bit more tweaking, need to get the entity component running through the render function now
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16
src/main.rs
16
src/main.rs
@@ -92,13 +92,13 @@ pub enum ShaderStage {
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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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struct Position {
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pub struct Position {
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x: f32,
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y: f32,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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struct Velocity {
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pub struct Velocity {
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dx: f32,
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dy: f32,
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}
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@@ -182,7 +182,7 @@ fn main() {
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// construct a schedule (you should do this on init)
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let mut schedule = Schedule::builder()
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// .add_system(Renderer::render_test)
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.add_system(render::render_test_system())
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.build();
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// run our schedule (you should do this each update)
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@@ -320,11 +320,14 @@ fn main() {
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// Load up the renderer (and the resources)
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let mut renderer = render::Renderer::init(device.clone(), &sc_desc);
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let (plane_vertex_buffer, plane_index_buffer) = Renderer::load_mesh_to_buffer(device.clone(), "plane.obj");
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let (plane_vertex_buffer, plane_index_buffer) = Renderer::load_mesh_to_buffer(device.clone(), "./resources/untitled.obj");
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// Init, this wants the references to the buffers...
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let mut runtime = runtime::Runtime::init(&sc_desc, &device, &queue);
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let mut resources = Resources::default();
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resources.insert(runtime);
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resources.insert(renderer);
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// This is just an winit event loop
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event_loop.run(move |event, _, control_flow| {
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@@ -352,6 +355,7 @@ fn main() {
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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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schedule.execute(&mut world, &mut resources);
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window.request_redraw();
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last_update_inst = Instant::now();
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}
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@@ -372,7 +376,7 @@ fn main() {
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sc_desc.width = size.width;
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sc_desc.height = size.height;
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renderer.resize(&sc_desc, &device, &queue);
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resources.get_mut::<Renderer>().unwrap().resize(&sc_desc, &device, &queue);
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swap_chain = device.create_swap_chain(&surface, &sc_desc);
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}
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@@ -404,7 +408,7 @@ fn main() {
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}
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};
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renderer.render(&frame.output, &device, &queue, &spawner);
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resources.get_mut::<Renderer>().unwrap().render(&frame.output, &device, &queue, &spawner);
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}
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_ => {}
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}
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@@ -78,8 +78,16 @@ impl Renderer {
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}
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}
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#[system(for_each)]
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pub fn render_test(pos: &mut Position, vel: &Velocity) {
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//pos.x += vel.dx * time.elapsed_seconds;
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//pos.y += vel.dy * time.elapsed_seconds;
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}
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impl Renderer {
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pub fn create_buffer(device: &wgpu::Device,
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indices: Vec<u32>,
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vertices: Vec<Vertex>) -> (Rc<Buffer>, Rc<Buffer>) {
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@@ -483,11 +491,7 @@ impl Renderer {
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}
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}
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//
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// #[system(for_each)]
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// pub fn render_test(pos: &mut Position, vel: &Velocity) {
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// //pos.x += vel.dx * time.elapsed_seconds;
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// //pos.y += vel.dy * time.elapsed_seconds;
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// }
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pub fn render(
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&mut self,
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