Houstin, we have rendering.
This commit is contained in:
178
src/main.rs
178
src/main.rs
@@ -1,25 +1,24 @@
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extern crate tobj;
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extern crate winit;
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use std::rc::Rc;
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use std::sync::Arc;
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#[cfg(not(target_arch = "wasm32"))]
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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 futures::task::LocalSpawn;
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use legion::*;
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use wgpu::{BindGroup, Buffer};
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use wgpu_subscriber;
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use winit::platform::unix::x11::ffi::Time;
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use winit::{
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event::{self, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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};
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use crate::render::Renderer;
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use bytemuck::__core::ops::Range;
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use cgmath::{Point3, Matrix4};
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use std::rc::Rc;
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use wgpu::Buffer;
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use winit::platform::unix::x11::ffi::Time;
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use legion::*;
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use std::sync::Arc;
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mod framework;
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mod geometry;
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@@ -56,7 +55,6 @@ ECS
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*/
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#[cfg_attr(rustfmt, rustfmt_skip)]
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#[allow(unused)]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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@@ -81,15 +79,15 @@ pub enum ShaderStage {
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}
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/*
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window: winit::window::Window,
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event_loop: EventLoop<()>,
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instance: wgpu::Instance,
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size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface,
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adapter: wgpu::Adapter,
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device: wgpu::Device,
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queue: wgpu::Queue,
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*/
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window: winit::window::Window,
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event_loop: EventLoop<()>,
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instance: wgpu::Instance,
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size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface,
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adapter: wgpu::Adapter,
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device: wgpu::Device,
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queue: wgpu::Queue,
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*/
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// a component is any type that is 'static, sized, send and sync
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#[derive(Clone, Copy, Debug, PartialEq)]
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@@ -125,19 +123,20 @@ pub struct RangeCopy<Idx> {
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struct DirectionalLight {
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color: wgpu::Color,
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fov: f32,
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depth: RangeCopy<f32>
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depth: RangeCopy<f32>,
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}
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#[derive(Clone, Debug)]
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struct Mesh {
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pub struct Mesh {
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index_buffer: Arc<Buffer>,
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index_count: usize,
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vertex_buffer: Arc<Buffer>,
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uniform_buf: Arc<Buffer>,
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uniform_buffer: Arc<Buffer>,
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bind_group: Arc<BindGroup>,
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}
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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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@@ -169,7 +168,7 @@ fn main() {
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*/
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#[cfg(not(target_arch = "wasm32"))]
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let (mut pool, spawner) = {
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let (mut pool, spawner) = {
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let local_pool = futures::executor::LocalPool::new();
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let spawner = local_pool.spawner();
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(local_pool, spawner)
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@@ -196,26 +195,26 @@ fn main() {
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// I don't know what they are doing here
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#[cfg(windows_OFF)] // TODO
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{
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use winit::platform::windows::WindowBuilderExtWindows;
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builder = builder.with_no_redirection_bitmap(true);
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}
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{
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use winit::platform::windows::WindowBuilderExtWindows;
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builder = builder.with_no_redirection_bitmap(true);
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}
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// I think right here is where I can start pulling everything into the renderer
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let window = builder.build(&event_loop).unwrap();
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// Not sure why this is guarded, maybe we don't handle the event loop timing?
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#[cfg(not(target_arch = "wasm32"))]
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let mut last_update_inst = Instant::now();
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let mut last_update_inst = Instant::now();
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log::info!("Entering render loop...");
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// Load up the renderer (and the resources)
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let mut renderer = render::Renderer::init(window);
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let (plane_vertex_buffer, plane_index_buffer, plane_uniform_buffer) = renderer.load_mesh_to_buffer("./resources/untitled.obj");
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let untitled_mesh =
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renderer.load_mesh_to_buffer("./resources/untitled.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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@@ -232,8 +231,11 @@ fn main() {
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a: 1.0,
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},
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fov: 45.0,
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depth: RangeCopy { start: 1.0, end: 20.0 },
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}
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depth: RangeCopy {
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start: 1.0,
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end: 20.0,
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},
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},
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));
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let mesh_entity: Entity = world.push((
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@@ -241,13 +243,9 @@ fn main() {
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x: -5.0,
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y: 7.0,
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z: 10.0,
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mx: OPENGL_TO_WGPU_MATRIX
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},
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Mesh {
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index_buffer: plane_index_buffer,
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vertex_buffer: plane_vertex_buffer,
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uniform_buf: plane_uniform_buffer,
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mx: OPENGL_TO_WGPU_MATRIX,
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},
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untitled_mesh,
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Color {
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r: 1.0,
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g: 0.5,
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@@ -257,9 +255,45 @@ fn main() {
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));
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let entities: &[Entity] = world.extend(vec![
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(Position { x: 0.0, y: 0.0, z: 0.0, mx: OPENGL_TO_WGPU_MATRIX }, Velocity { dx: 0.0, dy: 0.0, rs: 0.0 }),
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(Position { x: 1.0, y: 1.0, z: 0.0, mx: OPENGL_TO_WGPU_MATRIX }, Velocity { dx: 0.0, dy: 0.0, rs: 0.0 }),
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(Position { x: 2.0, y: 2.0, z: 0.0, mx: OPENGL_TO_WGPU_MATRIX }, Velocity { dx: 0.0, dy: 0.0, rs: 0.0 }),
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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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// Init, this wants the references to the buffers...
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@@ -278,33 +312,37 @@ fn main() {
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ControlFlow::Exit
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} else {
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#[cfg(not(target_arch = "wasm32"))]
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{
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// Artificially slows the loop rate to 10 millis
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// This is called after redraw events cleared
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ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10))
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}
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{
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// Artificially slows the loop rate to 10 millis
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// This is called after redraw events cleared
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ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10))
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}
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#[cfg(target_arch = "wasm32")]
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{
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ControlFlow::Poll
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}
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{
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ControlFlow::Poll
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}
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};
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match event {
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event::Event::MainEventsCleared => {
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#[cfg(not(target_arch = "wasm32"))]
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{
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// ask for a redraw every 20 millis
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if last_update_inst.elapsed() > Duration::from_millis(20) {
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//window.request_redraw();
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resources.get_mut::<Renderer>().unwrap().window.request_redraw();
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last_update_inst = Instant::now();
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}
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pool.run_until_stalled();
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{
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// ask for a redraw every 20 millis
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if last_update_inst.elapsed() > Duration::from_millis(20) {
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//window.request_redraw();
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resources
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.get_mut::<Renderer>()
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.unwrap()
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.window
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.request_redraw();
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last_update_inst = Instant::now();
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}
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pool.run_until_stalled();
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}
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#[cfg(target_arch = "wasm32")]
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window.request_redraw();
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window.request_redraw();
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}
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// Resizing will queue a request_redraw
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@@ -316,18 +354,21 @@ fn main() {
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let width = size.width;
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let height = size.height;
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resources.get_mut::<Renderer>().unwrap().resize(width, height);
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resources
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.get_mut::<Renderer>()
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.unwrap()
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.resize(width, height);
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//swap_chain = device.create_swap_chain(&surface, &sc_desc);
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}
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event::Event::WindowEvent { event, .. } => match event {
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WindowEvent::KeyboardInput {
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input:
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event::KeyboardInput {
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virtual_keycode: Some(event::VirtualKeyCode::Escape),
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state: event::ElementState::Pressed,
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..
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},
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event::KeyboardInput {
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virtual_keycode: Some(event::VirtualKeyCode::Escape),
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state: event::ElementState::Pressed,
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..
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},
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..
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}
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| WindowEvent::CloseRequested => {
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@@ -338,15 +379,10 @@ fn main() {
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}
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},
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event::Event::RedrawRequested(_) => {
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render_schedule.execute(&mut world, &mut resources);
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//resources.get_mut::<Renderer>().unwrap().render();
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}
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_ => {}
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}
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});
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}
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