2021-05-28 00:54:06 +00:00
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mod camera;
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2021-05-28 01:13:07 +00:00
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mod cube;
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mod state;
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2021-05-28 00:54:06 +00:00
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mod texture;
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mod uniforms;
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2021-05-28 01:09:00 +00:00
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mod vertex;
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2021-05-28 00:54:06 +00:00
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2021-05-28 01:13:07 +00:00
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use std::time::Instant;
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2021-05-28 00:54:06 +00:00
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use winit::{
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2021-05-28 01:06:27 +00:00
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event::{Event, WindowEvent},
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2021-05-28 00:54:06 +00:00
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event_loop::{ControlFlow, EventLoop},
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2021-05-28 01:13:07 +00:00
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window::WindowBuilder,
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2021-05-28 00:54:06 +00:00
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};
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2021-05-28 01:13:07 +00:00
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use crate::state::State;
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2021-05-28 00:54:06 +00:00
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fn main() {
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env_logger::init();
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let event_loop = EventLoop::new();
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let window = WindowBuilder::new()
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.with_title("\u{1f980}\u{1f980}\u{1f980}\u{1f980}\u{1f980}")
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.build(&event_loop)
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.unwrap();
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use futures::executor::block_on;
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// Since main can't be async, we're going to need to block
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let mut state = block_on(State::new(&window));
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let mut frames = 0;
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let mut instant = Instant::now();
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event_loop.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 == window.id() => {
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if !state.input(event) {
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match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(physical_size) => {
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state.resize(*physical_size);
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}
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WindowEvent::ScaleFactorChanged { new_inner_size, .. } => {
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// new_inner_size is &mut so w have to dereference it twice
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state.resize(**new_inner_size);
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}
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_ => {}
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}
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}
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}
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Event::RedrawRequested(_) => {
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frames += 1;
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if frames % 1000 == 0 {
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let frametime = instant.elapsed() / 1000;
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let fps = 1_000_000 / frametime.as_micros();
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println!("{:?} - {} fps", frametime, fps);
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instant = Instant::now();
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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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// Recreate the swap_chain if lost
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Err(wgpu::SwapChainError::Lost) => state.resize(state.size),
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// The system is out of memory, we should probably quit
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Err(wgpu::SwapChainError::OutOfMemory) => *control_flow = ControlFlow::Exit,
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// All other errors (Outdated, Timeout) should be resolved by the next frame
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Err(e) => eprintln!("{:?}", e),
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}
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}
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Event::MainEventsCleared => {
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// RedrawRequested will only trigger once, unless we manually
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// request it.
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window.request_redraw();
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}
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_ => {}
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}
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});
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}
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