going to switch the lights over to using position, or maybe flesh out directional light more
This commit is contained in:
35
src/main.rs
35
src/main.rs
@@ -131,7 +131,7 @@ fn main() {
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resources.insert(LoopState {
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delta_time: Default::default(),
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start_time: Instant::now(),
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step_size: 0.005,
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step_size: 0.01666, // 60hz
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});
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@@ -181,11 +181,8 @@ fn main() {
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let mut current_time: f32 = elapsed_time;
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event_loop.run(move |event, _, control_flow| {
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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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//*control_flow = ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10));
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*control_flow = ControlFlow::Poll;
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*control_flow = ControlFlow::Poll;
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match event {
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event::Event::NewEvents(cause) => {
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event_schedule.execute(&mut world, &mut resources);
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@@ -256,15 +253,30 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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yaw: Rad(-PI),
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pitch: Rad(PI/2.0)
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},
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Color {
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r: 1.0,
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g: 1.0,
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b: 0.5,
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a: 1.0,
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},
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CameraController::new(3.0, 1.0),
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));
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let light_mesh = renderer.load_mesh_to_buffer("./resources/light.obj");
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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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x: 5.0 as f32,
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y: 5.0 as f32,
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z: 5.0 as f32,
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},
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Color {
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r: 1.0,
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g: 0.0,
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b: 1.0,
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a: 1.0,
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},
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light_mesh.clone(),
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renderer.create_light(),
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));
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@@ -274,6 +286,7 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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y: 7.0 as f32,
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z: 10.0 as f32,
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},
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light_mesh,
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renderer.create_light(),
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));
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@@ -297,9 +310,9 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
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},
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monkey_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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r: 0.0,
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g: 1.0,
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b: 0.0,
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a: 1.0,
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},
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));
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