refactor 4
This commit is contained in:
38
src/main.rs
38
src/main.rs
@@ -1,8 +1,8 @@
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use winit::{Event};
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use cgmath::{Matrix4, Rad, Vector3, Deg, Quaternion, Rotation3, One, Rotation, SquareMatrix};
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use cgmath::{Matrix4, Rad, Vector3, Deg, Quaternion, Rotation3, One, Rotation};
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mod vulkan;
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use crate::vulkan::{Game, LinePoint, GameObject, VulkanRenderer, RenderLoopResult};
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use crate::vulkan::{Game, LinePoint, GameObject, VulkanRenderer, RenderLoopResult, MeshHandle, GameObjectHandle};
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mod input;
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use crate::input::{InputState};
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@@ -16,6 +16,8 @@ struct TestGame<'a> {
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input: InputState<'a>,
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cam_position: Vector3<f32>,
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cam_rotation: Quaternion<f32>,
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cube_mesh: Option<MeshHandle>,
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cubes: Vec<GameObjectHandle>,
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}
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impl Game for TestGame<'_> {
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@@ -26,23 +28,22 @@ impl Game for TestGame<'_> {
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impl TestGame<'_> {
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fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
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let player_mesh = renderer.upload_mesh(mesh::load_mesh("models/iski51.dae", true).into_iter().nth(0).unwrap());
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self.cube_mesh = Some(renderer.upload_mesh(mesh::load_mesh("models/cube.dae", true).into_iter().nth(0).unwrap()));
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println!("Game started.");
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}
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fn update(self: &mut Self, renderer: &mut VulkanRenderer) {
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let game_data = &mut renderer.game_data;
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let new_time = game_data.start_time.elapsed().unwrap().as_millis() as f32 / 1000.0;
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let frame_time = new_time - game_data.push_constants.time;
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game_data.push_constants.time = new_time;
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let new_time = renderer.game_data.start_time.elapsed().unwrap().as_millis() as f32 / 1000.0;
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let frame_time = new_time - renderer.game_data.push_constants.time;
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renderer.game_data.push_constants.time = new_time;
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// User interaction
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if self.input.button_just_released("quit") {
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game_data.shutdown = true;
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renderer.game_data.shutdown = true;
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}
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if self.input.button_just_pressed("reload_shaders") {
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game_data.recreate_pipeline = true;
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renderer.game_data.recreate_pipeline = true;
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}
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if self.input.button_just_pressed("print_framerate") {
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@@ -50,8 +51,7 @@ impl TestGame<'_> {
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}
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if self.input.button_just_pressed("test") {
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println!("test");
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game_data.game_objects.push(GameObject { mesh_index: 0, model_matrix: Matrix4::identity() });
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self.cubes.push(renderer.add_game_object(GameObject::new(self.cube_mesh.unwrap())));
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}
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self.cam_rotation = self.cam_rotation * Quaternion::from_angle_z(Deg(self.input.get_axis("look_horizontal") * 0.05));
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@@ -66,17 +66,17 @@ impl TestGame<'_> {
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let mut proj = cgmath::perspective(
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Rad::from(Deg(45.0)),
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game_data.dimensions[0] as f32 / game_data.dimensions[1] as f32,
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renderer.game_data.dimensions[0] as f32 / renderer.game_data.dimensions[1] as f32,
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0.1,
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100.0
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);
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proj.y.y *= -1.0;
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game_data.push_constants.view = view.into();
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game_data.push_constants.projection = proj.into();
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game_data.line_push_constants.view = view.into();
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game_data.line_push_constants.projection = proj.into();
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renderer.game_data.push_constants.view = view.into();
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renderer.game_data.push_constants.projection = proj.into();
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renderer.game_data.line_push_constants.view = view.into();
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renderer.game_data.line_push_constants.projection = proj.into();
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self.input.frame_end();
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}
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@@ -89,6 +89,8 @@ fn main() {
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input: InputState::new("config/input.toml", &log_config),
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cam_rotation: Quaternion::one(),
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cam_position: Vector3::new(0.0, 0.0, -10.0),
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cube_mesh: None,
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cubes: vec![],
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};
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let line_count = 30;
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@@ -108,9 +110,9 @@ fn main() {
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let mut continue_rendering = true;
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while continue_rendering {
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game.update(&mut renderer);
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match renderer.render_loop(&mut game) {
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RenderLoopResult::Ok => {},
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RenderLoopResult::Ok => game.update(&mut renderer),
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RenderLoopResult::Reload => println!("Render loop reloaded..."),
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RenderLoopResult::Quit => continue_rendering = false,
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}
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}
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