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Author | SHA1 | Date |
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Thomas Forgione | ebb55da52c |
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@ -1,31 +1,75 @@
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#version 140
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#version 140
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#extension GL_OES_standard_derivatives : enable
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uniform sampler2D tex;
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uniform sampler2D tex;
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uniform vec3 diffuse;
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uniform vec3 diffuse;
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in vec3 v_normal;
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in vec3 v_normal;
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in vec2 v_tex_coords;
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in vec2 v_tex_coords;
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in vec3 v_barycentric;
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in vec4 v_position;
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out vec4 color;
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out vec4 color;
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vec4 wireframe_color;
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vec4 render_color;
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vec3 ambientLight = vec3(0.3,0.3,0.3);
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vec3 ambientLight = vec3(0.3,0.3,0.3);
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vec3 directionnalLight = normalize(vec3(10,5,7));
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vec3 directionnalLight = normalize(vec3(10,5,7));
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vec3 directionnalLightFactor = vec3(0.6,0.6,0.6);
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vec3 directionnalLightFactor = vec3(0.6,0.6,0.6);
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// float edgeFactor(vec3 a){
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// vec3 d = fwidth(v_barycentric);
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// vec3 a3 = smoothstep(vec3(0.0), d*1.5, v_barycentric);
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// return min(min(a3.x, a3.y), a3.z);
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// }
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void main() {
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void main() {
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vec3 d = fwidth(v_barycentric);
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vec3 a3 = smoothstep(vec3(0.0), 0.8 * d, v_barycentric);
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float scale = (1 - min(min(a3.x, a3.y), a3.z)) / 2 + 0.5;
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wireframe_color = vec4(scale, scale, scale, 1.0);
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// float threshold = 0.1;
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// vec3 d = fwidth(v_barycentric);
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// if (d.x < threshold || d.y < threshold || d.z < threshold) {
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// wireframe_color = vec4(1.0, 1.0, 1.0, 1.0);
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// } else {
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// wireframe_color = vec4(0.5, 0.5, 0.5, 1.0);
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// }
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vec3 lambertComponent = dot(directionnalLight, v_normal) * directionnalLightFactor;
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vec3 lambertComponent = dot(directionnalLight, v_normal) * directionnalLightFactor;
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lambertComponent = max(vec3(0.0, 0.0, 0.0), lambertComponent);
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lambertComponent = max(vec3(0.0, 0.0, 0.0), lambertComponent);
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vec4 factor = vec4(ambientLight + lambertComponent, 1.0);
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vec4 factor = vec4(ambientLight + lambertComponent, 1.0);
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color = factor * vec4(diffuse, 1.0) * texture(tex, v_tex_coords);
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render_color = factor * vec4(diffuse, 1.0) * texture(tex, v_tex_coords);
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if (color.a < 0.05) {
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if (render_color.a < 0.05) {
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discard;
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discard;
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} else {
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} else {
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color.a = 1.0;
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render_color.a = 1.0;
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}
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}
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float z_min = 0.15;
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float z_max = 0.25;
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float lambda = (v_position.z - z_min) / (z_max - z_min);
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if (lambda < 0) {
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lambda = 0;
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}
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if (lambda > 1) {
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lambda = 1;
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}
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color = lambda * wireframe_color + (1 - lambda) * render_color;
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}
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}
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@ -6,14 +6,19 @@ uniform vec3 texture_size;
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in vec3 vertex;
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in vec3 vertex;
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in vec2 tex_coords;
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in vec2 tex_coords;
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in vec3 barycentric;
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in vec3 normal;
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in vec3 normal;
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out vec2 v_tex_coords;
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out vec2 v_tex_coords;
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out vec3 v_normal;
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out vec3 v_normal;
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out vec3 v_barycentric;
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out vec4 v_position;
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void main() {
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void main() {
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v_normal = normal;
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v_normal = normal;
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v_barycentric = barycentric;
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v_tex_coords = vec2(tex_coords.x * texture_size.x, tex_coords.y * texture_size.y);
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v_tex_coords = vec2(tex_coords.x * texture_size.x, tex_coords.y * texture_size.y);
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gl_Position = perspective * view * vec4(vertex, 1.0);
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gl_Position = perspective * view * vec4(vertex, 1.0);
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v_position = gl_Position;
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}
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}
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@ -23,13 +23,14 @@ use renderer::Renderer;
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#[derive(Copy, Clone, Debug, PartialEq)]
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#[derive(Copy, Clone, Debug, PartialEq)]
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/// A raw vertex, with its 3D coordinates, texture coordinates and normals.
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/// A raw vertex, with its 3D coordinates, texture coordinates and normals.
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pub struct Vertex {
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pub struct Vertex {
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vertex: [f64; 3],
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vertex: [f64; 3],
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tex_coords: [f64; 2],
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tex_coords: [f64; 2],
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normal: [f64; 3],
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normal: [f64; 3],
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face_color: [f64; 3],
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barycentric: [f64; 3],
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face_color: [f64; 3],
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}
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}
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implement_vertex!(Vertex, vertex, tex_coords, normal, face_color);
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implement_vertex!(Vertex, vertex, tex_coords, normal, barycentric, face_color);
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/// A part of a 3D model.
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/// A part of a 3D model.
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///
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///
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@ -534,7 +535,12 @@ impl Model {
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let mut vertex_buffer = vec![];
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let mut vertex_buffer = vec![];
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for face in part.faces() {
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for face in part.faces() {
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for &&v in &[&face.a, &face.b, &face.c] {
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let v0 = vertices[face.a.vertex];
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let v1 = vertices[face.b.vertex];
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let v2 = vertices[face.c.vertex];
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let barycenter = (v0 + v1 + v2) / 3.0;
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for (index, &&v) in [&face.a, &face.b, &face.c].iter().enumerate() {
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let vertex = vertices[v.vertex].into();
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let vertex = vertices[v.vertex].into();
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let tex_coord = if let Some(tex_index) = v.texture_coordinate {
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let tex_coord = if let Some(tex_index) = v.texture_coordinate {
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texture_coordinates[tex_index].into()
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texture_coordinates[tex_index].into()
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@ -542,6 +548,14 @@ impl Model {
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[0.0, 0.0]
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[0.0, 0.0]
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};
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};
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let barycentric = match index {
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0 => [1.0, 0.0, 0.0],
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1 => [0.0, 1.0, 0.0],
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2 => [0.0, 0.0, 1.0],
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_ => unreachable!(),
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};
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let normal = if let Some(normal_index) = v.normal {
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let normal = if let Some(normal_index) = v.normal {
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normals[normal_index].into()
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normals[normal_index].into()
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} else {
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} else {
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@ -564,10 +578,11 @@ impl Model {
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];
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];
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vertex_buffer.push(Vertex {
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vertex_buffer.push(Vertex {
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vertex: vertex,
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vertex: vertex,
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tex_coords: tex_coord,
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tex_coords: tex_coord,
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normal: normal,
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normal: normal,
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face_color: [r, g, b],
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barycentric: barycentric,
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face_color: [r, g, b],
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});
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});
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}
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}
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}
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}
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@ -131,6 +131,7 @@ fn main() {
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let context = glutin::ContextBuilder::new().with_depth_buffer(24);
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let context = glutin::ContextBuilder::new().with_depth_buffer(24);
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let display = Display::new(window, context, &events_loop).unwrap();
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let display = Display::new(window, context, &events_loop).unwrap();
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let mut renderer = Renderer::new(display);
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let mut renderer = Renderer::new(display);
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renderer.set_clear_color(1.0, 1.0, 1.0, 1.0);
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let mut scene = Scene::new();
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let mut scene = Scene::new();
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let mut before;
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let mut before;
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