minecrab/src/main.rs

137 lines
4.8 KiB
Rust
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mod aabb;
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mod camera;
mod chunk;
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mod cube;
mod instance;
mod light;
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mod state;
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mod texture;
mod uniforms;
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mod vertex;
mod world;
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mod world_state;
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use std::time::{Duration, Instant};
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use winit::{
dpi::{PhysicalSize, Size},
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event::{ElementState, Event, KeyboardInput, MouseButton, VirtualKeyCode, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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window::WindowBuilder,
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};
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use crate::state::State;
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fn main() {
env_logger::init();
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_title("minecrab")
.with_inner_size(Size::Physical(PhysicalSize {
width: 1280,
height: 720,
}))
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.build(&event_loop)
.unwrap();
let mut state = futures::executor::block_on(State::new(&window));
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let mut frames = 0;
let mut frame_instant = Instant::now();
let mut elapsed = Duration::from_secs(0);
let mut frametime_min = Duration::from_secs(1000);
let mut frametime_max = Duration::from_secs(0);
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let mut last_render_time = Instant::now();
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event_loop.run(move |event, _, control_flow| {
match event {
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Event::DeviceEvent { ref event, .. } => state.input(event),
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Event::WindowEvent {
ref event,
window_id,
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} if window_id == window.id() => match event {
WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
WindowEvent::KeyboardInput {
input:
KeyboardInput {
state: ElementState::Pressed,
virtual_keycode: Some(VirtualKeyCode::Escape),
..
},
..
} => {
let _ = window.set_cursor_grab(false);
window.set_cursor_visible(true);
state.mouse_grabbed = false;
}
WindowEvent::Resized(physical_size) => {
state.resize(*physical_size);
}
WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
state.resize(**new_inner_size);
}
WindowEvent::MouseInput {
state: mouse_state,
button,
..
} => {
if *button == MouseButton::Left && *mouse_state == ElementState::Pressed {
let _ = window.set_cursor_grab(true);
window.set_cursor_visible(false);
state.mouse_grabbed = true;
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}
}
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_ => {}
},
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Event::RedrawRequested(_) => {
let frame_elapsed = frame_instant.elapsed();
frame_instant = Instant::now();
frametime_min = frametime_min.min(frame_elapsed);
frametime_max = frametime_max.max(frame_elapsed);
elapsed += frame_elapsed;
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frames += 1;
if elapsed.as_secs() >= 1 {
let frametime = elapsed / frames;
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let fps = 1_000_000 / frametime.as_micros();
let fps_max = 1_000_000 / frametime_min.as_micros();
let fps_min = 1_000_000 / frametime_max.as_micros();
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println!(
"{} frames | frametime avg={:?} min={:?} max={:?} | fps avg={} min={} max={}",
frames, frametime, frametime_min, frametime_max, fps, fps_min, fps_max,
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);
elapsed = Duration::from_secs(0);
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frames = 0;
frametime_min = Duration::from_secs(1000);
frametime_max = Duration::from_secs(0);
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}
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let now = Instant::now();
let dt = now - last_render_time;
last_render_time = now;
state.update(dt);
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match state.render() {
Ok(_) => {}
// Recreate the swap_chain if lost
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Err(wgpu::SwapChainError::Lost) => state.resize(state.window_size),
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// The system is out of memory, we should probably quit
Err(wgpu::SwapChainError::OutOfMemory) => *control_flow = ControlFlow::Exit,
// All other errors (Outdated, Timeout) should be resolved by the next frame
Err(e) => eprintln!("{:?}", e),
}
}
Event::MainEventsCleared => {
// RedrawRequested will only trigger once, unless we manually
// request it.
window.request_redraw();
}
_ => {}
}
});
}