ECS'ing it up, lost rendering though, bummer
This commit is contained in:
213
src/main.rs
213
src/main.rs
@@ -19,6 +19,7 @@ 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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@@ -118,8 +119,8 @@ struct DirectionalLight {
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#[derive(Clone, Debug)]
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struct Mesh {
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index_buffer: Rc<Buffer>,
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vertex_buffer: Rc<Buffer>,
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index_buffer: Arc<Buffer>,
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vertex_buffer: Arc<Buffer>,
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}
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fn main() {
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@@ -138,31 +139,6 @@ fn main() {
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use legion::*;
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let mut world = World::default();
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// This could be used for relationships between entities...???
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let entity: Entity = world.push((
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cgmath::Point3 {
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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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},
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DirectionalLight {
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color: wgpu::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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fov: 45.0,
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depth: RangeCopy { start: 1.0, end: 20.0 },
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}
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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 }, Velocity { dx: 0.0, dy: 0.0 }),
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(Position { x: 1.0, y: 1.0 }, Velocity { dx: 0.0, dy: 0.0 }),
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(Position { x: 2.0, y: 2.0 }, Velocity { dx: 0.0, dy: 0.0 }),
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]);
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/*
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Querying entities by their handle
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@@ -180,8 +156,14 @@ fn main() {
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}
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*/
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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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#[cfg(not(target_arch = "wasm32"))]
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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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};
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let mut render_schedule = Schedule::builder()
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.add_system(render::render_test_system())
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.build();
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@@ -193,7 +175,7 @@ fn main() {
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// you can then iterate through the components found in the world
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for position in query.iter(&world) {
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println!("{:?}", position);
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//println!("{:?}", position);
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}
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let event_loop = EventLoop::new();
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@@ -207,109 +189,10 @@ fn main() {
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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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log::info!("Initializing the surface...");
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// Grab the GPU instance, and query its features
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let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
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let (size, surface) = unsafe {
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let size = window.inner_size();
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let surface = instance.create_surface(&window);
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(size, surface)
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};
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let adapter =
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instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::HighPerformance,
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compatible_surface: Some(&surface),
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});
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let adapter = futures::executor::block_on(adapter).unwrap();
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let optional_features = Renderer::optional_features();
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let required_features = Renderer::required_features();
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let adapter_features = adapter.features();
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// assert!(
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// adapter_features.contains(required_features),
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// "Adapter does not support required features for this example: {:?}",
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// required_features - adapter_features
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// );
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let needed_limits = wgpu::Limits::default();//Renderer::required_limits();
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// Maybe for debug tracing???
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let trace_dir = std::env::var("WGPU_TRACE");
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// And then get the device we want
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let device = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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features: (optional_features & adapter_features) | required_features,
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limits: needed_limits,
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shader_validation: true,
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},
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trace_dir.ok().as_ref().map(std::path::Path::new),
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);
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let (device, queue) = futures::executor::block_on(device).unwrap();
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let device = Rc::new(device);
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#[cfg(not(target_arch = "wasm32"))]
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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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};
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// This is some gross-ass web shit
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/*#[cfg(target_arch = "wasm32")]
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let spawner = {
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use futures::{future::LocalFutureObj, task::SpawnError};
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use winit::platform::web::WindowExtWebSys;
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struct WebSpawner {}
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impl LocalSpawn for WebSpawner {
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fn spawn_local_obj(
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&self,
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future: LocalFutureObj<'static, ()>,
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) -> Result<(), SpawnError> {
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Ok(wasm_bindgen_futures::spawn_local(future))
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}
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}
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std::panic::set_hook(Box::new(console_error_panic_hook::hook));
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// On wasm, append the canvas to the document body
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web_sys::window()
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.and_then(|win| win.document())
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.and_then(|doc| doc.body())
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.and_then(|body| {
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body.append_child(&web_sys::Element::from(window.canvas()))
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.ok()
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})
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.expect("couldn't append canvas to document body");
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WebSpawner {}
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};*/
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let mut sc_desc = wgpu::SwapChainDescriptor {
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// Allows a texture to be a output attachment of a renderpass.
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usage: wgpu::TextureUsage::OUTPUT_ATTACHMENT,
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format: if cfg!(target_arch = "wasm32") {
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wgpu::TextureFormat::Bgra8Unorm
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} else {
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wgpu::TextureFormat::Bgra8UnormSrgb
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},
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width: size.width,
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height: size.height,
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// The presentation engine waits for the next vertical blanking period to update
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present_mode: wgpu::PresentMode::Mailbox,
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};
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let mut swap_chain = device.create_swap_chain(&surface, &sc_desc);
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log::info!("Done doing the loading part...");
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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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@@ -318,12 +201,49 @@ fn main() {
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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(device.clone(), &sc_desc);
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let mut renderer = render::Renderer::init(window);
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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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let (plane_vertex_buffer, plane_index_buffer) = 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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cgmath::Point3 {
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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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},
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DirectionalLight {
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color: wgpu::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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fov: 45.0,
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depth: RangeCopy { start: 1.0, end: 20.0 },
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}
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));
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let mesh_entity: Entity = world.push((
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cgmath::Point3 {
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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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},
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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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}
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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 }, Velocity { dx: 0.0, dy: 0.0 }),
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(Position { x: 1.0, y: 1.0 }, Velocity { dx: 0.0, dy: 0.0 }),
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(Position { x: 2.0, y: 2.0 }, Velocity { dx: 0.0, dy: 0.0 }),
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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(&sc_desc, &device, &queue);
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let mut runtime = runtime::Runtime::init();
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let mut resources = Resources::default();
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resources.insert(runtime);
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@@ -331,7 +251,7 @@ fn main() {
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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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let _ = (&instance, &adapter); // force ownership by the closure (wtf??)
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//let _ = (&instance, &adapter); // force ownership by the closure (wtf??)
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// Override the control flow behaviour based on our system
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*control_flow = if cfg!(feature = "metal-auto-capture") {
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@@ -355,8 +275,8 @@ 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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render_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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@@ -373,12 +293,12 @@ fn main() {
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..
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} => {
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log::info!("Resizing to {:?}", size);
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sc_desc.width = size.width;
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sc_desc.height = size.height;
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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(&sc_desc, &device, &queue);
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resources.get_mut::<Renderer>().unwrap().resize(width, height);
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swap_chain = device.create_swap_chain(&surface, &sc_desc);
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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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@@ -398,17 +318,8 @@ fn main() {
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}
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},
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event::Event::RedrawRequested(_) => {
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let frame = match swap_chain.get_current_frame() {
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Ok(frame) => frame,
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Err(_) => {
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swap_chain = device.create_swap_chain(&surface, &sc_desc);
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swap_chain
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.get_current_frame()
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.expect("Failed to acquire next swap chain texture!")
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}
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};
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resources.get_mut::<Renderer>().unwrap().render(&frame.output, &device, &queue, &spawner);
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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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