358 lines
8.1 KiB
Rust
358 lines
8.1 KiB
Rust
use std::time::Instant;
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use glam::{uvec2, vec3, Vec3};
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use winit::{
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event::*,
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event_loop::EventLoop,
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keyboard::{KeyCode, PhysicalKey},
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window::{Window, WindowBuilder},
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};
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mod camera;
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mod lines;
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mod scene;
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mod viewport;
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// The coordinate system:
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// * X: forward
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// * Y: left
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// * Z: up
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fn prepare_scene(device: &wgpu::Device) -> Vec<lines::Line> {
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scene::build()
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.into_iter()
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.map(|line| lines::Line::new_strip(device, lines::Attrs { color: line.color }, line.pts))
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.collect()
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}
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mod camctl {
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use glam::{vec3, Mat4, Quat, Vec3};
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pub struct CameraLocation {
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pos: Vec3,
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rot: Quat,
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}
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impl CameraLocation {
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pub fn new() -> CameraLocation {
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let rot = Quat::from_euler(glam::EulerRot::ZYX, std::f32::consts::FRAC_PI_4, 0., 0.);
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let pos = rot * vec3(-200., 0., 50.);
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CameraLocation { pos, rot }
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}
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pub fn view_mtx(&self) -> Mat4 {
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Mat4::from_quat(self.rot.inverse()) * Mat4::from_translation(-self.pos)
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}
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pub fn move_rel(&mut self, offset: Vec3) {
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self.pos += self.rot * offset;
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}
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pub fn rotate_rel_ypr(&mut self, ypr: Vec3) {
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self.rotate_rel_quat(Quat::from_euler(glam::EulerRot::XYZ, ypr.x, ypr.y, ypr.z));
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}
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pub fn rotate_rel_quat(&mut self, rot: Quat) {
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self.rot *= rot;
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}
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}
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}
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mod keyctl {
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use std::{collections::HashSet, iter::Sum};
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use winit::{event::ElementState, keyboard::PhysicalKey};
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pub struct Keyboard {
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pressed: HashSet<PhysicalKey>,
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}
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impl Keyboard {
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pub fn new() -> Self {
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Keyboard {
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pressed: Default::default(),
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}
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}
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pub fn is_pressed(&self, key: PhysicalKey) -> bool {
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self.pressed.contains(&key)
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}
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pub fn set_key_state(&mut self, key: PhysicalKey, state: ElementState) {
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match state {
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ElementState::Pressed => self.pressed.insert(key),
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ElementState::Released => self.pressed.remove(&key),
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};
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}
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pub fn control<T: Copy + Sum>(&self, keymap: &[(PhysicalKey, T)]) -> T {
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keymap
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.iter()
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.copied()
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.filter_map(|(key, ctl)| self.is_pressed(key).then_some(ctl))
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.sum()
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}
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}
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}
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static KEYS_MOVE: &'static [(PhysicalKey, Vec3)] = &[
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(PhysicalKey::Code(KeyCode::KeyW), vec3(1., 0., 0.)),
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(PhysicalKey::Code(KeyCode::KeyS), vec3(-1., 0., 0.)),
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(PhysicalKey::Code(KeyCode::KeyA), vec3(0., 1., 0.)),
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(PhysicalKey::Code(KeyCode::KeyD), vec3(0., -1., 0.)),
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(PhysicalKey::Code(KeyCode::Space), vec3(0., 0., 1.)),
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(PhysicalKey::Code(KeyCode::ShiftLeft), vec3(0., 0., -1.)),
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];
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static KEYS_ROTATE: &'static [(PhysicalKey, Vec3)] = &[
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(PhysicalKey::Code(KeyCode::Numpad9), vec3(1., 0., 0.)),
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(PhysicalKey::Code(KeyCode::Numpad7), vec3(-1., 0., 0.)),
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(PhysicalKey::Code(KeyCode::Numpad5), vec3(0., 1., 0.)),
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(PhysicalKey::Code(KeyCode::Numpad8), vec3(0., -1., 0.)),
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(PhysicalKey::Code(KeyCode::Numpad4), vec3(0., 0., 1.)),
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(PhysicalKey::Code(KeyCode::Numpad6), vec3(0., 0., -1.)),
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];
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struct State<'a> {
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device: wgpu::Device,
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queue: wgpu::Queue,
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fps: fps::Counter,
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kbd: keyctl::Keyboard,
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t1: Instant,
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viewport: viewport::Viewport<'a>,
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cam_loc: camctl::CameraLocation,
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cam_obj: camera::Camera,
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line_rend: lines::LineRenderer,
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scene: Vec<lines::Line>,
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window: &'a Window,
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}
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impl<'a> State<'a> {
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async fn new(window: &'a Window) -> State<'a> {
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let size = window.inner_size();
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let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
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backends: wgpu::Backends::PRIMARY,
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..Default::default()
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});
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let surface = instance.create_surface(window).unwrap();
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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compatible_surface: Some(&surface),
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force_fallback_adapter: false,
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})
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.await
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.unwrap();
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let (device, queue) = adapter
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.request_device(
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&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::PUSH_CONSTANTS
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| wgpu::Features::TEXTURE_ADAPTER_SPECIFIC_FORMAT_FEATURES,
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required_limits: wgpu::Limits {
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max_push_constant_size: 16,
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..wgpu::Limits::default()
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},
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memory_hints: Default::default(),
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},
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None, // Trace path
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)
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.await
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.unwrap();
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let viewport =
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viewport::Viewport::new(&adapter, &device, surface, uvec2(size.width, size.height));
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let kbd = keyctl::Keyboard::new();
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let cam_loc = camctl::CameraLocation::new();
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let t1 = Instant::now();
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let depth = None;
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let msaa = wgpu::MultisampleState {
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count: viewport.sample_count(),
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mask: !0,
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alpha_to_coverage_enabled: false,
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};
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let cam_obj = camera::Camera::new(&device);
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let line_rend = lines::LineRenderer::new(
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&device,
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cam_obj.bind_group_layout(),
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viewport.format(),
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depth,
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msaa,
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);
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let scene = prepare_scene(&device);
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let fps = fps::Counter::new();
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Self {
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device,
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queue,
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viewport,
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line_rend,
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kbd,
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fps,
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cam_loc,
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cam_obj,
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t1,
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scene,
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window,
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}
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}
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pub fn window(&self) -> &Window {
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&self.window
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}
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fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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if new_size.width > 0 && new_size.height > 0 {
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self.viewport
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.resize(&self.device, uvec2(new_size.width, new_size.height));
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}
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}
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fn update(&mut self) {
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let dt = {
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let t2 = Instant::now();
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let dt = t2 - self.t1;
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self.t1 = t2;
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dt.as_secs_f32()
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};
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let size = self.viewport.size().as_vec2();
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self.cam_loc
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.move_rel(100. * dt * self.kbd.control(&KEYS_MOVE));
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self.cam_loc
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.rotate_rel_ypr(2. * dt * self.kbd.control(&KEYS_ROTATE));
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self.cam_obj.set(&self.queue, self.cam_loc.view_mtx(), size);
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}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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self.fps.on_frame();
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self.window
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.set_title(&format!("Space Refraction ({:.1} FPS)", self.fps.get()));
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self.viewport
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.render_single_pass(&self.device, &self.queue, |mut render_pass| {
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self.line_rend.render(
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&mut render_pass,
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self.cam_obj.bind_group(),
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self.scene.iter(),
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);
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})
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}
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}
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pub async fn run() {
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let event_loop = EventLoop::new().unwrap();
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let window = WindowBuilder::new()
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.with_title("Refraction: Wireframe")
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.build(&event_loop)
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.unwrap();
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// State::new uses async code, so we're going to wait for it to finish
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let mut state = State::new(&window).await;
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let mut surface_configured = false;
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event_loop
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.run(move |event, control_flow| {
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match event {
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Event::WindowEvent {
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ref event,
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window_id,
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} if window_id == state.window().id() => {
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match event {
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WindowEvent::KeyboardInput {
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device_id: _,
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event,
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is_synthetic: _,
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} => {
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state.kbd.set_key_state(event.physical_key, event.state);
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}
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WindowEvent::CloseRequested => control_flow.exit(),
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WindowEvent::Resized(physical_size) => {
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surface_configured = true;
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state.resize(*physical_size);
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}
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WindowEvent::RedrawRequested => {
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// This tells winit that we want another frame after this one
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state.window().request_redraw();
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if !surface_configured {
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return;
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}
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state.update();
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match state.render() {
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Ok(_) => {}
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// Reconfigure the surface if it's lost or outdated
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Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => {
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state.viewport.configure(&state.device);
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}
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// The system is out of memory, we should probably quit
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Err(wgpu::SurfaceError::OutOfMemory) => {
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eprintln!("OutOfMemory");
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control_flow.exit();
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}
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// This happens when the a frame takes too long to present
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Err(wgpu::SurfaceError::Timeout) => {
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eprintln!("Surface timeout")
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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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_ => {}
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}
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})
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.unwrap();
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}
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fn main() {
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pollster::block_on(run());
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}
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mod fps {
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use std::time::{Duration, Instant};
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pub struct Counter {
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fps: f32,
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t1: Instant,
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frames: u32,
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}
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impl Counter {
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pub fn new() -> Self {
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Self {
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fps: 0.,
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t1: Instant::now(),
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frames: 0,
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}
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}
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pub fn get(&self) -> f32 {
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self.fps
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}
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pub fn on_frame(&mut self) {
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self.frames += 1;
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let t2 = Instant::now();
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let dt = t2 - self.t1;
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if dt >= Duration::from_secs(1) {
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*self = Self {
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fps: self.frames as f32 / dt.as_secs_f32(),
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t1: t2,
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frames: 0,
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}
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}
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}
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}
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}
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