still trying to get this thing to render. it, for a split second rendered correctly. But now no dice..
This commit is contained in:
89
src/main.rs
89
src/main.rs
@@ -7,7 +7,7 @@ use std::sync::Arc;
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use std::time::{Duration, Instant};
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use bytemuck::__core::ops::Range;
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use cgmath::{Matrix4, Point3};
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use cgmath::{Matrix4, Point3, Decomposed, Quaternion, Rotation3, Deg, InnerSpace, SquareMatrix};
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use futures::task::LocalSpawn;
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use legion::*;
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use wgpu::{BindGroup, Buffer, TextureView};
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@@ -138,6 +138,9 @@ pub struct Mesh {
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fn main() {
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// #[cfg(not(target_arch = "wasm32"))]
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// {
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// let chrome_tracing_dir = std::env::var("WGPU_CHROME_TRACE");
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@@ -215,9 +218,18 @@ fn main() {
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let mut renderer = render::Renderer::init(window);
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let untitled_mesh =
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renderer.load_mesh_to_buffer("./resources/untitled.obj");
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renderer.load_mesh_to_buffer("./resources/monkey.obj");
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// This could be used for relationships between entities...???
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let light_entity: Entity = world.push((
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cgmath::Point3 {
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x: 7.0 as f32,
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y: -5.0 as f32,
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z: 10.0 as f32,
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},
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renderer.create_light(),
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));
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let light_entity: Entity = world.push((
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cgmath::Point3 {
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x: -5.0 as f32,
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@@ -227,12 +239,19 @@ fn main() {
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renderer.create_light(),
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));
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let offset = cgmath::vec3(2.0, 2.0, 2.0);
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let transform = Decomposed {
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disp: offset.clone(),
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rot: Quaternion::from_axis_angle(offset.normalize(), Deg(50.0)),
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scale: 1.0,
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};
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let mesh_entity: Entity = world.push((
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Position {
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x: -5.0,
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y: 7.0,
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x: 17.0,
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y: 15.0,
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z: 10.0,
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mx: OPENGL_TO_WGPU_MATRIX,
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mx: cgmath::Matrix4::from(transform),
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},
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untitled_mesh,
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Color {
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@@ -243,47 +262,25 @@ fn main() {
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},
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));
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let entities: &[Entity] = world.extend(vec![
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(
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Position {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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mx: OPENGL_TO_WGPU_MATRIX,
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},
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Velocity {
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dx: 0.0,
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dy: 0.0,
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rs: 0.0,
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},
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),
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(
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Position {
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x: 1.0,
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y: 1.0,
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z: 0.0,
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mx: OPENGL_TO_WGPU_MATRIX,
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},
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Velocity {
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dx: 0.0,
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dy: 0.0,
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rs: 0.0,
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},
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),
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(
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Position {
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x: 2.0,
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y: 2.0,
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z: 0.0,
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mx: OPENGL_TO_WGPU_MATRIX,
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},
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Velocity {
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dx: 0.0,
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dy: 0.0,
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rs: 0.0,
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},
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),
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]);
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let plane_mesh =
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renderer.create_plane(7.0);
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// let plane_entity: Entity = world.push((
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// Position {
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// x: 0.0,
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// y: 0.0,
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// z: 0.0,
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// mx: cgmath::Matrix4::identity(),
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// },
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// plane_mesh,
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// Color {
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// r: 1.0,
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// g: 0.5,
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// b: 0.5,
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// a: 1.0,
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// },
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// ));
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// Init, this wants the references to the buffers...
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let mut runtime = runtime::Runtime::init();
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