/GL) fuer die ueblichen Oberflaechenformate verfuegbar und
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/// gleicht die Treppenstufen an Wandkanten/Silhouetten spuerbar aus.
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const SAMPLE_COUNT: u32 = 4;
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/// Uniform-Block, 1:1 zum WGSL-`Globals`-Struct. std140-kompatibel (mat4/vec4 auf
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/// 16 Byte ausgerichtet).
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#[repr(C)]
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#[derive(Clone, Copy, Pod, Zeroable)]
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struct Globals {
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view_proj: [f32; 16],
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light_dir: [f32; 4],
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sky_color: [f32; 4],
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ground_color: [f32; 4],
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sun_color: [f32; 4],
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}
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impl Default for Globals {
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fn default() -> Self {
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Self {
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view_proj: crate::math::identity(),
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// Richtung ZUM Licht (world), normiert. Sonne oben-vorne (6,12,4).
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light_dir: normalize4([6.0, 12.0, 4.0]),
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// Himmels-Ambient (von oben): helles, leicht kuehles Licht.
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sky_color: [0.66, 0.68, 0.72, 1.0],
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// Boden-Ambient (von unten): dunkler, warmer Ton (Bounce/Schatten).
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ground_color: [0.30, 0.29, 0.27, 1.0],
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// Directional-Sonne: warmweiss, moderat.
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sun_color: [0.55, 0.53, 0.49, 1.0],
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}
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}
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}
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fn normalize4(v: [f32; 3]) -> [f32; 4] {
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let l = (v[0] * v[0] + v[1] * v[1] + v[2] * v[2]).sqrt().max(1e-9);
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[v[0] / l, v[1] / l, v[2] / l, 0.0]
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}
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/// GPU-seitige Puffer eines hochgeladenen Meshes.
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struct MeshBuffers {
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vbo: wgpu::Buffer,
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ibo: wgpu::Buffer,
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index_count: u32,
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}
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/// Der native 3D-Renderer: haelt die Pipeline, das Uniform (View-Projektion +
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/// Licht) und das aktuell hochgeladene Mesh. Ein Tiefenpuffer wird passend zur
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/// Ziel-Groesse (neu) angelegt.
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pub struct Renderer {
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pipeline: wgpu::RenderPipeline,
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bind_group: wgpu::BindGroup,
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uniform: wgpu::Buffer,
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mesh: Option<MeshBuffers>,
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depth: Option<DepthTarget>,
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msaa: Option<MsaaTarget>,
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/// Farbformat des Render-Ziels (Surface), fuer die MSAA-Zwischentextur.
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color_format: wgpu::TextureFormat,
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globals: Globals,
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/// Loeschfarbe (Hintergrund). Default heller Grauton wie die three.js-Sicht.
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pub clear_color: wgpu::Color,
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}
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/// Tiefen-Textur samt View, an eine bestimmte Groesse gebunden.
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struct DepthTarget {
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view: wgpu::TextureView,
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width: u32,
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height: u32,
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}
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/// Multisampled Farb-Zwischentextur samt View, an eine bestimmte Groesse
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/// gebunden. Wird jeden Frame in das eigentliche Ziel (Surface-View) aufgeloest.
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struct MsaaTarget {
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view: wgpu::TextureView,
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width: u32,
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height: u32,
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}
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impl Renderer {
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/// Erzeugt Pipeline + Layout fuer ein gegebenes Farbformat (Surface).
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pub fn new(device: &wgpu::Device, color_format: wgpu::TextureFormat) -> Self {
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let module = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("mesh.wgsl"),
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source: wgpu::ShaderSource::Wgsl(MESH_WGSL.into()),
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});
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let bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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label: Some("globals.layout"),
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entries: &[wgpu::BindGroupLayoutEntry {
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binding: 0,
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visibility: wgpu::ShaderStages::VERTEX_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: wgpu::BufferSize::new(
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std::mem::size_of::<Globals>() as u64
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),
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},
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count: None,
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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("3d.layout"),
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bind_group_layouts: &[Some(&bind_group_layout)],
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immediate_size: 0,
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});
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// Vertex-Layout: [pos vec3, normal vec3, color vec3], stride 9*4.
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let vertex_layout = wgpu::VertexBufferLayout {
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array_stride: (FLOATS_PER_VERTEX * 4) as u64,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &wgpu::vertex_attr_array![0 => Float32x3, 1 => Float32x3, 2 => Float32x3],
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};
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let pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("mesh.pipeline"),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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module: &module,
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entry_point: Some("vs_main"),
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buffers: &[vertex_layout],
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compilation_options: Default::default(),
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},
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fragment: Some(wgpu::FragmentState {
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module: &module,
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entry_point: Some("fs_main"),
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targets: &[Some(wgpu::ColorTargetState {
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format: color_format,
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blend: Some(wgpu::BlendState::REPLACE),
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write_mask: wgpu::ColorWrites::ALL,
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})],
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compilation_options: Default::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleList,
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// Aussen zeigende Flaechen sind CCW (mesh.rs) -> Rueckseiten cullen.
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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..Default::default()
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},
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depth_stencil: Some(wgpu::DepthStencilState {
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format: DEPTH_FORMAT,
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depth_write_enabled: Some(true),
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depth_compare: Some(wgpu::CompareFunction::Less),
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stencil: wgpu::StencilState::default(),
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bias: wgpu::DepthBiasState::default(),
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}),
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multisample: wgpu::MultisampleState {
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count: SAMPLE_COUNT,
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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multiview_mask: None,
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cache: None,
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});
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let uniform = device.create_buffer(&wgpu::BufferDescriptor {
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label: Some("globals.buffer"),
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size: std::mem::size_of::<Globals>() as u64,
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usage: wgpu::BufferUsages::UNIFORM | wgpu::BufferUsages::COPY_DST,
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mapped_at_creation: false,
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});
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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label: Some("globals.bind"),
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layout: &bind_group_layout,
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entries: &[wgpu::BindGroupEntry {
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binding: 0,
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resource: uniform.as_entire_binding(),
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}],
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});
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Self {
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pipeline,
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bind_group,
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uniform,
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mesh: None,
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depth: None,
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msaa: None,
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color_format,
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globals: Globals::default(),
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// #f5f5f5 heller Hintergrund (wie der 2D-Grundriss).
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clear_color: wgpu::Color {
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r: 0.961,
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g: 0.961,
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b: 0.961,
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a: 1.0,
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},
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}
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}
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/// Erzeugt das Mesh aus geflachten Waenden und laedt die Puffer hoch.
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pub fn upload_walls(&mut self, device: &wgpu::Device, walls: &[WallInput]) {
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self.upload_mesh(device, build_walls_mesh(walls));
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}
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/// Erzeugt das Mesh aus Waenden UND Deckenplatten und laedt die Puffer hoch.
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pub fn upload_model(&mut self, device: &wgpu::Device, walls: &[WallInput], slabs: &[SlabInput]) {
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self.upload_mesh(device, build_model_mesh(walls, slabs));
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}
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/// Laedt ein fertiges Mesh in die GPU-Puffer (oder loescht es bei leer).
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fn upload_mesh(&mut self, device: &wgpu::Device, mesh: Mesh) {
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if mesh.indices.is_empty() {
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self.mesh = None;
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return;
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}
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let vbo = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("mesh.vbo"),
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contents: bytemuck::cast_slice(&mesh.verts),
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usage: wgpu::BufferUsages::VERTEX,
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});
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let ibo = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
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label: Some("mesh.ibo"),
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contents: bytemuck::cast_slice(&mesh.indices),
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usage: wgpu::BufferUsages::INDEX,
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});
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self.mesh = Some(MeshBuffers {
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vbo,
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ibo,
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index_count: mesh.indices.len() as u32,
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});
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}
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/// Setzt die Richtung ZUM Directional-Light (Sonne, world). Das hemisphaerische
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/// Ambient (Himmel/Boden) bleibt bei den Default-Farben.
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pub fn set_light(&mut self, dir_to_light: [f32; 3]) {
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self.globals.light_dir = normalize4(dir_to_light);
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}
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/// Uebersteuert die hemisphaerischen Ambient-Farben (Himmel oben, Boden unten)
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/// und die Sonnenfarbe. Fuer Feinabstimmung des Massenmodell-Looks.
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pub fn set_ambient(&mut self, sky: [f32; 3], ground: [f32; 3], sun: [f32; 3]) {
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self.globals.sky_color = [sky[0], sky[1], sky[2], 1.0];
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self.globals.ground_color = [ground[0], ground[1], ground[2], 1.0];
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self.globals.sun_color = [sun[0], sun[1], sun[2], 1.0];
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}
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/// Stellt sicher, dass ein Tiefenpuffer passend zur Ziel-Groesse existiert.
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fn ensure_depth(&mut self, device: &wgpu::Device, w: u32, h: u32) {
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let ok = matches!(&self.depth, Some(d) if d.width == w && d.height == h);
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if ok {
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return;
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}
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("depth"),
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size: wgpu::Extent3d {
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width: w.max(1),
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height: h.max(1),
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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// Muss zur Sample-Zahl der Farb-/Pipeline-Ziele passen (MSAA).
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sample_count: SAMPLE_COUNT,
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dimension: wgpu::TextureDimension::D2,
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format: DEPTH_FORMAT,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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});
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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self.depth = Some(DepthTarget {
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view,
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width: w.max(1),
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height: h.max(1),
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});
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}
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/// Stellt sicher, dass eine multisampled Farb-Zwischentextur passend zur
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/// Ziel-Groesse existiert (wird jeden Frame in die Surface-View aufgeloest).
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fn ensure_msaa(&mut self, device: &wgpu::Device, w: u32, h: u32) {
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let ok = matches!(&self.msaa, Some(m) if m.width == w && m.height == h);
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if ok {
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return;
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}
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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label: Some("msaa.color"),
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size: wgpu::Extent3d {
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width: w.max(1),
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height: h.max(1),
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depth_or_array_layers: 1,
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},
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mip_level_count: 1,
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sample_count: SAMPLE_COUNT,
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dimension: wgpu::TextureDimension::D2,
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format: self.color_format,
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usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
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view_formats: &[],
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});
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let view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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self.msaa = Some(MsaaTarget {
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view,
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width: w.max(1),
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height: h.max(1),
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});
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}
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/// Zeichnet einen Frame und loest ihn in `target` auf (Surface- oder
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/// Offscreen-Textur). Intern wird in eine multisampled Zwischentextur (MSAA)
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/// gerendert und am Ende der Pass in `target` aufgeloest. Die Kamera liefert
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/// die View-Projektions-Matrix; `viewport` bestimmt das Seitenverhaeltnis und
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/// die Tiefen-/MSAA-Puffer-Groesse.
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pub fn render(
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&mut self,
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device: &wgpu::Device,
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queue: &wgpu::Queue,
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target: &wgpu::TextureView,
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camera: &Camera,
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viewport: (u32, u32),
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) {
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let (w, h) = viewport;
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let aspect = if h > 0 { w as f32 / h as f32 } else { 1.0 };
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let vp: Mat4 = view_projection(camera, aspect);
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self.globals.view_proj = vp;
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queue.write_buffer(&self.uniform, 0, bytemuck::bytes_of(&self.globals));
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self.ensure_depth(device, w, h);
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self.ensure_msaa(device, w, h);
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let depth_view = &self.depth.as_ref().unwrap().view;
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let msaa_view = &self.msaa.as_ref().unwrap().view;
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let mut encoder = device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("3d.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("3d.pass"),
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color_attachments: &[Some(wgpu::RenderPassColorAttachment {
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// In die multisampled Zwischentextur rendern; wgpu loest sie am
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// Ende der Pass automatisch in `target` (Surface-View) auf.
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view: msaa_view,
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// Ziel ist eine 2D-Textur (kein 3D-Volumen) -> kein Depth-Slice.
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depth_slice: None,
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resolve_target: Some(target),
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(self.clear_color),
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// Der multisampled Inhalt selbst wird nach dem Aufloesen nicht
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// mehr gebraucht — Discard spart Bandbreite.
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store: wgpu::StoreOp::Discard,
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},
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})],
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depth_stencil_attachment: Some(wgpu::RenderPassDepthStencilAttachment {
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view: depth_view,
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depth_ops: Some(wgpu::Operations {
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load: wgpu::LoadOp::Clear(1.0),
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store: wgpu::StoreOp::Store,
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}),
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stencil_ops: None,
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}),
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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 let Some(m) = &self.mesh {
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pass.set_pipeline(&self.pipeline);
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pass.set_bind_group(0, &self.bind_group, &[]);
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pass.set_vertex_buffer(0, m.vbo.slice(..));
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pass.set_index_buffer(m.ibo.slice(..), wgpu::IndexFormat::Uint32);
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pass.draw_indexed(0..m.index_count, 0, 0..1);
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}
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}
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queue.submit(std::iter::once(encoder.finish()));
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}
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}
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