resizing fixed

This commit is contained in:
2021-02-04 22:00:14 -08:00
parent e2c459872f
commit f3e308cb2f
4 changed files with 93 additions and 108 deletions

View File

@@ -1,5 +1,6 @@
extern crate tobj;
extern crate winit;
extern crate ncollide3d;
use std::rc::Rc;
use std::sync::Arc;
@@ -19,6 +20,7 @@ use winit::{
};
use crate::render::Renderer;
use winit::event::DeviceEvent::MouseMotion;
mod framework;
mod geometry;
@@ -124,66 +126,28 @@ pub struct Mesh {
bind_group: Arc<BindGroup>,
}
//log::info!("");
fn main() {
// #[cfg(not(target_arch = "wasm32"))]
// {
// let chrome_tracing_dir = std::env::var("WGPU_CHROME_TRACE");
// wgpu_subscriber::initialize_default_subscriber(
// chrome_tracing_dir.as_ref().map(std::path::Path::new).ok(),
// );
// };
// #[cfg(target_arch = "wasm32")]
// console_log::init().expect("could not initialize logger");
use legion::*;
let mut world = World::default();
/*
Querying entities by their handle
// entries return `None` if the entity does not exist
if let Some(mut entry) = world.entry(entity) {
// access information about the entity's archetype
//println!("{:?} has {:?}", entity, entry.archetype().layout().component_types());
// add an extra component
//entry.add_component(12f32);
// access the entity's components, returns `None` if the entity does not have the component
//assert_eq!(entry.get_component::<f32>().unwrap(), &12f32);
}
*/
#[cfg(not(target_arch = "wasm32"))]
let (mut pool, spawner) = {
let local_pool = futures::executor::LocalPool::new();
let spawner = local_pool.spawner();
(local_pool, spawner)
};
// Schedule for the render systen
let mut render_schedule = Schedule::builder()
.add_system(render::render_test_system())
.build();
// run our schedule (you should do this each update)
//schedule.execute(&mut world, &mut resources);
// Querying entities by component is just defining the component type!
let mut query = Read::<Position>::query();
// you can then iterate through the components found in the world
for position in query.iter(&world) {
//println!("{:?}", position);
}
// TODO schedule for the update system and others
let event_loop = EventLoop::new();
let mut builder = winit::window::WindowBuilder::new();
builder = builder.with_title("title");
builder = builder.with_title("MVGE");
// I don't know what they are doing here
#[cfg(windows_OFF)] // TODO
@@ -192,66 +156,48 @@ fn main() {
builder = builder.with_no_redirection_bitmap(true);
}
// I think right here is where I can start pulling everything into the renderer
let window = builder.build(&event_loop).unwrap();
// Not sure why this is guarded, maybe we don't handle the event loop timing?
#[cfg(not(target_arch = "wasm32"))]
let mut last_update_inst = Instant::now();
log::info!("Entering render loop...");
// Load up the renderer (and the resources)
let mut renderer = render::Renderer::init(window);
entity_loading(&mut world, &mut renderer);
let mut renderer = {
let mut renderer = render::Renderer::init(&window);
entity_loading(&mut world, &mut renderer);
renderer
};
let mut resources = Resources::default();
resources.insert(renderer);
// This is just an winit event loop
event_loop.run(move |event, _, control_flow| {
//let _ = (&instance, &adapter); // force ownership by the closure (wtf??)
// Override the control flow behaviour based on our system
*control_flow = if cfg!(feature = "metal-auto-capture") {
ControlFlow::Exit
} else {
#[cfg(not(target_arch = "wasm32"))]
{
// Artificially slows the loop rate to 10 millis
// This is called after redraw events cleared
ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10))
}
#[cfg(target_arch = "wasm32")]
{
ControlFlow::Poll
}
};
event_loop.run(move |event, _, control_flow| {
// Artificially slows the loop rate to 10 millis
// This is called after redraw events cleared
*control_flow = ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10));
match event {
event::Event::MainEventsCleared => {
#[cfg(not(target_arch = "wasm32"))]
{
// ask for a redraw every 20 millis
if last_update_inst.elapsed() > Duration::from_millis(20) {
//window.request_redraw();
resources
.get_mut::<Renderer>()
.unwrap()
.window
.request_redraw();
last_update_inst = Instant::now();
}
pool.run_until_stalled();
// ask for a redraw every 20 millis
if last_update_inst.elapsed() > Duration::from_millis(20) {
window.request_redraw();
last_update_inst = Instant::now();
}
#[cfg(target_arch = "wasm32")]
window.request_redraw();
pool.run_until_stalled();
}
event::Event::DeviceEvent {
event: MouseMotion{ delta },
..
} => {
resources
.get_mut::<Renderer>()
.unwrap()
.cam_look_delta((delta.0, delta.1));
//swap_chain = device.create_swap_chain(&surface, &sc_desc);
},
// Resizing will queue a request_redraw
event::Event::WindowEvent {
event: WindowEvent::Resized(size),
@@ -267,7 +213,7 @@ fn main() {
.resize(width, height);
//swap_chain = device.create_swap_chain(&surface, &sc_desc);
}
},
event::Event::WindowEvent { event, .. } => match event {
WindowEvent::KeyboardInput {
input:
@@ -286,8 +232,8 @@ fn main() {
}
},
event::Event::RedrawRequested(_) => {
// Call the render system
render_schedule.execute(&mut world, &mut resources);
//resources.get_mut::<Renderer>().unwrap().render();
}
_ => {}
}