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https://github.com/griffi-gh/kubi.git
synced 2024-11-25 16:28:42 -06:00
it kinda runs
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parent
34b9398e80
commit
37ced81e7b
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@ -9,7 +9,7 @@ pub fn init() {
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use env_logger::{fmt::Color, Builder, Env};
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use env_logger::{fmt::Color, Builder, Env};
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let env = Env::default()
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let env = Env::default()
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.filter_or("RUST_LOG", "trace,gilrs=warn,rusty_xinput=warn");
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.filter_or("RUST_LOG", "trace,gilrs=warn,rusty_xinput=warn,wgpu=warn,wgpu_core=warn,wgpu_hal=error");
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Builder::from_env(env)
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Builder::from_env(env)
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.format(|buf, record| {
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.format(|buf, record| {
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let mut level_style = buf.style();
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let mut level_style = buf.style();
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@ -1 +1,21 @@
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//TODO migrate
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//TODO migrate, this is just some filler code to make the game compile
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struct VertexOutput {
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@builtin(position) clip_position: vec4<f32>,
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};
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@vertex
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fn vs_main(
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@builtin(vertex_index) in_vertex_index: u32,
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) -> VertexOutput {
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var out: VertexOutput;
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let x = f32(1 - i32(in_vertex_index)) * 0.5;
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let y = f32(i32(in_vertex_index & 1u) * 2 - 1) * 0.5;
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out.clip_position = vec4<f32>(x, y, 0.0, 1.0);
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return out;
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}
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@fragment
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fn fs_main(in: VertexOutput) -> @location(0) vec4<f32> {
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return vec4<f32>(0.3, 0.2, 0.1, 1.0);
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}
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@ -158,12 +158,36 @@ impl Renderer {
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pub fn begin(&self) -> RenderTarget {
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pub fn begin(&self) -> RenderTarget {
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//Surface texture
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//Surface texture
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let output = self.surface.get_current_texture().unwrap();
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let output = self.surface.get_current_texture().unwrap();
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//View
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//View
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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let view = output.texture.create_view(&wgpu::TextureViewDescriptor::default());
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//Encoder
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//Encoder
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let encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor {
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label: Some("RenderEncoder"),
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label: Some("RenderEncoder"),
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});
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});
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//Begin render pass
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{
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let _render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("RenderPass"),
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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: true,
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},
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})],
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depth_stencil_attachment: None,
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});
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}
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RenderTarget { output, view, encoder }
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RenderTarget { output, view, encoder }
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}
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}
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