frame_time
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@@ -1,12 +1,17 @@
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[[button]]
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name = "QUIT"
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name = "quit"
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scan_code = 1
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[[button]]
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name = "RELOAD_SHADERS"
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name = "reload_shaders"
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scan_code = 19
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ctrl = true
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[[button]]
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name = "print_framerate"
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scan_code = 33
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crtl = true
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[[button]]
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name = "w"
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scan_code = 17
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@@ -1,2 +1,2 @@
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input = true
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input = false
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vulkan_validation_layers = true
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12
src/main.rs
12
src/main.rs
@@ -23,17 +23,23 @@ impl Game for TestGame {
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}
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fn update(self: &mut Self, game_data: &mut GameData) {
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game_data.push_constants.time = game_data.start_time.elapsed().unwrap().as_millis() as f32 / 1000.0;
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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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// User interaction
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if self.input.button_just_released("QUIT") {
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if self.input.button_just_released("quit") {
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game_data.shutdown = true;
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}
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if self.input.button_just_pressed("RELOAD_SHADERS") {
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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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}
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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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self.cam_rotation = self.cam_rotation * Quaternion::from_angle_z(Deg(self.input.get_axis("look_horizontal") * 0.05));
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self.cam_rotation = Quaternion::from_angle_x(Deg(self.input.get_axis("look_vertical") * 0.05)) * self.cam_rotation;
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self.cam_position += self.cam_rotation.invert().rotate_vector(Vector3::new(
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