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extern crate tobj;
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extern crate winit;
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use std::rc::Rc;
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use std::sync::Arc;
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#[cfg(not(target_arch = "wasm32"))]
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use std::time::{Duration, Instant};
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use bytemuck::__core::ops::Range;
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use cgmath::{Matrix4, Point3};
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use futures::task::LocalSpawn;
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use legion::*;
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use wgpu::{BindGroup, Buffer};
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use wgpu_subscriber;
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use winit::platform::unix::x11::ffi::Time;
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use winit::{
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event::{self, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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};
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use crate::render::Renderer;
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mod framework;
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mod geometry;
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mod light;
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mod render;
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mod runtime;
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/*
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Collision detection
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https://crates.io/crates/mgf
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Obj file format
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http://paulbourke.net/dataformats/obj/
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tobj obj loader
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https://docs.rs/tobj/2.0.3/tobj/index.html
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mesh generator lib, might be useful
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https://docs.rs/genmesh/0.6.2/genmesh/
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legion ECS
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https://github.com/amethyst/legion
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mvp:
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ECS
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animation
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render 3d
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input/io
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collision / physics
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entities & behaviours
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*/
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#[cfg_attr(rustfmt, rustfmt_skip)]
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#[allow(unused)]
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pub const OPENGL_TO_WGPU_MATRIX: cgmath::Matrix4<f32> = cgmath::Matrix4::new(
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1.0, 0.0, 0.0, 0.0,
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0.0, 1.0, 0.0, 0.0,
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0.0, 0.0, 0.5, 0.0,
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0.0, 0.0, 0.5, 1.0,
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);
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#[allow(dead_code)]
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pub fn cast_slice<T>(data: &[T]) -> &[u8] {
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use std::{mem::size_of, slice::from_raw_parts};
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unsafe { from_raw_parts(data.as_ptr() as *const u8, data.len() * size_of::<T>()) }
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}
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#[allow(dead_code)]
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pub enum ShaderStage {
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Vertex,
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Fragment,
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Compute,
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}
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/*
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window: winit::window::Window,
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event_loop: EventLoop<()>,
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instance: wgpu::Instance,
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size: winit::dpi::PhysicalSize<u32>,
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surface: wgpu::Surface,
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adapter: wgpu::Adapter,
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device: wgpu::Device,
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queue: wgpu::Queue,
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*/
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// a component is any type that is 'static, sized, send and sync
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Position {
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x: f32,
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y: f32,
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z: f32,
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mx: Matrix4<f32>,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Color {
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r: f32,
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g: f32,
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b: f32,
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a: f32,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Velocity {
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dx: f32,
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dy: f32,
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rs: f32,
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}
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#[derive(Clone, Default, PartialEq, Eq, Hash, Copy, Debug)]
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pub struct RangeCopy<Idx> {
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pub start: Idx,
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pub end: Idx,
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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struct DirectionalLight {
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color: wgpu::Color,
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fov: f32,
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depth: RangeCopy<f32>,
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}
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#[derive(Clone, Debug)]
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pub struct Mesh {
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index_buffer: Arc<Buffer>,
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index_count: usize,
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vertex_buffer: Arc<Buffer>,
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uniform_buffer: Arc<Buffer>,
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bind_group: Arc<BindGroup>,
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}
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fn main() {
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// #[cfg(not(target_arch = "wasm32"))]
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// {
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// let chrome_tracing_dir = std::env::var("WGPU_CHROME_TRACE");
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// wgpu_subscriber::initialize_default_subscriber(
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// chrome_tracing_dir.as_ref().map(std::path::Path::new).ok(),
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// );
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// };
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// #[cfg(target_arch = "wasm32")]
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// console_log::init().expect("could not initialize logger");
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use legion::*;
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let mut world = World::default();
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/*
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Querying entities by their handle
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// entries return `None` if the entity does not exist
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if let Some(mut entry) = world.entry(entity) {
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// access information about the entity's archetype
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//println!("{:?} has {:?}", entity, entry.archetype().layout().component_types());
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// add an extra component
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//entry.add_component(12f32);
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// access the entity's components, returns `None` if the entity does not have the component
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//assert_eq!(entry.get_component::<f32>().unwrap(), &12f32);
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}
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*/
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#[cfg(not(target_arch = "wasm32"))]
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let (mut pool, spawner) = {
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let local_pool = futures::executor::LocalPool::new();
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let spawner = local_pool.spawner();
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(local_pool, spawner)
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};
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let mut render_schedule = Schedule::builder()
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.add_system(render::render_test_system())
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.build();
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// run our schedule (you should do this each update)
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//schedule.execute(&mut world, &mut resources);
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// Querying entities by component is just defining the component type!
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let mut query = Read::<Position>::query();
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// you can then iterate through the components found in the world
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for position in query.iter(&world) {
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//println!("{:?}", position);
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}
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let event_loop = EventLoop::new();
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let mut builder = winit::window::WindowBuilder::new();
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builder = builder.with_title("title");
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// I don't know what they are doing here
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#[cfg(windows_OFF)] // TODO
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{
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use winit::platform::windows::WindowBuilderExtWindows;
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builder = builder.with_no_redirection_bitmap(true);
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}
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// I think right here is where I can start pulling everything into the renderer
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let window = builder.build(&event_loop).unwrap();
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// Not sure why this is guarded, maybe we don't handle the event loop timing?
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#[cfg(not(target_arch = "wasm32"))]
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let mut last_update_inst = Instant::now();
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log::info!("Entering render loop...");
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// Load up the renderer (and the resources)
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let mut renderer = render::Renderer::init(window);
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let untitled_mesh =
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renderer.load_mesh_to_buffer("./resources/untitled.obj");
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// This could be used for relationships between entities...???
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let light_entity: Entity = world.push((
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cgmath::Point3 {
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x: -5.0,
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y: 7.0,
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z: 10.0,
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},
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DirectionalLight {
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color: wgpu::Color {
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r: 1.0,
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g: 0.5,
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b: 0.5,
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a: 1.0,
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},
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fov: 45.0,
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depth: RangeCopy {
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start: 1.0,
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end: 20.0,
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},
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},
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));
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let mesh_entity: Entity = world.push((
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Position {
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x: -5.0,
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y: 7.0,
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z: 10.0,
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mx: OPENGL_TO_WGPU_MATRIX,
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},
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untitled_mesh,
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Color {
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r: 1.0,
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g: 0.5,
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b: 0.5,
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a: 1.0,
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},
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));
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let entities: &[Entity] = world.extend(vec![
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(
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Position {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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mx: OPENGL_TO_WGPU_MATRIX,
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},
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Velocity {
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dx: 0.0,
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dy: 0.0,
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rs: 0.0,
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},
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),
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(
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Position {
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x: 1.0,
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y: 1.0,
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z: 0.0,
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mx: OPENGL_TO_WGPU_MATRIX,
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},
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Velocity {
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dx: 0.0,
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dy: 0.0,
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rs: 0.0,
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},
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),
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(
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Position {
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x: 2.0,
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y: 2.0,
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z: 0.0,
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mx: OPENGL_TO_WGPU_MATRIX,
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},
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Velocity {
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dx: 0.0,
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dy: 0.0,
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rs: 0.0,
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},
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),
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]);
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// Init, this wants the references to the buffers...
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let mut runtime = runtime::Runtime::init();
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let mut resources = Resources::default();
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resources.insert(runtime);
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resources.insert(renderer);
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// This is just an winit event loop
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event_loop.run(move |event, _, control_flow| {
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//let _ = (&instance, &adapter); // force ownership by the closure (wtf??)
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// Override the control flow behaviour based on our system
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*control_flow = if cfg!(feature = "metal-auto-capture") {
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ControlFlow::Exit
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} else {
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#[cfg(not(target_arch = "wasm32"))]
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{
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// Artificially slows the loop rate to 10 millis
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// This is called after redraw events cleared
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ControlFlow::WaitUntil(Instant::now() + Duration::from_millis(10))
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}
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#[cfg(target_arch = "wasm32")]
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{
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ControlFlow::Poll
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}
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};
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match event {
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event::Event::MainEventsCleared => {
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#[cfg(not(target_arch = "wasm32"))]
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{
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// ask for a redraw every 20 millis
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if last_update_inst.elapsed() > Duration::from_millis(20) {
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//window.request_redraw();
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resources
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.get_mut::<Renderer>()
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.unwrap()
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.window
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.request_redraw();
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last_update_inst = Instant::now();
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}
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pool.run_until_stalled();
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}
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#[cfg(target_arch = "wasm32")]
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window.request_redraw();
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}
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// Resizing will queue a request_redraw
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event::Event::WindowEvent {
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event: WindowEvent::Resized(size),
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..
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} => {
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log::info!("Resizing to {:?}", size);
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let width = size.width;
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let height = size.height;
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resources
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.get_mut::<Renderer>()
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.unwrap()
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.resize(width, height);
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//swap_chain = device.create_swap_chain(&surface, &sc_desc);
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}
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event::Event::WindowEvent { event, .. } => match event {
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WindowEvent::KeyboardInput {
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input:
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event::KeyboardInput {
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virtual_keycode: Some(event::VirtualKeyCode::Escape),
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state: event::ElementState::Pressed,
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..
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},
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..
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}
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| WindowEvent::CloseRequested => {
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*control_flow = ControlFlow::Exit;
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}
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_ => {
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//renderer.update(event);
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}
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},
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event::Event::RedrawRequested(_) => {
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render_schedule.execute(&mut world, &mut resources);
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//resources.get_mut::<Renderer>().unwrap().render();
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}
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_ => {}
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}
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});
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}
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