Different textures per object
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models/plane.glb
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models/plane.glb
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@@ -1,46 +1,50 @@
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use std::sync::Arc;
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use crate::vulkan::RendererDescriptorSets;
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use cgmath::{Matrix4, Vector3, Quaternion, Euler, Deg};
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use cgmath::{Matrix4, Vector3, Quaternion, Euler, Deg};
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use crate::vulkan::{MeshHandle, VulkanRenderer};
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use crate::vulkan::{MeshHandle, VulkanRenderer};
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use crate::input::InputState;
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use crate::input::InputState;
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#[derive(Debug, Clone)]
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#[derive(Clone)]
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pub struct GameObject {
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pub struct GameObject {
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pub mesh_index: usize,
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pub mesh_index: usize,
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pub texture_index: usize,
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pub texture_index: usize,
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pub position: Vector3<f32>,
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pub position: Vector3<f32>,
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pub rotation: Quaternion<f32>,
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pub rotation: Quaternion<f32>,
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pub scale: Vector3<f32>,
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pub scale: Vector3<f32>,
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pub children: Vec<GameObject>
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pub children: Vec<GameObject>,
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pub descriptor_sets: Vec<Arc<RendererDescriptorSets>>
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}
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}
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impl GameObject {
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impl GameObject {
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pub fn new(mesh: MeshHandle, texture_index: usize) -> GameObject {
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pub fn new(mesh: MeshHandle, texture_index: usize) -> GameObject {
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GameObject { mesh_index: mesh, texture_index, position: Vector3::new(0.0, 0.0, 0.0),
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GameObject { mesh_index: mesh, texture_index, position: Vector3::new(0.0, 0.0, 0.0),
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rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0), children: vec![] }
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rotation: Quaternion::new(1.0, 0.0, 0.0, 0.0), scale: Vector3::new(1.0, 1.0, 1.0), children: vec![],
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descriptor_sets: vec![] }
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}
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}
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pub fn set_position(&mut self, x: f32, y: f32, z: f32) {
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pub fn _set_position(&mut self, x: f32, y: f32, z: f32) {
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self.position.x = x;
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self.position.x = x;
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self.position.y = y;
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self.position.y = y;
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self.position.z = z;
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self.position.z = z;
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}
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}
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pub fn set_scale(&mut self, x: f32, y: f32, z: f32) {
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pub fn _set_scale(&mut self, x: f32, y: f32, z: f32) {
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self.scale.x = x;
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self.scale.x = x;
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self.scale.y = y;
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self.scale.y = y;
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self.scale.z = z;
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self.scale.z = z;
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}
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}
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pub fn set_rotation(&mut self, euler_x: f32, euler_y: f32, euler_z: f32) {
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pub fn _set_rotation(&mut self, euler_x: f32, euler_y: f32, euler_z: f32) {
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self.rotation = Quaternion::from(Euler::new(Deg(euler_x), Deg(euler_y), Deg(euler_z)));
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self.rotation = Quaternion::from(Euler::new(Deg(euler_x), Deg(euler_y), Deg(euler_z)));
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}
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}
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pub fn translate(&mut self, x: f32, y: f32, z: f32) {
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pub fn _translate(&mut self, x: f32, y: f32, z: f32) {
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self.position.x += x;
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self.position.x += x;
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self.position.y += y;
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self.position.y += y;
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self.position.z += z;
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self.position.z += z;
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}
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}
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pub fn rotate(&mut self, x: f32, y: f32, z: f32) {
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pub fn _rotate(&mut self, x: f32, y: f32, z: f32) {
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self.rotation = self.rotation * Quaternion::from(Euler::new(Deg(x), Deg(y), Deg(z)));
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self.rotation = self.rotation * Quaternion::from(Euler::new(Deg(x), Deg(y), Deg(z)));
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}
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}
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52
src/main.rs
52
src/main.rs
@@ -1,5 +1,6 @@
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use crate::player::{Camera, Player};
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use crate::vulkan::TextureHandle;
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use cgmath::{Deg, Matrix4, Quaternion, Rotation, Rotation3, Vector3, vec3, Vector4};
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use crate::player::{Player};
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use cgmath::{Matrix4, Vector3, vec3, Vector4};
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use winit::event::Event;
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use winit::event::Event;
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use crate::config::LogConfig;
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use crate::config::LogConfig;
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@@ -18,13 +19,12 @@ mod player;
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struct TestGame {
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struct TestGame {
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input: InputState,
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input: InputState,
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player: Player,
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player: Player,
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meshes: Vec<(MeshHandle, usize)>,
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meshes: Vec<(MeshHandle, TextureHandle)>,
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game_objects: Vec<GameObjectHandle>,
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game_objects: Vec<GameObjectHandle>,
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log_config: LogConfig,
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log_config: LogConfig,
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texture_index_counter: usize,
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texture_index_counter: usize,
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last_time: f32,
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last_time: f32,
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components: Vec<Box<dyn Updatable>>,
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components: Vec<Box<dyn Updatable>>,
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show_grid: bool,
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}
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}
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impl TestGame {
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impl TestGame {
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@@ -38,7 +38,6 @@ impl TestGame {
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texture_index_counter: 1,
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texture_index_counter: 1,
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last_time: 0.0,
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last_time: 0.0,
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components: vec![],
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components: vec![],
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show_grid: false,
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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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@@ -79,9 +78,7 @@ impl Game for TestGame {
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}
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}
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// Custom game object stuff
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// Custom game object stuff
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let light_pos = vec3(f32::sin(time) * 2.0 + 2.0, f32::cos(time) * 2.0 + 2.0, 2.0);
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let light_pos = self.player.camera.position * -1.0;
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self.game_objects[2].get_game_object(renderer).unwrap().position = light_pos;
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self.player.update(frame_time, input, renderer);
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self.player.update(frame_time, input, renderer);
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// End frame
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// End frame
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@@ -108,20 +105,13 @@ fn _matrix_vector_mul(matrix: &Matrix4<f32>, vector: &Vector3<f32>) -> Vector3<f
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impl TestGame {
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impl TestGame {
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fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
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fn game_start(self: &mut Self, renderer: &mut VulkanRenderer) {
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let cube_meshes = self.load_gltf(renderer, "models/box.glb");
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let cube = self.add_from_gltf(renderer, "models/box.glb");
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let sphere_meshes = self.load_gltf(renderer, "models/sphere.glb");
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let plane_meshes = self.load_gltf(renderer, "models/plane.glb");
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let cube = self.add_game_object(renderer, *cube_meshes.first().unwrap(), 0);
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cube.get_game_object(renderer).unwrap().position = vec3(3.0, 4.0, 5.0);
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cube.get_game_object(renderer).unwrap().position = vec3(3.0, 4.0, 5.0);
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let sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
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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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sphere.get_game_object(renderer).unwrap().position = vec3(0.0, 0.0, 0.0);
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let light_sphere = self.add_game_object(renderer, *sphere_meshes.first().unwrap(), 0);
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let plane = self.add_from_gltf(renderer, "models/plane.glb");
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light_sphere.get_game_object(renderer).unwrap().scale = vec3(0.1, 0.1, 0.1);
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let plane = self.add_game_object(renderer, *plane_meshes.first().unwrap(), 0);
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plane.get_game_object(renderer).unwrap().position = vec3(0.0, -1.0, 0.0);
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plane.get_game_object(renderer).unwrap().position = vec3(0.0, -1.0, 0.0);
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println!("Game loaded!");
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println!("Game loaded!");
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@@ -129,23 +119,41 @@ impl TestGame {
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fn load_gltf(&mut self, renderer: &mut VulkanRenderer, gltf_path: &str) -> Vec<MeshHandle> {
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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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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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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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for cpu_mesh in meshes.into_iter() {
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// Convert file texture id to game texture id
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let id = match cpu_mesh.texture_index {
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let id = match cpu_mesh.texture_index {
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Some(tex_id) => tex_id + self.texture_index_counter,
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Some(local_tex_id) => local_tex_id + self.texture_index_counter,
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None => 0,
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None => 0,
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};
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};
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if cpu_mesh.texture_index.is_some() {
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self.texture_index_counter += 1;
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self.texture_index_counter += 1;
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}
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// Upload mesh
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let mesh_handle = renderer.upload_mesh(cpu_mesh);
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let mesh_handle = renderer.upload_mesh(cpu_mesh);
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self.meshes.push((mesh_handle, id));
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self.meshes.push((mesh_handle, id));
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mesh_handles.push(mesh_handle);
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mesh_handles.push(mesh_handle);
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}
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}
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textures.iter().for_each(|tex| renderer.upload_texture(tex));
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// TODO: this assumes each texture is actually used in a mesh above
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textures.iter().for_each(|tex| {
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renderer.upload_texture(tex);
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});
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mesh_handles
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mesh_handles
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}
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}
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fn add_game_object(&mut self, renderer: &mut VulkanRenderer, mesh: MeshHandle, texture_index: usize) -> &mut GameObjectHandle {
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fn add_from_gltf(&mut self, renderer: &mut VulkanRenderer, path: &str) -> &mut GameObjectHandle {
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let obj = GameObject::new(mesh, texture_index);
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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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let (mesh_id, mesh_texture_id) = self.meshes[mesh];
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let obj = GameObject::new(mesh_id, mesh_texture_id);
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let obj_handle = renderer.add_game_object(obj);
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let obj_handle = renderer.add_game_object(obj);
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self.game_objects.push(obj_handle);
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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_mut().unwrap()
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@@ -1,7 +1,6 @@
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use cgmath::{vec3, One, SquareMatrix, Deg, Rad, Quaternion, Vector3, Matrix4, Rotation, Rotation3, InnerSpace};
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use cgmath::{vec3, One, SquareMatrix, Deg, Rad, Quaternion, Vector3, Matrix4, Rotation, Rotation3, InnerSpace};
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use crate::{
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use crate::{
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VulkanRenderer,
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VulkanRenderer,
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GameObjectHandle,
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input::InputState,
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input::InputState,
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gameobject::Updatable
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gameobject::Updatable
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};
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};
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@@ -66,6 +66,7 @@ pub struct Mesh {
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}
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}
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pub(crate) type MeshHandle = usize;
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pub(crate) type MeshHandle = usize;
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pub(crate) type TextureHandle = usize;
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pub struct GameData {
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pub struct GameData {
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pub start_time: SystemTime,
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pub start_time: SystemTime,
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@@ -81,7 +82,7 @@ pub struct GameData {
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pub use_line_pipeline: bool,
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pub use_line_pipeline: bool,
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}
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}
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type RendererDescriptorSets = dyn DescriptorSet + Send + Sync;
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pub(crate) type RendererDescriptorSets = dyn DescriptorSet + Send + Sync;
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pub struct VulkanRenderer {
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pub struct VulkanRenderer {
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pub game_data: GameData,
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pub game_data: GameData,
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@@ -100,7 +101,6 @@ pub struct VulkanRenderer {
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pub debug_callback: Option<DebugCallback>,
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pub debug_callback: Option<DebugCallback>,
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pub previous_frame_end: Option<Box<dyn GpuFuture>>,
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pub previous_frame_end: Option<Box<dyn GpuFuture>>,
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pub uniform_buffers: Vec<Arc<CpuAccessibleBuffer<vs::ty::ObjectUniformData>>>,
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pub uniform_buffers: Vec<Arc<CpuAccessibleBuffer<vs::ty::ObjectUniformData>>>,
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pub descriptor_sets: Vec<Arc<RendererDescriptorSets>>,
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}
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}
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impl VulkanRenderer {
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impl VulkanRenderer {
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@@ -299,16 +299,7 @@ impl VulkanRenderer {
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).unwrap());
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).unwrap());
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}
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}
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let descriptor_set_layout = pipeline.descriptor_set_layout(0).unwrap().clone();
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let descriptor_sets = uniform_buffers.iter().map(|uniform_buffer| {
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let builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
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let result: Arc<RendererDescriptorSets> = Arc::new(builder
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.add_buffer(uniform_buffer.clone()).unwrap()
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.add_sampled_image(default_tex.clone(), sampler.clone()).unwrap()
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.build().unwrap());
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result
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}).collect();
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data.textures.push(default_tex);
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data.textures.push(default_tex);
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@@ -321,7 +312,7 @@ impl VulkanRenderer {
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let previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<dyn GpuFuture>);
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let previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<dyn GpuFuture>);
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(VulkanRenderer { game_data: data, device, framebuffers, sampler,
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(VulkanRenderer { game_data: data, device, framebuffers, sampler,
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dynamic_state, pipeline, line_pipeline, uniform_buffers, descriptor_sets,
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dynamic_state, pipeline, line_pipeline, uniform_buffers,
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surface, swapchain, render_pass, queue, line_vertex_buffer,
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surface, swapchain, render_pass, queue, line_vertex_buffer,
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recreate_swapchain: false, debug_callback, previous_frame_end }, events_loop)
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recreate_swapchain: false, debug_callback, previous_frame_end }, events_loop)
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}
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}
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@@ -343,7 +334,7 @@ impl VulkanRenderer {
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&self.dynamic_state,
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&self.dynamic_state,
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vec![mesh.vertex_buffer.clone()],
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vec![mesh.vertex_buffer.clone()],
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mesh.index_buffer.clone(),
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mesh.index_buffer.clone(),
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self.descriptor_sets[fb_index].clone(),
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game_object.descriptor_sets[fb_index].clone(),
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self.game_data.push_constants.clone()).unwrap();
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self.game_data.push_constants.clone()).unwrap();
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}
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}
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@@ -469,8 +460,21 @@ impl VulkanRenderer {
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self.game_data.textures.push(image_view);
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self.game_data.textures.push(image_view);
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}
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}
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pub fn add_game_object(self: &mut Self, game_object: GameObject) -> GameObjectHandle {
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pub fn add_game_object(self: &mut Self, mut game_object: GameObject) -> GameObjectHandle {
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let descriptor_set_layout = self.pipeline.descriptor_set_layout(0).unwrap().clone();
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let descriptor_sets = self.uniform_buffers.iter().map(|uniform_buffer| {
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let builder = PersistentDescriptorSet::start(descriptor_set_layout.clone());
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let result: Arc<RendererDescriptorSets> = Arc::new(builder
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.add_buffer(uniform_buffer.clone()).unwrap()
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.add_sampled_image(self.game_data.textures[game_object.texture_index].clone(), self.sampler.clone()).unwrap()
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.build().unwrap());
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result
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}).collect();
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game_object.descriptor_sets = descriptor_sets;
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self.game_data.game_objects.push(game_object);
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self.game_data.game_objects.push(game_object);
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GameObjectHandle {
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GameObjectHandle {
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object_index: self.game_data.game_objects.len() - 1
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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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@@ -478,20 +482,14 @@ impl VulkanRenderer {
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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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pub fn start_event_loop(mut renderer: VulkanRenderer, mut game: Box<dyn Game>, event_loop: EventLoop<()>) {
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let mut recreate_swapchain = false;
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let mut ubo = game.update(&mut renderer);
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event_loop.run(move |event, _, control_flow| {
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event_loop.run(move |event, _, control_flow| {
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game.on_window_event(&event);
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game.on_window_event(&event);
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match event {
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match event {
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
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*control_flow = ControlFlow::Exit;
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*control_flow = ControlFlow::Exit;
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},
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},
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Event::WindowEvent { event: WindowEvent::Resized(_), .. } => {
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recreate_swapchain = true;
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},
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Event::RedrawEventsCleared => {
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Event::RedrawEventsCleared => {
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ubo = game.update(&mut renderer);
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let ubo = game.update(&mut renderer);
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renderer.render_loop(ubo);
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renderer.render_loop(ubo);
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},
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},
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_ => {}
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_ => {}
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Reference in New Issue
Block a user