Modules and stuff
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155
src/game/mod.rs
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155
src/game/mod.rs
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use winit::event::Event;
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use level::{load_level, save_level};
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use player::Player;
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use crate::config::{LogConfig};
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use crate::input::InputState;
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use crate::vulkan::{Game, MeshHandle, VulkanRenderer};
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use crate::vulkan::gameobject::{GameObject, GameObjectHandle, Updatable};
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use crate::vulkan::mesh;
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use crate::vulkan::pipelines::vs::ty::ObjectUniformData;
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pub mod player;
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mod level;
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pub struct TestGame {
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pub input: InputState,
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pub player: Player,
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pub game_objects: Vec<GameObjectHandle>,
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pub log_config: LogConfig,
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pub texture_index_counter: usize,
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pub last_time: f32,
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pub components: Vec<Box<dyn Updatable>>,
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}
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impl Game for TestGame {
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fn on_window_event(self: &mut Self, event: &Event<()>) {
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self.input.on_window_event(event);
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}
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fn update(self: &mut Self, renderer: &mut VulkanRenderer) -> ObjectUniformData {
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// Input and timing
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self.input.frame_start();
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let time = (renderer.game_data.start_time.elapsed().unwrap().as_micros() as f64 / 1000000.0) as f32;
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let frame_time = time - self.last_time;
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// Component update
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let input = &self.input;
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let components = &mut self.components;
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components.iter_mut().for_each(|component| {
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component.update(frame_time, &input, renderer);
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});
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// User interaction
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if self.input.button_just_released("quit") {
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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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renderer.game_data.recreate_pipeline = true;
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}
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if self.input.button_just_pressed("quicksave") {
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save_level("levels/test.lvl", self, renderer).unwrap();
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}
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if self.input.button_just_pressed("quickload") {
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self.clear_level(renderer);
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load_level("levels/test.lvl", self, renderer).unwrap();
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}
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if self.input.button_down("print_framerate") {
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println!("{:.0} ms / {:.0} FPS", frame_time * 1000.0, 1.0 / frame_time);
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}
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// Custom game object stuff
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let light_pos = self.player.camera.position * -1.0;
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self.player.update(frame_time, &self.input, renderer);
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// End frame
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self.last_time = time;
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self.input.frame_end();
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ObjectUniformData {
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view: self.player.camera.view.into(),
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projection: self.player.camera.proj.into(),
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time,
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light_position: light_pos.into(),
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camera_position: self.player.camera.position.into(),
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_dummy0: [0; 12],
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_dummy1: [0; 4],
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}
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}
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}
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impl TestGame {
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pub fn new(toml_path: &str, log_config: LogConfig) -> TestGame {
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TestGame {
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input: InputState::new(toml_path, log_config),
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player: Player::new(),
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game_objects: vec![],
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log_config,
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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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}
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pub fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
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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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pub fn offset_texture_id(&mut self, local_tex_id: Option<usize>) -> usize {
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match local_tex_id {
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Some(local_id) => local_id + self.texture_index_counter,
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None => 0,
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}
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}
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pub fn load_gltf(&mut self, renderer: &mut VulkanRenderer, gltf_path: &str) -> Vec<MeshHandle> {
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let mut mesh_handles = Vec::new();
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// Load file
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let (meshes, textures) = mesh::load_mesh(gltf_path, self.log_config.mesh_load_info).unwrap();
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for cpu_mesh in meshes.into_iter() {
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// Convert file texture id to game texture id
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let diffuse_id = self.offset_texture_id(cpu_mesh.local_texture_index);
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let normal_id = self.offset_texture_id(cpu_mesh.local_normal_map_index);
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// Upload mesh
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let mesh_id = renderer.upload_mesh(cpu_mesh, gltf_path.to_string());
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let mesh_handle = MeshHandle {
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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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mesh_handles.push(mesh_handle);
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}
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textures.iter().for_each(|tex| {
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renderer.upload_texture(tex);
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self.texture_index_counter += 1;
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});
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mesh_handles
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}
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pub 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().unwrap().clone()
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}
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pub fn clear_level(&mut self, renderer: &mut VulkanRenderer) {
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self.game_objects.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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