initial (bad) voxel renderer
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208
src/client/render/voxel/pipeline.rs
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208
src/client/render/voxel/pipeline.rs
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use super::{color::VoxelColor, view::View};
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use crate::client::render::{
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buf::ArrBufUpdate, storage::Storage, uniform::Uniform, RenderUpdateData,
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};
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pub struct VoxelPipeline {
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pipeline: wgpu::RenderPipeline,
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view: Uniform<View>,
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bind_group_layout: wgpu::BindGroupLayout,
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bind_group: wgpu::BindGroup,
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texture: wgpu::Texture,
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voxels: Storage<VoxelColor>,
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arst: bool,
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}
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const WIDTH: u32 = 300;
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const HEIGHT: u32 = 300;
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impl VoxelPipeline {
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pub fn new(device: &wgpu::Device, format: &wgpu::TextureFormat) -> Self {
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// shaders
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Tile Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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});
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let view = Uniform::<View>::init(device, "View", 0);
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let texture_size = wgpu::Extent3d {
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width: WIDTH,
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height: HEIGHT,
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depth_or_array_layers: 1,
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};
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let texture = device.create_texture(&wgpu::TextureDescriptor {
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size: texture_size,
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mip_level_count: 1,
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sample_count: 1,
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dimension: wgpu::TextureDimension::D2,
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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usage: wgpu::TextureUsages::TEXTURE_BINDING | wgpu::TextureUsages::COPY_DST,
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label: Some("diffuse_texture"),
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view_formats: &[],
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});
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let voxels = Storage::init(device, "voxels", 3);
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let diffuse_texture_view = texture.create_view(&wgpu::TextureViewDescriptor::default());
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let diffuse_sampler = device.create_sampler(&wgpu::SamplerDescriptor {
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address_mode_u: wgpu::AddressMode::ClampToEdge,
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address_mode_v: wgpu::AddressMode::ClampToEdge,
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address_mode_w: wgpu::AddressMode::ClampToEdge,
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mag_filter: wgpu::FilterMode::Linear,
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min_filter: wgpu::FilterMode::Nearest,
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mipmap_filter: wgpu::FilterMode::Nearest,
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..Default::default()
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});
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// bind groups
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let bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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view.bind_group_layout_entry(),
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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::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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},
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wgpu::BindGroupLayoutEntry {
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binding: 2,
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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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voxels.bind_group_layout_entry(),
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],
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label: Some("tile_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: &bind_group_layout,
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entries: &[
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view.bind_group_entry(),
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wgpu::BindGroupEntry {
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binding: 1,
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resource: wgpu::BindingResource::TextureView(&diffuse_texture_view),
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},
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::Sampler(&diffuse_sampler),
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},
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voxels.bind_group_entry(),
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],
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label: Some("tile_bind_group"),
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});
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// pipeline
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Tile Pipeline Layout"),
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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});
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: Some("Voxel Pipeline"),
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layout: Some(&render_pipeline_layout),
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vertex: wgpu::VertexState {
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module: &shader,
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entry_point: "vs_main",
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buffers: &[],
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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: "fs_main",
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targets: &[Some(wgpu::ColorTargetState {
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format: *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: wgpu::PipelineCompilationOptions::default(),
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}),
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primitive: wgpu::PrimitiveState {
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topology: wgpu::PrimitiveTopology::TriangleStrip,
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: None,
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polygon_mode: wgpu::PolygonMode::Fill,
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unclipped_depth: false,
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conservative: false,
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},
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depth_stencil: None,
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multisample: wgpu::MultisampleState {
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count: 1,
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mask: !0,
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alpha_to_coverage_enabled: true,
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},
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multiview: None,
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});
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Self {
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pipeline: render_pipeline,
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view,
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bind_group,
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bind_group_layout,
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texture,
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voxels,
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arst: false,
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}
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}
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pub fn update(
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&mut self,
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device: &wgpu::Device,
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encoder: &mut wgpu::CommandEncoder,
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belt: &mut wgpu::util::StagingBelt,
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queue: &mut wgpu::Queue,
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update_data: &RenderUpdateData,
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) {
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let texture_size = wgpu::Extent3d {
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width: WIDTH,
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height: HEIGHT,
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depth_or_array_layers: 1,
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};
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if !self.arst {
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queue.write_texture(
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// Tells wgpu where to copy the pixel data
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wgpu::ImageCopyTexture {
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texture: &self.texture,
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mip_level: 0,
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origin: wgpu::Origin3d::ZERO,
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aspect: wgpu::TextureAspect::All,
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},
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// The actual pixel data
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&[0xff, 0x00, 0xff, 0xff].repeat((WIDTH * HEIGHT) as usize),
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// The layout of the texture
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wgpu::ImageDataLayout {
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offset: 0,
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bytes_per_row: Some(4 * WIDTH),
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rows_per_image: Some(HEIGHT),
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},
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texture_size,
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);
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let l = 10;
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let size = l * l * l;
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let mut data: Vec<_> = vec![VoxelColor::none(); size];
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data[0] = VoxelColor::white();
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data[size - 1] = VoxelColor::white();
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self.voxels.update(
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device,
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encoder,
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belt,
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data.len(),
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&[ArrBufUpdate { offset: 0, data }],
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);
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self.arst = true;
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}
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self.view.update(device, encoder, belt, update_data);
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}
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pub fn draw<'a>(&'a self, render_pass: &mut wgpu::RenderPass<'a>) {
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.bind_group, &[]);
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render_pass.draw(0..4, 0..1);
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}
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}
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