[oden] Textures
Maybe I can figure it out from here
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5 changed files with 180 additions and 15 deletions
129
src/lib.rs
129
src/lib.rs
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@ -1,4 +1,5 @@
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use bytemuck;
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use image;
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use wgpu::util::DeviceExt;
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use winit::{
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event::*,
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@ -11,7 +12,7 @@ use winit::{
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#[derive(Copy, Clone, Debug, bytemuck::Pod, bytemuck::Zeroable)]
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struct Vertex {
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position: [f32; 3],
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color: [f32; 3],
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tex_coords: [f32; 2],
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}
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// lib.rs
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@ -29,7 +30,7 @@ impl Vertex {
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wgpu::VertexAttribute {
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offset: std::mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x3,
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format: wgpu::VertexFormat::Float32x2,
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},
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],
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}
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@ -39,23 +40,23 @@ impl Vertex {
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const VERTICES: &[Vertex] = &[
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Vertex {
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position: [-0.0868241, 0.49240386, 0.0],
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color: [0.5, 0.0, 0.5],
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tex_coords: [0.4131759, 0.00759614],
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}, // A
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Vertex {
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position: [-0.49513406, 0.06958647, 0.0],
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color: [0.5, 0.0, 0.5],
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tex_coords: [0.0048659444, 0.43041354],
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}, // B
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Vertex {
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position: [-0.21918549, -0.44939706, 0.0],
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color: [0.5, 0.0, 0.5],
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tex_coords: [0.28081453, 0.949397],
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}, // C
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Vertex {
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position: [0.35966998, -0.3473291, 0.0],
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color: [0.5, 0.0, 0.5],
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tex_coords: [0.85967, 0.84732914],
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}, // D
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Vertex {
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position: [0.44147372, 0.2347359, 0.0],
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color: [0.5, 0.0, 0.5],
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tex_coords: [0.9414737, 0.2652641],
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}, // E
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];
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@ -74,6 +75,8 @@ struct State {
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index_buffer: wgpu::Buffer,
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num_indices: u32, // Indices in index_buffer
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diffuse_bind_group: wgpu::BindGroup,
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// Garbage
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mouse_x: f64,
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mouse_y: f64,
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@ -149,6 +152,114 @@ impl State {
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};
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surface.configure(&device, &config);
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let diffuse_bytes = include_bytes!("happy-tree.png");
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let diffuse_image = image::load_from_memory(diffuse_bytes).unwrap();
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let diffuse_rgba = diffuse_image.to_rgba8();
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use image::GenericImageView;
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let dimensions = diffuse_image.dimensions();
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let texture_size = wgpu::Extent3d {
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width: dimensions.0,
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height: dimensions.1,
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depth_or_array_layers: 1,
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};
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let diffuse_texture = device.create_texture(&wgpu::TextureDescriptor {
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// All textures are stored as 3D, we represent our 2D texture
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// by setting depth to 1.
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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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// Most images are stored using sRGB so we need to reflect that here.
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format: wgpu::TextureFormat::Rgba8UnormSrgb,
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// TEXTURE_BINDING tells wgpu that we want to use this texture in shaders
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// COPY_DST means that we want to copy data to this texture
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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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// This is the same as with the SurfaceConfig. It specifies what
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// texture formats can be used to create TextureViews for this
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// texture. The base texture format (Rgba8UnormSrgb in this case)
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// is always supported. Note that using a different texture
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// format is not supported on the WebGL2 backend.
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view_formats: &[],
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});
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// Jam the bits into the texture
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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: &diffuse_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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&diffuse_rgba,
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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 * dimensions.0),
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rows_per_image: Some(dimensions.1),
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},
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texture_size,
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);
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// We don't need to configure the texture view much, so let's
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// let wgpu define it.
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let diffuse_texture_view =
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diffuse_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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let texture_bind_group_layout =
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device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
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entries: &[
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wgpu::BindGroupLayoutEntry {
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binding: 0,
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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: 1,
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visibility: wgpu::ShaderStages::FRAGMENT,
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// This should match the filterable field of the
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// corresponding Texture entry above.
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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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],
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label: Some("texture_bind_group_layout"),
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});
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let diffuse_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout: &texture_bind_group_layout,
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entries: &[
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wgpu::BindGroupEntry {
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binding: 0,
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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: 1,
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resource: wgpu::BindingResource::Sampler(&diffuse_sampler),
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},
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],
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label: Some("diffuse_bind_group"),
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});
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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@ -157,7 +268,7 @@ impl State {
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let render_pipeline_layout =
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device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: Some("Render Pipeline Layout"),
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bind_group_layouts: &[],
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bind_group_layouts: &[&texture_bind_group_layout],
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push_constant_ranges: &[],
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});
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@ -222,6 +333,7 @@ impl State {
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vertex_buffer,
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index_buffer,
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num_indices,
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diffuse_bind_group,
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mouse_x: 0.0,
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mouse_y: 0.0,
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@ -283,6 +395,7 @@ impl State {
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});
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render_pass.set_pipeline(&self.render_pipeline);
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render_pass.set_bind_group(0, &self.diffuse_bind_group, &[]);
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..self.num_indices, 0, 0..1);
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