➡ cat *
// compute.wgsl

const SIM_WIDTH: u32 = $SIM_WIDTH;
const SIM_HEIGHT: u32 = $SIM_HEIGHT;

@group(0) @binding(0)
var<storage, read_write> cells: array<u32>;

@compute @workgroup_size(8, 8, 1)
fn main(@builtin(global_invocation_id) global_id: vec3<u32>) {
    let x = global_id.x;
    let y = global_id.y;
    let index = y * SIM_WIDTH + x;

    // Check bounds
    if x >= SIM_WIDTH || y >= SIM_HEIGHT {
        return;
    }

    let cell_material = cells[index];

    if cell_material == 1u { // Sand
        // Implement sand logic
        var moved = false;

        // Try moving down
        if y + 1u < SIM_HEIGHT {
            let below_index = (y + 1u) * SIM_WIDTH + x;
            if cells[below_index] == 0u || cells[below_index] == 2u { // empty or water
                cells[index] = cells[below_index];
                cells[below_index] = 1u;
                moved = true;
            }
        }

        // Try moving down-left
        if !moved && x > 0u && y + 1u < SIM_HEIGHT {
            let below_left_index = (y + 1u) * SIM_WIDTH + (x - 1u);
            if cells[below_left_index] == 0u || cells[below_left_index] == 2u {
                cells[index] = cells[below_left_index];
                cells[below_left_index] = 1u;
                moved = true;
            }
        }

        // Try moving down-right
        if !moved && x + 1u < SIM_WIDTH && y + 1u < SIM_HEIGHT {
            let below_right_index = (y + 1u) * SIM_WIDTH + (x + 1u);
            if cells[below_right_index] == 0u || cells[below_right_index] == 2u {
                cells[index] = cells[below_right_index];
                cells[below_right_index] = 1u;
                moved = true;
            }
        }
    } else if cell_material == 2u { // Water
        // Implement water logic
        var moved = false;

        // Try moving down
        if y + 1u < SIM_HEIGHT {
            let below_index = (y + 1u) * SIM_WIDTH + x;
            if cells[below_index] == 0u {
                cells[index] = cells[below_index];
                cells[below_index] = 2u;
                moved = true;
            }
        }

        // Try moving left
        if !moved && x > 0u {
            let left_index = y * SIM_WIDTH + (x - 1u);
            if cells[left_index] == 0u {
                cells[index] = cells[left_index];
                cells[left_index] = 2u;
                moved = true;
            }
        }

        // Try moving right
        if !moved && x + 1u < SIM_WIDTH {
            let right_index = y * SIM_WIDTH + (x + 1u);
            if cells[right_index] == 0u {
                cells[index] = cells[right_index];
                cells[right_index] = 2u;
                moved = true;
            }
        }
    }

    // Add logic for other materials if needed
}
// fragment.wgsl

const SIM_WIDTH: u32 = $SIM_WIDTH;
const SIM_HEIGHT: u32 = $SIM_HEIGHT;
const WINDOW_WIDTH: u32 = $WINDOW_WIDTH;
const WINDOW_HEIGHT: u32 = $WINDOW_HEIGHT;

@group(0) @binding(0)
var<storage, read> cells: array<u32>;

@fragment
fn main(@builtin(position) frag_coord: vec4<f32>) -> @location(0) vec4<f32> {
    let sim_cell_width = f32(WINDOW_WIDTH) / f32(SIM_WIDTH);
    let sim_cell_height = f32(WINDOW_HEIGHT) / f32(SIM_HEIGHT);

    let x = u32(frag_coord.x / sim_cell_width);
    let y = u32(frag_coord.y / sim_cell_height);

    // Check bounds
    if x >= SIM_WIDTH || y >= SIM_HEIGHT {
        discard;
    }

    let index = y * SIM_WIDTH + x;
    let material = cells[index];

    var color: vec3<f32>;
    if material == 0u {
        discard; // Don't draw anything
    } else if material == 1u {
        color = vec3(0.8, 0.7, 0.5); // Sand
    } else if material == 2u {
        color = vec3(0.0, 0.5, 1.0); // Water
    } else if material == 3u {
        color = vec3(0.4, 0.3, 0.2); // Earth
    } else if material == 4u {
        color = vec3(1.0, 0.3, 0.0); // Lava
    } else {
        color = vec3(1.0, 1.0, 1.0); // Default
    }

    return vec4(color, 1.0);
}
// vertex.wgsl

@vertex
fn main(@builtin(vertex_index) vertex_index: u32) -> @builtin(position) vec4<f32> {
    var positions = array<vec2<f32>, 6>(
        vec2(-1.0, -1.0),
        vec2(1.0, -1.0),
        vec2(-1.0, 1.0),
        vec2(-1.0, 1.0),
        vec2(1.0, -1.0),
        vec2(1.0, 1.0),
    );

    let pos = positions[vertex_index];
    return vec4(pos, 0.0, 1.0);
}
 ➡ cd ..
>
 ➡ cat *
cat : L'accès au chemin d'accès 'C:\Users\Enzo\Documents\falling_sand_simulator\src\shaders' est refusé.
Au caractère Ligne:1 : 1
+ cat *
+ ~~~~~
    + CategoryInfo          : PermissionDenied: (C:\Users\Enzo\D...tor\src\shaders:String) [Get-Content], Unauthorized
   AccessException
    + FullyQualifiedErrorId : GetContentReaderUnauthorizedAccessError,Microsoft.PowerShell.Commands.GetContentCommand

// lib.rs
pub mod material;
pub mod render;
pub mod simulation;
// main.rs
use winit::{
    dpi::PhysicalSize,
    event::{Event, WindowEvent},
    event_loop::{ControlFlow, EventLoop},
    window::WindowBuilder,
};

mod render;
mod simulation;
mod material;

use render::Renderer;
use simulation::Simulation;
use material::Material;

// Additional imports for egui integration
use egui_wgpu_backend::RenderPass as EguiRenderPass;
use egui_winit_platform::{Platform, PlatformDescriptor};
use std::time::Instant;

fn main() {
    // Fixed window size (500x500)
    let window_size = PhysicalSize::new(500, 500);

    // Create the event loop and window
    let event_loop = EventLoop::new();

    let window = WindowBuilder::new()
        .with_title("Falling Sand Simulator")
        .with_inner_size(window_size)
        .with_resizable(false) // Fixed size
        .build(&event_loop)
        .unwrap();

    // Initialize egui
    let mut platform = Platform::new(PlatformDescriptor {
        physical_width: window_size.width,
        physical_height: window_size.height,
        scale_factor: window.scale_factor(),
        font_definitions: egui::FontDefinitions::default(),
        style: egui::Style::default(),
    });

    // Initialize the renderer and simulation
    let mut renderer = pollster::block_on(Renderer::new(&window));
    let mut simulation = Simulation::new();

    let mut egui_rpass = EguiRenderPass::new(&renderer.device, renderer.config.format, 1);

    let start_time = Instant::now();

    // Selected material
    let mut selected_material = Material::Sand;

    // Run the event loop
    event_loop.run(move |event, _, control_flow| {
        *control_flow = ControlFlow::Poll;

        // Handle egui input
        platform.handle_event(&event);

        match event {
            Event::RedrawRequested(_) => {
                // Update egui
                platform.update_time(start_time.elapsed().as_secs_f64());
                platform.begin_frame();

                // Build UI
                egui::Window::new("Materials").show(&platform.context(), |ui| {
                    ui.label("Select a material:");
                    ui.radio_value(&mut selected_material, Material::Sand, "Sand");
                    ui.radio_value(&mut selected_material, Material::Water, "Water");
                    ui.radio_value(&mut selected_material, Material::Earth, "Earth");
                    ui.radio_value(&mut selected_material, Material::Lava, "Lava");
                    // Add more materials if needed
                });

                let full_output = platform.end_frame(Some(&window));
                let paint_jobs = platform.context().tessellate(full_output.shapes.clone());

                // Update simulation (if needed)
                simulation.update();

                // Render
                match renderer.render(
                    &simulation,
                    &paint_jobs,
                    &mut egui_rpass,
                    &full_output.textures_delta,
                ) {
                    Ok(_) => {}
                    // Recreate the surface if lost
                    Err(wgpu::SurfaceError::Lost) => renderer.resize(renderer.size),
                    // The system is out of memory, exit
                    Err(wgpu::SurfaceError::OutOfMemory) => *control_flow = ControlFlow::Exit,
                    // All other errors (Outdated, Timeout) should be resolved by the next frame
                    Err(e) => eprintln!("{:?}", e),
                }
            }
            Event::MainEventsCleared => {
                // Request a redraw
                window.request_redraw();
            }
            Event::WindowEvent { ref event, .. } => {
                if !renderer.input(event, &mut simulation, &window, selected_material) {
                    // Close window
                    match event {
                        WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
                        _ => {}
                    }
                }
            }
            _ => {}
        }
    });
}
// material.rs
use bytemuck::{Pod, Zeroable};

#[repr(u32)]
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
pub enum Material {
    Empty = 0,
    Sand = 1,
    Water = 2,
    Earth = 3,
    Lava = 4,
    // Add more materials if needed
}

// SAFETY: Material is a field-less enum with a defined integer representation.
unsafe impl Zeroable for Material {}
unsafe impl Pod for Material {}

impl Material {
    pub fn color(&self) -> [f32; 3] {
        match self {
            Material::Empty => [0.0, 0.0, 0.0],   // Black
            Material::Sand => [0.8, 0.7, 0.5],    // Sandy color
            Material::Water => [0.0, 0.5, 1.0],   // Blue
            Material::Earth => [0.4, 0.3, 0.2],   // Brown
            Material::Lava => [1.0, 0.3, 0.0],    // Orange-red
        }
    }
}
// render.rs
use winit::window::Window;

use crate::simulation::{Simulation, SIM_HEIGHT, SIM_WIDTH};
use crate::material::Material;

// For egui integration
use egui_wgpu_backend::RenderPass as EguiRenderPass;
use egui::TexturesDelta;

pub struct Renderer {
    pub device: wgpu::Device,
    pub queue: wgpu::Queue,
    pub surface: wgpu::Surface,
    pub config: wgpu::SurfaceConfiguration,
    pub size: winit::dpi::PhysicalSize<u32>,
    render_pipeline: wgpu::RenderPipeline,
    compute_pipeline: wgpu::ComputePipeline,
    cell_buffer: wgpu::Buffer,
    compute_bind_group: wgpu::BindGroup,
    render_bind_group: wgpu::BindGroup,
    cursor_position: Option<winit::dpi::PhysicalPosition<f64>>,
}

impl Renderer {
    pub async fn new(window: &Window) -> Self {
        let size = window.inner_size();

        // Instance
        let instance = wgpu::Instance::default();

        // Surface
        let surface = unsafe { instance.create_surface(window) }.unwrap();

        // Adapter
        let adapter = instance
            .request_adapter(&wgpu::RequestAdapterOptions {
                power_preference: wgpu::PowerPreference::HighPerformance,
                compatible_surface: Some(&surface),
                ..Default::default()
            })
            .await
            .unwrap();

        // Device and Queue
        let required_features = wgpu::Features::VERTEX_WRITABLE_STORAGE;

        // Get the features supported by the adapter
        let available_features = adapter.features();

        if !available_features.contains(required_features) {
            panic!("Required features are not supported by the adapter");
        }

        let (device, queue) = adapter.request_device(
            &wgpu::DeviceDescriptor {
                features: required_features & available_features, // Ensure we're only requesting supported features
                limits: wgpu::Limits::default(),
                label: None,
            },
            None,
        ).await.unwrap();

        // Surface configuration
        let config = wgpu::SurfaceConfiguration {
            usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
            format: surface.get_capabilities(&adapter).formats[0],
            width: size.width,
            height: size.height,
            present_mode: wgpu::PresentMode::Fifo,
            alpha_mode: surface.get_capabilities(&adapter).alpha_modes[0],
            view_formats: vec![],
        };
        surface.configure(&device, &config);

        // Create a buffer for the simulation data
        let cell_buffer_size =
            (std::mem::size_of::<u32>() * SIM_WIDTH as usize * SIM_HEIGHT as usize) as u64;

        let cell_buffer = device.create_buffer(&wgpu::BufferDescriptor {
            label: Some("Cell Buffer"),
            size: cell_buffer_size,
            usage: wgpu::BufferUsages::STORAGE
                | wgpu::BufferUsages::COPY_DST
                | wgpu::BufferUsages::COPY_SRC,
            mapped_at_creation: false,
        });

        // Create separate bind group layouts
        // Compute Bind Group Layout (read-write access)
        let compute_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
            label: Some("Compute Bind Group Layout"),
            entries: &[
                wgpu::BindGroupLayoutEntry {
                    binding: 0,
                    visibility: wgpu::ShaderStages::COMPUTE,
                    ty: wgpu::BindingType::Buffer {
                        ty: wgpu::BufferBindingType::Storage { read_only: false },
                        has_dynamic_offset: false,
                        min_binding_size: None,
                    },
                    count: None,
                },
            ],
        });

        // Render Bind Group Layout (read-only access)
        let render_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
            label: Some("Render Bind Group Layout"),
            entries: &[
                wgpu::BindGroupLayoutEntry {
                    binding: 0,
                    visibility: wgpu::ShaderStages::VERTEX | wgpu::ShaderStages::FRAGMENT,
                    ty: wgpu::BindingType::Buffer {
                        ty: wgpu::BufferBindingType::Storage { read_only: true },
                        has_dynamic_offset: false,
                        min_binding_size: None,
                    },
                    count: None,
                },
            ],
        });

        // Create bind groups
        let compute_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
            label: Some("Compute Bind Group"),
            layout: &compute_bind_group_layout,
            entries: &[
                wgpu::BindGroupEntry {
                    binding: 0,
                    resource: cell_buffer.as_entire_binding(),
                },
            ],
        });

        let render_bind_group = device.create_bind_group(&wgpu::BindGroupDescriptor {
            label: Some("Render Bind Group"),
            layout: &render_bind_group_layout,
            entries: &[
                wgpu::BindGroupEntry {
                    binding: 0,
                    resource: cell_buffer.as_entire_binding(),
                },
            ],
        });

        // Load shaders
        let vertex_shader_source = include_str!("shaders/vertex.wgsl");
        let vertex_shader_source = vertex_shader_source
            .replace("$SIM_WIDTH", &SIM_WIDTH.to_string())
            .replace("$SIM_HEIGHT", &SIM_HEIGHT.to_string())
            .replace("$WINDOW_WIDTH", &size.width.to_string())
            .replace("$WINDOW_HEIGHT", &size.height.to_string());

        let vertex_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: Some("Vertex Shader"),
            source: wgpu::ShaderSource::Wgsl(vertex_shader_source.into()),
        });

        let fragment_shader_source = include_str!("shaders/fragment.wgsl");
        let fragment_shader_source = fragment_shader_source
            .replace("$SIM_WIDTH", &format!("{}", SIM_WIDTH))
            .replace("$SIM_HEIGHT", &format!("{}", SIM_HEIGHT))
            .replace("$WINDOW_WIDTH", &format!("{}", size.width))
            .replace("$WINDOW_HEIGHT", &format!("{}", size.height));

        let fragment_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: Some("Fragment Shader"),
            source: wgpu::ShaderSource::Wgsl(fragment_shader_source.into()),
        });

        let compute_shader_source = include_str!("shaders/compute.wgsl");
        let compute_shader_source = compute_shader_source
            .replace("$SIM_WIDTH", &format!("{}", SIM_WIDTH))
            .replace("$SIM_HEIGHT", &format!("{}", SIM_HEIGHT));

        let compute_shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
            label: Some("Compute Shader"),
            source: wgpu::ShaderSource::Wgsl(compute_shader_source.into()),
        });

        // Render pipeline layout
        let render_pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
            label: Some("Render Pipeline Layout"),
            bind_group_layouts: &[&render_bind_group_layout],
            push_constant_ranges: &[],
        });

        // Render pipeline
        let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
            label: Some("Render Pipeline"),
            layout: Some(&render_pipeline_layout),
            vertex: wgpu::VertexState {
                module: &vertex_shader,
                entry_point: "main",
                buffers: &[],
            },
            fragment: Some(wgpu::FragmentState {
                module: &fragment_shader,
                entry_point: "main",
                targets: &[Some(wgpu::ColorTargetState {
                    format: config.format,
                    blend: None,
                    write_mask: wgpu::ColorWrites::ALL,
                })],
            }),
            primitive: wgpu::PrimitiveState {
                topology: wgpu::PrimitiveTopology::TriangleList,
                ..Default::default()
            },
            depth_stencil: None,
            multisample: wgpu::MultisampleState::default(),
            multiview: None,
        });

        // Compute pipeline layout
        let compute_pipeline_layout =
            device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
                label: Some("Compute Pipeline Layout"),
                bind_group_layouts: &[&compute_bind_group_layout],
                push_constant_ranges: &[],
            });

        // Compute pipeline
        let compute_pipeline = device.create_compute_pipeline(&wgpu::ComputePipelineDescriptor {
            label: Some("Compute Pipeline"),
            layout: Some(&compute_pipeline_layout),
            module: &compute_shader,
            entry_point: "main",
        });

        Self {
            device,
            queue,
            surface,
            config,
            size,
            render_pipeline,
            compute_pipeline,
            cell_buffer,
            compute_bind_group,
            render_bind_group,
            cursor_position: None,
        }
    }

    pub fn input(
        &mut self,
        event: &winit::event::WindowEvent,
        simulation: &mut Simulation,
        _window: &Window,
        selected_material: Material,
    ) -> bool {
        match event {
            winit::event::WindowEvent::CursorMoved { position, .. } => {
                // Store the current cursor position
                self.cursor_position = Some(*position);
                false
            }
            winit::event::WindowEvent::MouseInput {
                state,
                button,
                ..
            } => {
                if *button == winit::event::MouseButton::Left
                    && *state == winit::event::ElementState::Pressed
                {
                    if let Some(pos) = self.cursor_position {
                        let x = (pos.x / self.size.width as f64 * SIM_WIDTH as f64) as u32;
                        let y = (pos.y / self.size.height as f64 * SIM_HEIGHT as f64) as u32;
                        simulation.add_material(x, y, selected_material);
                    }
                    true
                } else {
                    false
                }
            }
            _ => false,
        }
    }

    pub fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
        if new_size.width > 0 && new_size.height > 0 {
            self.size = new_size;
            self.config.width = new_size.width;
            self.config.height = new_size.height;
            self.surface.configure(&self.device, &self.config);
        }
    }

    pub fn render(
        &mut self,
        simulation: &Simulation,
        paint_jobs: &Vec<egui::ClippedPrimitive>,
        egui_rpass: &mut EguiRenderPass,
        egui_texture_delta: &TexturesDelta,
    ) -> Result<(), wgpu::SurfaceError> {
        // Update the cell buffer with the simulation data
        self.queue.write_buffer(
            &self.cell_buffer,
            0,
            bytemuck::cast_slice(&simulation.cells),
        );

        // Get current frame
        let output = self.surface.get_current_texture()?;
        let view = output
            .texture
            .create_view(&wgpu::TextureViewDescriptor::default());

        // Create command encoder
        let mut encoder = self
            .device
            .create_command_encoder(&wgpu::CommandEncoderDescriptor {
                label: Some("Main Encoder"),
            });

        // Run compute shader to update simulation
        {
            let mut compute_pass = encoder.begin_compute_pass(&wgpu::ComputePassDescriptor {
                label: Some("Compute Pass"),
            });
            compute_pass.set_pipeline(&self.compute_pipeline);
            compute_pass.set_bind_group(0, &self.compute_bind_group, &[]);
            // Adjust workgroup counts
            let workgroup_size = 8u32;
            let dispatch_x = (SIM_WIDTH + workgroup_size - 1) / workgroup_size;
            let dispatch_y = (SIM_HEIGHT + workgroup_size - 1) / workgroup_size;
            compute_pass.dispatch_workgroups(dispatch_x, dispatch_y, 1);
        }

        // Render pass for the simulation
        {
            let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
                label: Some("Render Pass"),
                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                    view: &view,
                    resolve_target: None,
                    ops: wgpu::Operations {
                        // Clear the screen before drawing
                        load: wgpu::LoadOp::Clear(wgpu::Color::BLACK),
                        store: true,
                    },
                })],
                depth_stencil_attachment: None,
            });

            render_pass.set_pipeline(&self.render_pipeline);
            render_pass.set_bind_group(0, &self.render_bind_group, &[]);
            render_pass.draw(0..6, 0..1); // Drawing a quad
        }

        // Draw UI using egui
        egui_rpass.update_texture(&self.device, &self.queue, egui_texture_delta).unwrap();
        egui_rpass.update_buffers(&self.device, &self.queue, paint_jobs, &mut vec![]).unwrap();
        egui_rpass.execute(
            &mut encoder,
            &view,
            paint_jobs,
            &mut vec![],
        ).unwrap();

        // Submit command buffer
        self.queue.submit(std::iter::once(encoder.finish()));
        output.present();

        Ok(())
    }
}
// simulation.rs
use crate::material::Material;

pub const SIM_WIDTH: u32 = 125;
pub const SIM_HEIGHT: u32 = 125;

pub struct Simulation {
    pub cells: Vec<Material>, // Simulation grid of materials
}

impl Simulation {
    pub fn new() -> Self {
        // Initialize the grid with empty materials
        let cells = vec![Material::Empty; (SIM_WIDTH * SIM_HEIGHT) as usize];

        Self { cells }
    }

    pub fn update(&mut self) {
        // Update simulation state if needed
        // Currently, the logic is handled on the GPU
    }

    // Methods to interact with the simulation (e.g., add material at position)
    pub fn add_material(&mut self, x: u32, y: u32, material: Material) {
        if x < SIM_WIDTH && y < SIM_HEIGHT {
            let index = (y * SIM_WIDTH + x) as usize;
            self.cells[index] = material;
        }
    }
}

error[E0599]: no method named `update_texture` found for mutable reference `&mut egui_wgpu_backend::RenderPass` in the current scope
   --> src\render.rs:354:20
    |
354 |         egui_rpass.update_texture(&self.device, &self.queue, egui_texture_delta).unwrap();
    |                    ^^^^^^^^^^^^^^ method not found in `&mut RenderPass`

error[E0308]: arguments to this method are incorrect
    --> src\render.rs:355:20
     |
355  |         egui_rpass.update_buffers(&self.device, &self.queue, paint_jobs, &mut vec![]).unwrap();
     |                    ^^^^^^^^^^^^^^ ------------  -----------  ----------  ----------- argument #4 of type `&ScreenDescriptor` is missing
     |                                   |             |            |
     |                                   |             |            unexpected argument #3 of type `&std::vec::Vec<ClippedPrimitive>`
     |                                   |             expected `Queue`, found `wgpu::Queue`
     |                                   expected `Device`, found `wgpu::Device`
     |
     = note: `wgpu::Device` and `Device` have similar names, but are actually distinct types
note: `wgpu::Device` is defined in crate `wgpu`
    --> C:\Users\Enzo\.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-0.16.3\src\lib.rs:117:1
     |
117  | pub struct Device {
     | ^^^^^^^^^^^^^^^^^
note: `Device` is defined in crate `wgpu`
    --> C:\Users\Enzo\.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-22.1.0\src\lib.rs:174:1
     |
174  | pub struct Device {
     | ^^^^^^^^^^^^^^^^^
     = note: perhaps two different versions of crate `wgpu` are being used?
     = note: `wgpu::Queue` and `Queue` have similar names, but are actually distinct types
note: `wgpu::Queue` is defined in crate `wgpu`
    --> C:\Users\Enzo\.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-0.16.3\src\lib.rs:715:1
     |
715  | pub struct Queue {
     | ^^^^^^^^^^^^^^^^
note: `Queue` is defined in crate `wgpu`
    --> C:\Users\Enzo\.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-22.1.0\src\lib.rs:1451:1
     |
1451 | pub struct Queue {
     | ^^^^^^^^^^^^^^^^
     = note: perhaps two different versions of crate `wgpu` are being used?
note: method defined here
    --> C:\Users\Enzo\.cargo\registry\src\index.crates.io-6f17d22bba15001f\egui_wgpu_backend-0.30.0\src/lib.rs:693:12
     |
693  |     pub fn update_buffers(
     |            ^^^^^^^^^^^^^^
help: did you mean
     |
355  |         egui_rpass.update_buffers(/* &egui_wgpu_backend::wgpu::Device */, /* &egui_wgpu_backend::wgpu::Queue */, &mut vec![], /* &ScreenDescriptor */).unwrap();
     |                                  ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

error[E0599]: no method named `unwrap` found for unit type `()` in the current scope
   --> src\render.rs:355:87
    |
355 |         egui_rpass.update_buffers(&self.device, &self.queue, paint_jobs, &mut vec![]).unwrap();
    |                                                                                       ^^^^^^ method not found in `()`
    |
note: method `update_buffers` modifies its receiver in-place
   --> src\render.rs:355:20
    |
355 |         egui_rpass.update_buffers(&self.device, &self.queue, paint_jobs, &mut vec![]).unwrap();
    |                    ^^^^^^^^^^^^^^ this call modifies `egui_rpass` in-place

error[E0061]: this method takes 5 arguments but 4 arguments were supplied
    --> src\render.rs:356:20
     |
356  |           egui_rpass.execute(
     |  ____________________^^^^^^^-
357  | |             &mut encoder,
     | |             ------------ expected `CommandEncoder`, found `wgpu::CommandEncoder`
358  | |             &view,
     | |             ----- expected `TextureView`, found `wgpu::TextureView`
359  | |             paint_jobs,
     | |             ---------- unexpected argument #3 of type `&std::vec::Vec<ClippedPrimitive>`
360  | |             &mut vec![],
361  | |         ).unwrap();
     | |_________- two arguments of type `&ScreenDescriptor` and `Option<egui_wgpu_backend::wgpu::Color>` are missing
     |
     = note: `wgpu::CommandEncoder` and `CommandEncoder` have similar names, but are actually distinct types
note: `wgpu::CommandEncoder` is defined in crate `wgpu`
    --> C:\Users\Enzo\.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-0.16.3\src\lib.rs:595:1
     |
595  | pub struct CommandEncoder {
     | ^^^^^^^^^^^^^^^^^^^^^^^^^
note: `CommandEncoder` is defined in crate `wgpu`
    --> C:\Users\Enzo\.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-22.1.0\src\lib.rs:1294:1
     |
1294 | pub struct CommandEncoder {
     | ^^^^^^^^^^^^^^^^^^^^^^^^^
     = note: perhaps two different versions of crate `wgpu` are being used?
     = note: `wgpu::TextureView` and `TextureView` have similar names, but are actually distinct types
note: `wgpu::TextureView` is defined in crate `wgpu`
    --> C:\Users\Enzo\.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-0.16.3\src\lib.rs:248:1
     |
248  | pub struct TextureView {
     | ^^^^^^^^^^^^^^^^^^^^^^
note: `TextureView` is defined in crate `wgpu`
    --> C:\Users\Enzo\.cargo\registry\src\index.crates.io-6f17d22bba15001f\wgpu-22.1.0\src\lib.rs:533:1
     |
533  | pub struct TextureView {
     | ^^^^^^^^^^^^^^^^^^^^^^
     = note: perhaps two different versions of crate `wgpu` are being used?
note: method defined here
    --> C:\Users\Enzo\.cargo\registry\src\index.crates.io-6f17d22bba15001f\egui_wgpu_backend-0.30.0\src/lib.rs:270:12
     |
270  |     pub fn execute(
     |            ^^^^^^^
help: did you mean
     |
356  |         egui_rpass.execute(/* &mut egui_wgpu_backend::wgpu::CommandEncoder */, /* &egui_wgpu_backend::wgpu::TextureView */, &mut vec![], /* &ScreenDescriptor */, /* Option<egui_wgpu_backend::wgpu::Color> */).unwrap();
     |                           ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Some errors have detailed explanations: E0061, E0308, E0599.
For more information about an error, try `rustc --explain E0061`.
error: could not compile `falling_sand_simulator` (lib) due to 4 previous errors
warning: build failed, waiting for other jobs to finish...
  -   ~\Documents\falling_sand_simulator\src\shaders  master      51   Task Ended with error 101  14:41:22 
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