222 lines
6.5 KiB
Rust
222 lines
6.5 KiB
Rust
use std::ops::Range;
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use crate::core::texture::Texture;
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pub struct Material {
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pub name: String,
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pub diffuse_texture: Texture,
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pub normal_texture: Texture,
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pub metallic_roughness_texture: Texture,
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pub metallic_factor: f32, // TODO pass to shader
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pub roughness_factor: f32, // TODO pass to shader
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pub bind_group: wgpu::BindGroup,
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}
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impl Material {
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pub fn new(
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device: &wgpu::Device,
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name: &str,
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diffuse_texture: Texture,
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normal_texture: Texture,
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metallic_roughness_texture: Texture,
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metallic_factor: f32,
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roughness_factor: f32,
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layout: &wgpu::BindGroupLayout,
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) -> Self {
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let bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
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layout,
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entries: &[
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// diffuse
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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_texture.sampler),
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},
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// normal
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wgpu::BindGroupEntry {
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binding: 2,
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resource: wgpu::BindingResource::TextureView(&normal_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 3,
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resource: wgpu::BindingResource::Sampler(&normal_texture.sampler),
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},
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// metallic roughness
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wgpu::BindGroupEntry {
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binding: 4,
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resource: wgpu::BindingResource::TextureView(&metallic_roughness_texture.view),
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},
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wgpu::BindGroupEntry {
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binding: 5,
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resource: wgpu::BindingResource::Sampler(&metallic_roughness_texture.sampler),
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},
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],
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label: None,
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});
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Self {
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name: String::from(name),
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diffuse_texture,
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normal_texture,
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metallic_roughness_texture,
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metallic_factor,
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roughness_factor,
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bind_group,
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}
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}
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}
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pub struct Mesh {
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pub name: String,
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pub vertex_buffer: wgpu::Buffer,
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pub index_buffer: wgpu::Buffer,
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pub num_elements: u32,
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pub material: usize,
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}
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pub struct Model {
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pub meshes: Vec<Mesh>,
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pub materials: Vec<Material>,
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}
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pub trait Vertex {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a>;
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}
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#[repr(C)]
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#[derive(Copy, Clone, Debug, Default, bytemuck::Pod, bytemuck::Zeroable)]
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pub struct ModelVertex {
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pub position: [f32; 3],
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pub tex_coords: [f32; 2],
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pub normal: [f32; 3],
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pub tangent: [f32; 3],
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pub bitangent: [f32; 3],
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}
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impl Vertex for ModelVertex {
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fn desc<'a>() -> wgpu::VertexBufferLayout<'a> {
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use std::mem;
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wgpu::VertexBufferLayout {
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array_stride: mem::size_of::<ModelVertex>() as wgpu::BufferAddress,
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step_mode: wgpu::VertexStepMode::Vertex,
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attributes: &[
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// position
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wgpu::VertexAttribute {
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offset: 0,
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shader_location: 0,
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format: wgpu::VertexFormat::Float32x3,
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},
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// tex_coords
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 3]>() as wgpu::BufferAddress,
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shader_location: 1,
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format: wgpu::VertexFormat::Float32x2,
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},
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// normal
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 5]>() as wgpu::BufferAddress,
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shader_location: 2,
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format: wgpu::VertexFormat::Float32x3,
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},
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// tangent
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 8]>() as wgpu::BufferAddress,
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shader_location: 3,
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format: wgpu::VertexFormat::Float32x3,
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},
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// bitangent
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wgpu::VertexAttribute {
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offset: mem::size_of::<[f32; 11]>() as wgpu::BufferAddress,
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shader_location: 4,
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format: wgpu::VertexFormat::Float32x3,
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},
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],
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}
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}
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}
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pub trait DrawModel<'a> {
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fn draw_mesh(
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&mut self,
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mesh: &'a Mesh,
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material: &'a Material,
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bind_groups: Vec<&'a wgpu::BindGroup>,
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);
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fn draw_mesh_instanced(
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&mut self,
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mesh: &'a Mesh,
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material: &'a Material,
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instances: Range<u32>,
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bind_groups: Vec<&'a wgpu::BindGroup>,
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);
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fn draw_model(
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&mut self,
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model: &'a Model,
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bind_groups: Vec<&'a wgpu::BindGroup>,
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);
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fn draw_model_instanced(
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&mut self,
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model: &'a Model,
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instances: Range<u32>,
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bind_groups: Vec<&'a wgpu::BindGroup>,
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);
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}
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impl<'a, 'b> DrawModel<'b> for wgpu::RenderPass<'a>
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where
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'b: 'a,
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{
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fn draw_mesh(
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&mut self,
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mesh: &'b Mesh,
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material: &'b Material,
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bind_groups: Vec<&'a wgpu::BindGroup>,
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) {
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self.draw_mesh_instanced(mesh, material, 0..1, bind_groups);
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}
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fn draw_mesh_instanced(
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&mut self,
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mesh: &'b Mesh,
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material: &'b Material,
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instances: Range<u32>,
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bind_groups: Vec<&'a wgpu::BindGroup>,
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) {
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self.set_vertex_buffer(0, mesh.vertex_buffer.slice(..));
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self.set_index_buffer(mesh.index_buffer.slice(..), wgpu::IndexFormat::Uint32);
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for i in 0..bind_groups.len() {
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self.set_bind_group(i as u32, bind_groups[i], &[]);
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}
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self.set_bind_group(bind_groups.len() as u32, &material.bind_group, &[]);
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self.draw_indexed(0..mesh.num_elements, 0, instances);
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}
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fn draw_model(
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&mut self,
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model: &'b Model,
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bind_groups: Vec<&'a wgpu::BindGroup>,
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) {
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self.draw_model_instanced(model, 0..1, bind_groups);
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}
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fn draw_model_instanced(
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&mut self,
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model: &'b Model,
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instances: Range<u32>,
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bind_groups: Vec<&'a wgpu::BindGroup>,
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) {
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for mesh in &model.meshes {
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let material = &model.materials[mesh.material];
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self.draw_mesh_instanced(
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mesh,
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material,
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instances.clone(),
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bind_groups.clone(),
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);
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}
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}
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}
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