Load and save level
This commit is contained in:
@@ -57,13 +57,17 @@ impl GameObject {
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}
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}
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#[derive(Debug, Clone)]
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#[derive(Debug, Clone, Copy)]
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pub struct GameObjectHandle {
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pub object_index: usize
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}
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impl GameObjectHandle {
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pub fn get_game_object<'a>(&mut self, renderer: &'a mut VulkanRenderer) -> Option<&'a mut GameObject> {
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pub fn get_game_object<'a>(&self, renderer: &'a VulkanRenderer) -> Option<&'a GameObject> {
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renderer.game_data.game_objects.get(self.object_index)
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}
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pub fn get_game_object_mut<'a>(&mut self, renderer: &'a mut VulkanRenderer) -> Option<&'a mut GameObject> {
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renderer.game_data.game_objects.get_mut(self.object_index)
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}
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}
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73
src/level.rs
Normal file
73
src/level.rs
Normal file
@@ -0,0 +1,73 @@
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use std::{error::Error, io::{BufReader, BufWriter}};
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use std::fs::File;
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use serde_derive::{Deserialize, Serialize};
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use crate::{TestGame, gameobject::GameObjectHandle, vulkan::{MeshHandle, VulkanRenderer}};
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#[derive(Debug, Serialize, Deserialize)]
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struct MeshJson {
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path: String
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}
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#[derive(Debug, Serialize, Deserialize)]
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struct ObjectJson {
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mesh_index: usize,
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position: [f32; 3],
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rotation: [f32; 4],
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scale: [f32; 3]
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}
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#[derive(Debug, Serialize, Deserialize)]
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struct LevelJson {
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meshes: Vec<MeshJson>,
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objects: Vec<ObjectJson>
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}
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pub fn load_level(path: &str, game: &mut TestGame, renderer: &mut VulkanRenderer) -> Result<Vec<GameObjectHandle>, Box<dyn Error>> {
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let file = File::open(path)?;
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let reader = BufReader::new(file);
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let level_json: LevelJson = serde_json::from_reader(reader)?;
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let meshes: Vec<MeshHandle> = level_json.meshes.iter().map(|json_mesh| {
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let mesh_handles = game.load_gltf(renderer, &json_mesh.path);
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// TODO: Add empty parent GO instead of just loading the first mesh
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mesh_handles[0].clone()
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}).collect();
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let objects: Vec<GameObjectHandle> = level_json.objects.iter().map(|json_obj| {
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let mut handle = game.add_game_object(renderer, meshes[json_obj.mesh_index].clone());
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let game_object = handle.get_game_object_mut(renderer).unwrap();
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game_object.position = json_obj.position.into();
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game_object.rotation = json_obj.rotation.into();
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game_object.scale = json_obj.scale.into();
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handle
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}).collect();
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Ok(objects)
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}
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pub fn save_level(path: &str, game: &mut TestGame, renderer: &mut VulkanRenderer) -> Result<(), Box<dyn Error>> {
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let meshes = game.meshes.iter().map(|mesh_handle| {
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MeshJson {
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path: mesh_handle.original_path.to_string()
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}
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}).collect();
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let objects = game.game_objects.iter().map(|game_object_handle| {
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let game_object = game_object_handle.get_game_object(renderer).unwrap();
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ObjectJson {
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mesh_index: game_object_handle.object_index,
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position: game_object.position.into(),
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rotation: game_object.rotation.into(),
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scale: game_object.scale.into()
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}
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}).collect();
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let level_json = LevelJson {
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meshes,
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objects
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};
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let file = File::create(path)?;
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let writer = BufWriter::new(file);
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serde_json::to_writer_pretty(writer, &level_json)?;
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Ok(())
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}
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48
src/main.rs
48
src/main.rs
@@ -1,4 +1,7 @@
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use cgmath::{Matrix4, vec3, Vector3, Vector4};
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extern crate serde_json;
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use cgmath::{Matrix4, Vector3, Vector4};
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use level::{load_level, save_level};
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use winit::event::Event;
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use crate::config::{LogConfig, RenderConfig};
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@@ -15,8 +18,9 @@ mod mesh;
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mod gameobject;
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mod player;
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mod pipelines;
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mod level;
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struct TestGame {
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pub struct TestGame {
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input: InputState,
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player: Player,
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meshes: Vec<MeshHandle>,
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@@ -35,7 +39,7 @@ impl TestGame {
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meshes: vec![],
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game_objects: vec![],
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log_config,
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texture_index_counter: 1,
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texture_index_counter: 0,
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last_time: 0.0,
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components: vec![],
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}
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@@ -66,7 +70,12 @@ impl Game for TestGame {
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}
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if self.input.button_just_released("test") {
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renderer.game_data.use_line_pipeline = !renderer.game_data.use_line_pipeline;
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println!("Saving...");
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save_level("levels/test.lvl", self, renderer).unwrap();
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println!("Clearing level...");
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self.clear_level(renderer);
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println!("Loading...");
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load_level("levels/test.lvl", self, renderer).unwrap();
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}
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if self.input.button_just_pressed("reload_shaders") {
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@@ -105,15 +114,9 @@ fn _matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f
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impl TestGame {
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fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
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// let cube = self.add_from_gltf(renderer, "models/box.glb");
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// cube.get_game_object(renderer).unwrap().position = vec3(3.0, 4.0, 5.0);
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//
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// let sphere = self.add_from_gltf(renderer, "models/sphere.glb");
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// sphere.get_game_object(renderer).unwrap().position = vec3(0.0, 0.0, 0.0);
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let plane = self.add_from_gltf(renderer, "models/plane.glb");
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plane.get_game_object(renderer).unwrap().position = vec3(0.0, -1.0, 0.0);
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// let plane_mesh = self.load_gltf(renderer, "models/plane.gltf");
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// self.add_game_object(renderer, plane_mesh[0].clone());
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load_level("levels/test.lvl", self, renderer).unwrap();
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println!("Game loaded!");
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}
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@@ -141,8 +144,9 @@ impl TestGame {
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index: mesh_id,
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diffuse_handle: diffuse_id,
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normal_handle: normal_id,
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original_path: gltf_path.to_string()
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};
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self.meshes.push(mesh_handle);
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self.meshes.push(mesh_handle.clone());
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mesh_handles.push(mesh_handle);
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}
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@@ -153,16 +157,18 @@ impl TestGame {
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mesh_handles
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}
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fn add_from_gltf(&mut self, renderer: &mut VulkanRenderer, path: &str) -> &mut GameObjectHandle {
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let meshes = self.load_gltf(renderer, path);
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self.add_game_object(renderer, *meshes.first().unwrap())
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}
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fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle) -> &mut GameObjectHandle {
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fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle) -> GameObjectHandle {
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let obj = GameObject::new(mesh);
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let obj_handle = renderer.add_game_object(obj, 0);
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self.game_objects.push(obj_handle);
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self.game_objects.last_mut().unwrap()
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self.game_objects.last().unwrap().clone()
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}
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fn clear_level(&mut self, renderer: &mut VulkanRenderer) {
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self.game_objects.clear();
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self.meshes.clear();
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self.texture_index_counter = 0;
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renderer.clear_all();
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}
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}
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@@ -168,7 +168,7 @@ impl Drawcall for LineShader {
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game_data.line_push_constants.clone()).unwrap();
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}
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fn create_descriptor_set(self: &Self, game_object: &mut GameObject, renderer: &VulkanRenderer) {
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fn create_descriptor_set(self: &Self, _game_object: &mut GameObject, _renderer: &VulkanRenderer) {
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}
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@@ -4,7 +4,7 @@ use std::sync::Arc;
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use std::time::SystemTime;
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use cgmath::{Matrix4, SquareMatrix};
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use image::{ImageBuffer, ImageFormat, Rgb, Rgba};
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use image::{ImageBuffer, Rgb, Rgba};
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use image::buffer::ConvertBuffer;
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use vulkano::{command_buffer::CommandBuffer, buffer::{BufferUsage, CpuAccessibleBuffer}, image::{ImageLayout, MipmapsCount}};
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use vulkano::command_buffer::{AutoCommandBuffer, AutoCommandBufferBuilder, DynamicState};
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@@ -67,11 +67,12 @@ pub struct Mesh {
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pub index_buffer: Arc<CpuAccessibleBuffer<[u32]>>,
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}
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#[derive(Debug, Copy, Clone)]
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#[derive(Debug, Clone)]
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pub struct MeshHandle {
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pub index: usize,
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pub diffuse_handle: TextureHandle,
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pub normal_handle: TextureHandle,
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pub original_path: String
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}
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pub(crate) type TextureHandle = usize;
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@@ -274,23 +275,6 @@ impl VulkanRenderer {
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Box::new(LineShader::new(device.clone(), render_pass.clone(), line_vertex_buffer)),
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];
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let default_tex = {
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let image = image::load_from_memory_with_format(include_bytes!("../models/missing-texture.jpg"),
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ImageFormat::Jpeg).unwrap().to_rgba8();
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let image_data = image.into_raw().clone();
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let (image_view, future) = ImmutableImage::from_iter(
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image_data.iter().cloned(),
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Dimensions::Dim2d { width: 128, height: 128 },
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Format::R8G8B8A8Unorm,
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queue.clone(),
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).unwrap();
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future.flush().unwrap();
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image_view
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};
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// Dynamic viewports allow us to recreate just the viewport when the window is resized
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// Otherwise we would have to recreate the whole pipeline.
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let mut dynamic_state = DynamicState { line_width: None, viewports: None, scissors: None, compare_mask: None, write_mask: None, reference: None };
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@@ -321,10 +305,6 @@ impl VulkanRenderer {
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).unwrap());
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}
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data.textures.push(default_tex);
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// In the loop below we are going to submit commands to the GPU. Submitting a command produces
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// an object that implements the `GpuFuture` trait, which holds the resources for as long as
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// they are in use by the GPU.
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@@ -539,6 +519,12 @@ impl VulkanRenderer {
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object_index: self.game_data.game_objects.len() - 1
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}
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}
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pub fn clear_all(&mut self) {
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self.game_data.game_objects.clear();
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self.game_data.meshes.clear();
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self.game_data.textures.clear();
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}
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}
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pub fn start_event_loop(mut renderer: VulkanRenderer, mut game: Box<dyn Game>, event_loop: EventLoop<()>) {
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