mirror of
https://github.com/italicsjenga/vello.git
synced 2025-01-10 12:41:30 +11:00
237 lines
7 KiB
Rust
237 lines
7 KiB
Rust
use bevy::render::RenderSet;
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use vello::kurbo::{Affine, Point, Rect};
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use vello::peniko::{Color, Fill, Gradient, Stroke};
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use vello::{Renderer, RendererOptions, Scene, SceneBuilder, SceneFragment};
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use bevy::{
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prelude::*,
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render::{
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extract_component::{ExtractComponent, ExtractComponentPlugin},
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render_asset::RenderAssets,
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render_resource::{
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Extent3d, TextureDescriptor, TextureDimension, TextureFormat, TextureUsages,
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},
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renderer::{RenderDevice, RenderQueue},
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RenderApp,
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},
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};
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#[derive(Resource)]
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struct VelloRenderer(Renderer);
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impl FromWorld for VelloRenderer {
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fn from_world(world: &mut World) -> Self {
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let device = world.get_resource::<RenderDevice>().unwrap();
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VelloRenderer(
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Renderer::new(
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device.wgpu_device(),
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&RendererOptions {
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surface_format: None,
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},
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)
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.unwrap(),
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)
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}
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}
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struct VelloPlugin;
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impl Plugin for VelloPlugin {
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fn build(&self, app: &mut App) {
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let Ok(render_app) = app.get_sub_app_mut(RenderApp) else { return };
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render_app.init_resource::<VelloRenderer>();
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// This should probably use the render graph, but working out the dependencies there is awkward
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render_app.add_system(render_scenes.in_set(RenderSet::Render));
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}
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}
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fn render_scenes(
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mut renderer: ResMut<VelloRenderer>,
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mut scenes: Query<&VelloScene>,
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gpu_images: Res<RenderAssets<Image>>,
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device: Res<RenderDevice>,
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queue: Res<RenderQueue>,
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) {
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for scene in &mut scenes {
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let gpu_image = gpu_images.get(&scene.1).unwrap();
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let params = vello::RenderParams {
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base_color: vello::peniko::Color::AQUAMARINE,
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width: gpu_image.size.x as u32,
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height: gpu_image.size.y as u32,
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};
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renderer
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.0
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.render_to_texture(
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device.wgpu_device(),
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&*queue,
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&scene.0,
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&gpu_image.texture_view,
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¶ms,
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)
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.unwrap();
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}
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}
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fn main() {
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App::new()
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.add_plugins(DefaultPlugins)
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.add_system(bevy::window::close_on_esc)
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.add_plugin(VelloPlugin)
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.add_startup_system(setup)
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.add_system(cube_rotator_system)
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.add_plugin(ExtractComponentPlugin::<VelloScene>::default())
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.add_system(render_fragment)
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.run()
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}
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// Marks the main pass cube, to which the texture is applied.
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#[derive(Component)]
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struct MainPassCube;
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#[derive(Component)]
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pub struct VelloTarget(Handle<Image>);
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#[derive(Component)]
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// In the future, this will probably connect to the bevy heirarchy with an Affine component
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pub struct VelloFragment(SceneFragment);
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#[derive(Component)]
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struct VelloScene(Scene, Handle<Image>);
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impl ExtractComponent for VelloScene {
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type Query = (&'static VelloFragment, &'static VelloTarget);
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type Filter = ();
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type Out = Self;
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fn extract_component(
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(fragment, target): bevy::ecs::query::QueryItem<'_, Self::Query>,
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) -> Option<Self> {
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let mut scene = Scene::default();
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let mut builder = SceneBuilder::for_scene(&mut scene);
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builder.append(&fragment.0, None);
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Some(Self(scene, target.0.clone()))
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}
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}
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fn setup(
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mut commands: Commands,
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mut meshes: ResMut<Assets<Mesh>>,
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mut materials: ResMut<Assets<StandardMaterial>>,
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mut images: ResMut<Assets<Image>>,
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) {
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let size = Extent3d {
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width: 512,
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height: 512,
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..default()
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};
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// This is the texture that will be rendered to.
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let mut image = Image {
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texture_descriptor: TextureDescriptor {
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label: None,
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size,
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dimension: TextureDimension::D2,
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format: TextureFormat::Rgba8Unorm,
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mip_level_count: 1,
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sample_count: 1,
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usage: TextureUsages::TEXTURE_BINDING
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| TextureUsages::COPY_DST
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| TextureUsages::STORAGE_BINDING,
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view_formats: &[],
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},
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..default()
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};
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// fill image.data with zeroes
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image.resize(size);
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let image_handle = images.add(image);
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// Light
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// NOTE: Currently lights are shared between passes - see https://github.com/bevyengine/bevy/issues/3462
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commands.spawn(PointLightBundle {
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transform: Transform::from_translation(Vec3::new(0.0, 0.0, 10.0)),
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..default()
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});
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let cube_size = 4.0;
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let cube_handle = meshes.add(Mesh::from(shape::Box::new(cube_size, cube_size, cube_size)));
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// This material has the texture that has been rendered.
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let material_handle = materials.add(StandardMaterial {
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base_color_texture: Some(image_handle.clone()),
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reflectance: 0.02,
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unlit: false,
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..default()
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});
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// Main pass cube, with material containing the rendered first pass texture.
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commands.spawn((
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PbrBundle {
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mesh: cube_handle,
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material: material_handle,
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transform: Transform::from_xyz(0.0, 0.0, 1.5)
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.with_rotation(Quat::from_rotation_x(-std::f32::consts::PI / 5.0)),
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..default()
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},
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MainPassCube,
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));
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// The main pass camera.
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commands.spawn(Camera3dBundle {
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transform: Transform::from_xyz(0.0, 0.0, 15.0).looking_at(Vec3::ZERO, Vec3::Y),
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..default()
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});
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commands.spawn((
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VelloFragment(SceneFragment::default()),
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VelloTarget(image_handle),
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));
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}
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/// Rotates the outer cube (main pass)
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fn cube_rotator_system(time: Res<Time>, mut query: Query<&mut Transform, With<MainPassCube>>) {
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for mut transform in &mut query {
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transform.rotate_x(1.0 * time.delta_seconds());
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transform.rotate_y(0.7 * time.delta_seconds());
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}
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}
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fn render_fragment(mut fragment: Query<&mut VelloFragment>, mut frame: Local<usize>) {
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let mut fragment = fragment.single_mut();
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let mut builder = SceneBuilder::for_fragment(&mut fragment.0);
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render_brush_transform(&mut builder, *frame);
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*frame += 1;
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}
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fn render_brush_transform(sb: &mut SceneBuilder, i: usize) {
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let th = (std::f64::consts::PI / 180.0) * (i as f64);
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let linear = Gradient::new_linear((0.0, 0.0), (0.0, 200.0)).with_stops([
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Color::RED,
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Color::GREEN,
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Color::BLUE,
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]);
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sb.fill(
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Fill::NonZero,
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Affine::translate((106.0, 106.0)),
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&linear,
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Some(around_center(Affine::rotate(th), Point::new(150.0, 150.0))),
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&Rect::from_origin_size(Point::default(), (300.0, 300.0)),
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);
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sb.stroke(
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&Stroke::new(106.0),
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Affine::IDENTITY,
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&linear,
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Some(around_center(
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Affine::rotate(th + std::f64::consts::PI / 2.),
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Point::new(176.5, 176.5),
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)),
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&Rect::from_origin_size(Point::new(53.0, 53.0), (406.0, 406.0)),
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);
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}
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fn around_center(xform: Affine, center: Point) -> Affine {
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Affine::translate(center.to_vec2()) * xform * Affine::translate(-center.to_vec2())
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}
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