project structure cleanup
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@@ -1,7 +1,7 @@
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use winit::event::Event;
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use winit::event::{WindowEvent, DeviceEvent, KeyboardInput, ElementState, VirtualKeyCode};
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use cgmath::{InnerSpace, Matrix4, Rad, Deg, Transform, Vector3};
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use crate::camera::Camera;
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use crate::renderer::camera::Camera;
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#[derive(Default)]
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struct CameraMovement {
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@@ -0,0 +1,60 @@
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use winit::{
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event::{Event, WindowEvent, KeyboardInput, ElementState, VirtualKeyCode, MouseButton},
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window::Window
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};
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use std::sync::Arc;
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mod camera_controller; use camera_controller::CameraController;
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use crate::renderer::Renderer;
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pub struct App {
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pub window: Window,
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pub renderer: Renderer,
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camera_controller: CameraController,
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}
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impl App {
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pub fn new(window: Window, renderer: Renderer) -> Self {
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let camera_controller = CameraController::new();
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Self { window, renderer, camera_controller }
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}
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pub fn input(&mut self, event: Arc<Event<()>>) {
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match event.as_ref() {
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Event::WindowEvent { ref event, .. } => {
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match event {
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// Escape key
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WindowEvent::KeyboardInput { input: KeyboardInput { state: ElementState::Pressed, virtual_keycode: Some(VirtualKeyCode::Escape), .. }, .. } => {
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self.window.set_cursor_grab(false).unwrap();
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self.window.set_cursor_visible(true);
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self.camera_controller.set_enabled(false);
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}
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// Window clicked
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WindowEvent::MouseInput { state: ElementState::Pressed, button: MouseButton::Left, .. } => {
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self.window.set_cursor_grab(true).unwrap();
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self.window.set_cursor_visible(false);
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self.camera_controller.set_enabled(true);
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}
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// Window resized
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WindowEvent::Resized(physical_size) => {
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self.renderer.resize(Some(*physical_size));
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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self.renderer.resize(Some(**new_inner_size));
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}
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_ => ()
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}
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}
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_ => ()
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}
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// Update camera controller
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self.camera_controller.handle_input(event.as_ref());
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}
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pub fn update(&mut self, delta: f32) {
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self.camera_controller.update_camera(&mut self.renderer.camera, delta);
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}
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}
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+24
-51
@@ -6,75 +6,52 @@ use winit::{
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dpi::LogicalSize
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};
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mod vertex;
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mod texture;
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mod uniforms;
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mod camera;
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mod app;
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mod camera_controller;
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use app::App;
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mod renderer; use renderer::Renderer;
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mod app; use app::App;
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fn main() {
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// Create event loop
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let events = EventLoop::new();
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// Spawn window
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let window = WindowBuilder::new()
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// Create app
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let _window = WindowBuilder::new()
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.with_title("Test")
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.with_inner_size(LogicalSize::new(1280.0, 720.0))
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.build(&events)
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.expect("Failed to create window");
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let _renderer = futures::executor::block_on(Renderer::new(&_window));
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let mut app = App::new(_window, _renderer);
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// Create app
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let mut app = futures::executor::block_on(App::new(&window));
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// Stats
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let mut fps_timer = std::time::Instant::now();
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let mut fps_counter = 0;
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let mut delta_timer = std::time::Instant::now();
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// Run event loop
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events.run(move |e, _, c| {
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let ev = Arc::new(e);
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events.run(move |ev, _, c| {
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// App input
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let event = Arc::new(ev);
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app.input(event.clone());
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if app.input(ev.clone()) {
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// Event consumed
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return;
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}
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match ev.as_ref() {
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// Other
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match event.as_ref() {
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// Window event
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Event::WindowEvent { ref event, .. } => {
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match event {
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// Window closed (ALT+F4,)
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WindowEvent::CloseRequested => {
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*c = ControlFlow::Exit;
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}
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// Escape key
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WindowEvent::KeyboardInput { input: KeyboardInput { state: ElementState::Pressed, virtual_keycode: Some(VirtualKeyCode::Escape), .. }, .. } => {
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window.set_cursor_grab(false).unwrap();
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window.set_cursor_visible(true);
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app.camera_controller.set_enabled(false);
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}
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// Window clicked
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WindowEvent::MouseInput { state: ElementState::Pressed, button: MouseButton::Left, .. } => {
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window.set_cursor_grab(true).unwrap();
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window.set_cursor_visible(false);
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app.camera_controller.set_enabled(true);
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}
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// Window resized
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WindowEvent::Resized(physical_size) => {
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app.resize(Some(*physical_size));
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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app.resize(Some(**new_inner_size));
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}
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// Other window events
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WindowEvent::CloseRequested => { *c = ControlFlow::Exit; }
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_ => ()
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}
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}
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// Request draw
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// Loop
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Event::MainEventsCleared => {
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window.request_redraw();
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// Update
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app.update(delta_timer.elapsed().as_secs_f32());
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delta_timer = std::time::Instant::now();
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// Redraw
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app.window.request_redraw();
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}
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// Draw
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Event::RedrawRequested(_) => {
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@@ -88,16 +65,12 @@ fn main() {
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fps_counter = 0;
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}
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fps_counter += 1;
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// Update and Render
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app.update(delta_timer.elapsed().as_secs_f32());
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delta_timer = std::time::Instant::now();
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// Render
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match app.render() {
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match app.renderer.render() {
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Ok(_) => { }
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// Recreate the swap_chain if lost
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Err(wgpu::SwapChainError::Lost) => app.resize(None),
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Err(wgpu::SwapChainError::Lost) => app.renderer.resize(None),
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// The system is out of memory, we should probably quit
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Err(wgpu::SwapChainError::OutOfMemory) => *c = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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@@ -1,30 +1,22 @@
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use std::sync::Arc;
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use winit::event::Event;
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use winit::{window::Window, dpi::PhysicalSize};
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use wgpu::util::DeviceExt;
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use crate::vertex::Vertex;
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use crate::texture::Texture;
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use crate::camera::Camera;
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use crate::uniforms::Uniforms;
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use crate::camera_controller::CameraController;
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mod vertex; use vertex::Vertex;
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mod texture; use texture::Texture;
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pub mod camera; use camera::Camera;
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mod uniforms; use uniforms::Uniforms;
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// A B
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// C D
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const VERTICES: &[Vertex] = &[
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Vertex { position: [-1.0, 1.0, 0.0], uv: [-1.0, 1.0] }, // A
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Vertex { position: [ 1.0, 1.0, 0.0], uv: [1.0, 1.0] }, // B
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Vertex { position: [ 1.0,-1.0, 0.0], uv: [1.0, -1.0] }, // C
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Vertex { position: [-1.0,-1.0, 0.0], uv: [-1.0, -1.0] }, // D
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Vertex { position: [-1.0, 1.0, 0.0], uv: [-1.0, 1.0] }, // top left
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Vertex { position: [ 1.0, 1.0, 0.0], uv: [1.0, 1.0] }, // top right
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Vertex { position: [ 1.0,-1.0, 0.0], uv: [1.0, -1.0] }, // bottom right
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Vertex { position: [-1.0,-1.0, 0.0], uv: [-1.0, -1.0] }, // bottom left
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];
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const INDICES: &[u16] = &[ 0, 1, 3, 3, 1, 2 ];
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const INDICES: &[u16] = &[
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0, 1, 3,
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3, 1, 2
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];
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pub struct App {
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pub struct Renderer {
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surface: wgpu::Surface,
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device: wgpu::Device,
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queue: wgpu::Queue,
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@@ -40,12 +32,11 @@ pub struct App {
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// Texture
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bind_group: wgpu::BindGroup,
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// Camera
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camera: Camera,
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pub camera_controller: CameraController,
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pub camera: Camera,
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uniforms: Uniforms
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}
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impl App {
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impl Renderer {
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fn create_swapchain(adapter: &wgpu::Adapter, device: &wgpu::Device, surface: &wgpu::Surface, size: PhysicalSize<u32>) -> (wgpu::SwapChainDescriptor, wgpu::SwapChain) {
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let swapchain_desc = wgpu::SwapChainDescriptor {
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@@ -67,12 +58,12 @@ impl App {
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push_constant_ranges: &[],
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});
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let vert_state = wgpu::VertexState { //vert
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module: &device.create_shader_module(&wgpu::include_spirv!("shaders\\bin\\shader.vert.spv")),
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module: &device.create_shader_module(&wgpu::include_spirv!("..\\shaders\\bin\\shader.vert.spv")),
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entry_point: "main",
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buffers: &[Vertex::desc()],
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};
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let frag_state = wgpu::FragmentState { // frag
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module: &device.create_shader_module(&wgpu::include_spirv!("shaders\\bin\\shader.frag.spv")),
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module: &device.create_shader_module(&wgpu::include_spirv!("..\\shaders\\bin\\shader.frag.spv")),
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entry_point: "main",
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targets: &[wgpu::ColorTargetState {
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format: swapchain_desc.format,
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@@ -219,7 +210,6 @@ impl App {
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let camera = Camera::new(aspect, 60.0);
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let mut uniforms = Uniforms::new();
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uniforms.update(&camera);
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let camera_controller = CameraController::new();
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// Buffers
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let vertex_buffer = Self::create_buffer(&device, wgpu::BufferUsage::VERTEX, bytemuck::cast_slice(VERTICES));
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@@ -237,7 +227,7 @@ impl App {
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// Save values in app
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println!("Initialized");
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Self { surface, device, queue, swapchain_desc, swapchain, pipeline, vertex_buffer, index_buffer, uniform_buffer, bind_group, uniform_bind_group, camera, uniforms, camera_controller }
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Self { surface, device, queue, swapchain_desc, swapchain, pipeline, vertex_buffer, index_buffer, uniform_buffer, bind_group, uniform_bind_group, camera, uniforms }
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}
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pub fn resize(&mut self, new_size: Option<PhysicalSize<u32>>) {
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@@ -254,23 +244,15 @@ impl App {
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self.swapchain = self.device.create_swap_chain(&self.surface, &self.swapchain_desc);
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}
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pub fn input(&mut self, event: Arc<Event<()>>) -> bool {
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self.camera_controller.handle_input(event.as_ref())
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}
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pub fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
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pub fn update(&mut self, delta_time: f32) {
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// Update camera
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self.camera_controller.update_camera(&mut self.camera, delta_time);
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// Update projection matrix buffer
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// Update uniform buffer
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self.uniforms.update(&self.camera);
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self.queue.write_buffer(&self.uniform_buffer, 0, bytemuck::cast_slice(&[self.uniforms]));
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}
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pub fn render(&mut self) -> Result<(), wgpu::SwapChainError> {
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// Get next frame to render to
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let frame = self.swapchain.get_current_frame()?.output;
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// Create encoder that will build command buffer for us
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let mut encoder = self.device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: Some("Render Encoder"),});
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@@ -285,19 +267,15 @@ impl App {
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let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: Some("Render Pass"),
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color_attachments: &[
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wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.view,
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resolve_target: None,
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ops: ops
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}
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],
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color_attachments: &[ wgpu::RenderPassColorAttachmentDescriptor { attachment: &frame.view, resolve_target: None, ops } ],
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depth_stencil_attachment: None,
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});
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// Data
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render_pass.set_pipeline(&self.pipeline);
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render_pass.set_bind_group(0, &self.bind_group, &[]);
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render_pass.set_bind_group(1, &self.uniform_bind_group, &[]);
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// Vertices and indices
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render_pass.set_vertex_buffer(0, self.vertex_buffer.slice(..));
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render_pass.set_index_buffer(self.index_buffer.slice(..), wgpu::IndexFormat::Uint16);
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render_pass.draw_indexed(0..(INDICES.len() as u32), 0, 0..1);
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@@ -1,6 +1,5 @@
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use cgmath::SquareMatrix;
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use crate::camera::Camera;
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use super::camera::Camera;
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#[repr(C)]
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