Move game out of main
This commit is contained in:
parent
4df690e49e
commit
290edc26d3
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@ -0,0 +1,127 @@
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use std::sync::Arc;
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use anyhow::Result;
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use rune::{alloc::clone::TryClone, Vm};
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use wgpu::Limits;
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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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keyboard::KeyCode,
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window::WindowBuilder,
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};
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use crate::{gfx::Context, input::Input, scripting};
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pub struct GameConfig {
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source_dir: String,
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}
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impl Default for GameConfig {
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fn default() -> Self {
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Self {
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source_dir: format!("{}/scripts", env!("CARGO_MANIFEST_DIR")),
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}
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}
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}
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pub struct Game<'w> {
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event_loop: EventLoop<()>,
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context: Context<'w>,
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vm: Vm,
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config: GameConfig,
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}
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impl<'w> Game<'w> {
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pub fn new(config: GameConfig) -> Result<Self> {
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let event_loop = EventLoop::new()?;
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event_loop.set_control_flow(ControlFlow::Wait);
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let window = WindowBuilder::new()
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.with_title("Sigil")
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.with_inner_size(LogicalSize::new(1280.0, 720.0))
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.build(&event_loop)?;
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let context = pollster::block_on(Context::new(Arc::new(window), Limits::default()))?;
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let runtime = scripting::Runtime::new(&["frame_counter"])?;
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Ok(Self {
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event_loop,
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context,
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vm: runtime.vm.try_clone()?,
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config,
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})
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}
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pub fn run(mut self) -> Result<()> {
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let frame_counter = self.vm.call(["FrameCounter", "new"], ())?;
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let mut input = Input::new();
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self.event_loop.run(|event, elwt| {
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match event {
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Event::WindowEvent { window_id, event }
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if window_id == self.context.window.id() =>
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{
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if self.context.handle_window_event(&event, elwt) {
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return;
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}
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if let WindowEvent::RedrawRequested = event {
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render(&self.context);
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self.context.window.request_redraw();
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}
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input.update(&event);
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}
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_ => (),
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}
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if input.is_key_just_pressed(KeyCode::Escape) {
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elwt.exit();
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}
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self.vm
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.call(["FrameCounter", "update"], (&frame_counter,))
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.unwrap();
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})?;
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Ok(())
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}
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}
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fn render(context: &Context) {
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let output = context.surface.get_current_texture().unwrap();
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = context
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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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 {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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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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occlusion_query_set: None,
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timestamp_writes: None,
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});
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}
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// submit will accept anything that implements IntoIter
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context.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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}
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133
src/main.rs
133
src/main.rs
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@ -1,90 +1,10 @@
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mod game;
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mod gfx;
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mod input;
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mod scripting;
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use std::sync::Arc;
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use anyhow::Result;
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use gfx::Context;
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use input::Input;
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use rune::{alloc::clone::TryClone, Vm};
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use wgpu::Limits;
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use winit::{
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dpi::LogicalSize,
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event::*,
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event_loop::{ControlFlow, EventLoop},
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keyboard::KeyCode,
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window::{Window, WindowBuilder},
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};
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struct GameConfig {
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source_dir: String,
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}
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impl Default for GameConfig {
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fn default() -> Self {
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Self {
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source_dir: format!("{}/scripts", env!("CARGO_MANIFEST_DIR")),
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}
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}
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}
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struct Game<'w> {
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event_loop: EventLoop<()>,
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context: Context<'w>,
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vm: Vm,
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config: GameConfig,
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}
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impl<'w> Game<'w> {
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fn new(config: GameConfig) -> Result<Self> {
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let (event_loop, window) = make_window()?;
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let context = pollster::block_on(Context::new(Arc::new(window), Limits::default()))?;
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let runtime = scripting::Runtime::new(&["frame_counter"])?;
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Ok(Self {
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event_loop,
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context,
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vm: runtime.vm.try_clone()?,
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config,
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})
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}
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fn run(mut self) -> Result<()> {
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let frame_counter = self.vm.call(["FrameCounter", "new"], ())?;
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let mut input = Input::new();
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self.event_loop.run(|event, elwt| {
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match event {
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Event::WindowEvent { window_id, event }
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if window_id == self.context.window.id() =>
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{
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if self.context.handle_window_event(&event, elwt) {
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return;
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}
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if let WindowEvent::RedrawRequested = event {
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render(&self.context);
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self.context.window.request_redraw();
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}
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input.update(&event);
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}
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_ => (),
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}
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if input.is_key_just_pressed(KeyCode::Escape) {
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elwt.exit();
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}
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self.vm
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.call(["FrameCounter", "update"], (&frame_counter,))
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.unwrap();
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})?;
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Ok(())
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}
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}
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use game::{Game, GameConfig};
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pub fn main() -> Result<()> {
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env_logger::init();
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@ -93,52 +13,3 @@ pub fn main() -> Result<()> {
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Ok(())
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}
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fn make_window() -> Result<(EventLoop<()>, Window)> {
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let event_loop = EventLoop::new()?;
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event_loop.set_control_flow(ControlFlow::Wait);
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let window = WindowBuilder::new()
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.with_title("Sigil")
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.with_inner_size(LogicalSize::new(1280.0, 720.0))
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.build(&event_loop)?;
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Ok((event_loop, window))
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}
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fn render(context: &Context) {
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let output = context.surface.get_current_texture().unwrap();
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let view = output
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.texture
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.create_view(&wgpu::TextureViewDescriptor::default());
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let mut encoder = context
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("Render Encoder"),
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});
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{
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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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 {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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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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occlusion_query_set: None,
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timestamp_writes: None,
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});
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}
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// submit will accept anything that implements IntoIter
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context.queue.submit(std::iter::once(encoder.finish()));
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output.present();
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}
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