mirror of
https://github.com/lisk77/comet.git
synced 2025-10-23 21:38:50 +00:00
feat: Added swappability of the renderer and added a Renderer trait to make custom renderers if needed. Also renamed Renderer2D component to Render2D because it is a "render component" and not a renderer (but also name to avoid name clashes)
This commit is contained in:
parent
29355335e6
commit
a3df3f4f17
5 changed files with 133 additions and 129 deletions
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@ -1,8 +1,8 @@
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use std::sync::Arc;
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use std::sync::{Arc, Mutex};
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use std::time::{Duration, Instant};
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use comet_ecs::{Component, ComponentSet, Render, Renderer2D, Transform2D, World};
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use comet_ecs::{Component, ComponentSet, Render, Transform2D, World};
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use comet_resources::{ResourceManager, Vertex};
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use comet_renderer::{Renderer};
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use comet_renderer::{Renderer2D};
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use winit::{
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event::{self, *},
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@ -19,6 +19,7 @@ use winit::platform::windows::WindowBuilderExtWindows;
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use winit_input_helper::WinitInputHelper;
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use comet_input::input_handler::InputHandler;
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use comet_input::keyboard::Key;
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use comet_renderer::renderer::Renderer;
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pub enum ApplicationType {
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App2D,
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@ -30,7 +31,6 @@ pub struct App<'a> {
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icon: Option<Icon>,
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size: Option<LogicalSize<u32>>,
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clear_color: Option<LinearRgba>,
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setup: Option<fn(&mut World)>,
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input_manager: WinitInputHelper,
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delta_time: f32,
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update_timer: f32,
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@ -51,7 +51,6 @@ impl<'a> App<'a> {
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icon: None,
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size: None,
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clear_color: None,
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setup: None,
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input_manager: WinitInputHelper::new(),
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delta_time: 0.0,
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update_timer: 0.0166667,
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@ -81,11 +80,6 @@ impl<'a> App<'a> {
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self
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}
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pub fn with_setup(mut self, setup: fn(&mut World)) -> Self {
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self.setup = Some(setup);
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self
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}
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fn load_icon(path: &std::path::Path) -> Option<Icon> {
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let image = image::open(path).expect("Failed to open icon image");
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let rgba_image = image.to_rgba8();
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@ -117,114 +111,97 @@ impl<'a> App<'a> {
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self.input_manager.key_released(key)
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}
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pub fn dt(&self) -> f32 {
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self.delta_time
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}
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pub fn quit(&mut self) {
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self.should_quit = true;
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}
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pub fn get_time_step(&self) -> f32 {
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pub fn dt(&self) -> f32 {
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self.update_timer
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}
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pub fn set_time_step(&mut self, time_step: f32) {
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self.update_timer = time_step;
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pub fn set_update_rate(&mut self, update_rate: u32) {
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if update_rate == 0 {
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self.update_timer = f32::INFINITY;
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return;
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}
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self.update_timer = 1.0/update_rate as f32;
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}
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fn create_window(app_title: &str, app_icon: &Option<Icon>, window_size: &Option<LogicalSize<u32>>, event_loop: &EventLoop<()>) -> winit::window::Window {
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fn create_window(app_title: &str, app_icon: &Option<Icon>, window_size: &Option<LogicalSize<u32>>, event_loop: &EventLoop<()>) -> Window {
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let winit_window = winit::window::WindowBuilder::new()
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.with_title(app_title);
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let winit_window = if let Some(icon) = app_icon.clone() {
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winit_window.with_window_icon(Some(icon))
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}
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else {
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winit_window
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};
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let winit_window = if let Some(icon) = app_icon.clone() {
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winit_window.with_taskbar_icon(Some(icon))
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}
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else {
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} else {
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winit_window
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};
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let winit_window = if let Some(size) = window_size.clone() {
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winit_window.with_inner_size(size)
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}
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else {
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} else {
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winit_window
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};
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winit_window.build(event_loop).unwrap()
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}
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async fn run_app<U: Fn(&mut App, &mut Renderer, f32)>(mut self, update: U) {
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let event_loop = EventLoop::new().unwrap();
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let window = Self::create_window(self.title, &self.icon, &self.size ,&event_loop);
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let mut renderer = Renderer::new(&window, self.clear_color.clone()).await.unwrap();
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window.set_maximized(true);
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pub fn run<R: Renderer>(mut self, setup: fn(&mut App, &mut R), update: fn(&mut App, &mut R, f32)) {
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pollster::block_on(async {
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let event_loop = EventLoop::new().unwrap();
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let window = Arc::new(Self::create_window(self.title, &self.icon, &self.size ,&event_loop));
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let mut renderer = R::new(window.clone(), self.clear_color.clone()).await; // Pass Arc<Mutex<Window>> to renderer
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window.set_maximized(true); // Lock window to set maximized
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if let Some(setup) = self.setup {
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setup(&mut self.world);
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}
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setup(&mut self, &mut renderer);
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renderer.initialize_atlas();
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let mut time_stack = 0.0;
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let mut time_stack = 0.0;
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event_loop.run(|event, elwt| {
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self.delta_time = renderer.update();
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event_loop.run(|event, elwt| {
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self.delta_time = renderer.update();
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if self.should_quit {
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elwt.exit()
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}
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if self.should_quit {
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elwt.exit()
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}
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self.input_manager.update(&event);
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self.input_manager.update(&event);
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time_stack += self.delta_time;
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while time_stack > self.update_timer {
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let time = self.get_time_step();
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update(&mut self, &mut renderer, time);
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time_stack -= self.update_timer;
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}
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renderer.render_scene_2d(self.world());
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match event {
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Event::WindowEvent { ref event, window_id, }
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if window_id == renderer.window().id() => {
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match event {
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WindowEvent::CloseRequested {} => elwt.exit(),
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WindowEvent::Resized(physical_size) => {
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renderer.resize(*physical_size);
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}
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WindowEvent::RedrawRequested => {
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renderer.window().request_redraw();
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match renderer.render() {
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Ok(_) => {}
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Err(
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wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated,
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) => renderer.resize(renderer.size()),
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Err(wgpu::SurfaceError::OutOfMemory) => {
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error!("OutOfMemory");
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elwt.exit();
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}
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Err(wgpu::SurfaceError::Timeout) => {
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warn!("Surface timeout")
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}
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}
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}
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_ => {}
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if self.dt() != f32::INFINITY {
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time_stack += self.delta_time;
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while time_stack > self.update_timer {
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let time = self.dt();
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update(&mut self, &mut renderer, time);
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time_stack -= self.update_timer;
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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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pub fn run<U: Fn(&mut App, &mut Renderer, f32)>(mut self, update: U) {
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pollster::block_on(self.run_app(update));
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match event {
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Event::WindowEvent { ref event, window_id, } =>
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match event {
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WindowEvent::CloseRequested {} => elwt.exit(),
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WindowEvent::Resized(physical_size) => {
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renderer.resize(*physical_size);
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}
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WindowEvent::RedrawRequested => {
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window.request_redraw();
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match renderer.render() {
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Ok(_) => {}
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Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => renderer.resize(renderer.size()),
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Err(wgpu::SurfaceError::OutOfMemory) => {
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error!("OutOfMemory");
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elwt.exit();
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}
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Err(wgpu::SurfaceError::Timeout) => {
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warn!("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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}).unwrap()
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}
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);
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}
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}
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@ -39,7 +39,7 @@ pub struct Rectangle2D{
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}
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#[derive(Component)]
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pub struct Renderer2D {
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pub struct Render2D {
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is_visible: bool,
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texture: &'static str,
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scale: Vec2
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@ -196,7 +196,7 @@ impl Collider for Rectangle2D {
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}
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}
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impl Render for Renderer2D {
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impl Render for Render2D {
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fn is_visible(&self) -> bool {
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self.is_visible
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}
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@ -1,9 +1,10 @@
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mod camera;
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pub mod renderer;
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use core::default::Default;
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use std::iter;
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use std::path::PathBuf;
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use std::sync::Arc;
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use std::sync::{Arc, Mutex};
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use std::time::Instant;
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use cgmath::num_traits::FloatConst;
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use image::GenericImageView;
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};
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use winit::dpi::Position;
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use comet_colors::LinearRgba;
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use comet_ecs::{Component, ComponentSet, Render, Renderer2D, Transform2D, World};
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use comet_ecs::{Component, ComponentSet, Render, Renderer2D as R2D, Transform2D, World};
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use comet_log::*;
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use comet_math;
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use comet_math::{Mat4, Point3, Vec2, Vec3};
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use comet_resources::{ResourceManager, texture, Vertex, Texture};
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use comet_resources::texture_atlas::TextureRegion;
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use crate::camera::{Camera, CameraUniform};
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use crate::renderer::Renderer;
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pub struct Projection {
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aspect: f32,
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}
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}
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pub struct Renderer<'a> {
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window: &'a Window,
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pub struct Renderer2D<'a> {
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surface: wgpu::Surface<'a>,
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device: wgpu::Device,
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queue: wgpu::Queue,
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camera_bind_group: wgpu::BindGroup,
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}
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impl<'a> Renderer<'a> {
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pub async fn new(window: &'a Window, clear_color: Option<LinearRgba>) -> anyhow::Result<Renderer<'a>> {
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impl<'a> Renderer2D<'a> {
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pub async fn new(window: Arc<Window>, clear_color: Option<LinearRgba>) -> Renderer2D<'a> {
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let vertex_data: Vec<Vertex> = vec![];
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let index_data: Vec<u16> = vec![];
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let size = PhysicalSize::<u32>::new(1920, 1080); //window.inner_size();
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let size = PhysicalSize::<u32>::new(1920, 1080);
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// The instance is a handle to our GPU
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// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
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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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&wgpu::DeviceDescriptor {
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label: None,
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required_features: wgpu::Features::empty(),
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// WebGL doesn't support all of wgpu's features, so if
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// we're building for the web we'll have to disable some.
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required_limits: wgpu::Limits::default(),
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memory_hints: Default::default(),
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},
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@ -114,9 +111,6 @@ impl<'a> Renderer<'a> {
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.unwrap();
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let surface_caps = surface.get_capabilities(&adapter);
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// Shader code in this tutorial assumes an Srgb surface texture. Using a different
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// one will result all the colors comming out darker. If you want to support non
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// Srgb surfaces, you'll need to account for that when drawing to the frame.
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let surface_format = surface_caps
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.formats
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.iter()
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@ -279,12 +273,8 @@ impl<'a> Renderer<'a> {
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strip_index_format: None,
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front_face: wgpu::FrontFace::Ccw,
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cull_mode: Some(wgpu::Face::Back),
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// Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
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// or Features::POLYGON_MODE_POINT
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polygon_mode: wgpu::PolygonMode::Fill,
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// Requires Features::DEPTH_CLIP_CONTROL
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unclipped_depth: false,
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// Requires Features::CONSERVATIVE_RASTERIZATION
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conservative: false,
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},
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depth_stencil: None,
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@ -293,10 +283,7 @@ impl<'a> Renderer<'a> {
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mask: !0,
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alpha_to_coverage_enabled: false,
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},
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// If the pipeline will be used with a multiview render pass, this
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// indicates how many array layers the attachments will have.
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multiview: None,
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// Useful for optimizing shader compilation on Android
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cache: None,
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});
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@ -310,8 +297,7 @@ impl<'a> Renderer<'a> {
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}
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};
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Ok(Self {
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window,
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Self {
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surface,
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device,
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queue,
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@ -334,7 +320,7 @@ impl<'a> Renderer<'a> {
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camera_uniform,
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camera_buffer,
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camera_bind_group,
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})
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}
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}
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pub fn dt(&self) -> f32 {
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@ -570,12 +556,12 @@ impl<'a> Renderer<'a> {
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}
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pub fn render_scene_2d(&mut self, world: &World) {
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let entities = world.get_entities_with(ComponentSet::from_ids(vec![Renderer2D::type_id()]));
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let entities = world.get_entities_with(ComponentSet::from_ids(vec![R2D::type_id()]));
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let mut vertex_buffer: Vec<Vertex> = Vec::new();
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let mut index_buffer: Vec<u16> = Vec::new();
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for entity in entities {
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let renderer_component = world.get_component::<Renderer2D>(entity as usize);
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let renderer_component = world.get_component::<R2D>(entity as usize);
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let transform_component = world.get_component::<Transform2D>(entity as usize);
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if renderer_component.is_visible() {
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@ -608,10 +594,6 @@ impl<'a> Renderer<'a> {
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self.set_buffers(vertex_buffer, index_buffer);
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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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pub fn size(&self) -> PhysicalSize<u32> {
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self.size
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}
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@ -674,4 +656,26 @@ impl<'a> Renderer<'a> {
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Ok(())
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}
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}
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impl<'a> Renderer for Renderer2D<'a> {
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async fn new(window: Arc<Window>, clear_color: Option<LinearRgba>) -> Renderer2D<'a> {
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Self::new(window.clone(), clear_color).await
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}
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fn size(&self) -> PhysicalSize<u32> {
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self.size()
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}
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fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
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self.resize(new_size)
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}
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fn update(&mut self) -> f32 {
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self.update()
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}
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fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
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self.render()
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}
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}
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12
crates/comet_renderer/src/renderer.rs
Normal file
12
crates/comet_renderer/src/renderer.rs
Normal file
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@ -0,0 +1,12 @@
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use std::sync::Arc;
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use winit::dpi::PhysicalSize;
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use winit::window::Window;
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use comet_colors::LinearRgba;
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pub trait Renderer: Sized {
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async fn new(window: Arc<Window>, clear_color: Option<LinearRgba>) -> Self;
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fn size(&self) -> PhysicalSize<u32>;
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fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>);
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fn update(&mut self) -> f32;
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fn render(&mut self) -> Result<(), wgpu::SurfaceError>;
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}
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33
src/main.rs
33
src/main.rs
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@ -3,8 +3,13 @@ use comet::{
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App,
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ApplicationType::*
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},
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renderer::Renderer,
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ecs::*,
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renderer::Renderer2D,
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ecs::{
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Render2D,
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Transform2D,
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Component,
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Render
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},
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math::*,
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input::keyboard::*,
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log::*
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@ -44,11 +49,14 @@ fn update_position(input: WinitInputHelper, transform: &mut Transform2D, dt: f32
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}
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}
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fn setup(world: &mut World) {
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world.register_component::<Renderer2D>();
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fn setup(app: &mut App, renderer: &mut Renderer2D) {
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renderer.initialize_atlas();
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let world = app.world_mut();
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world.register_component::<Render2D>();
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//world.register_component::<Rectangle2D>();
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let mut renderer2d = Renderer2D::new();
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let mut renderer2d = Render2D::new();
|
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renderer2d.set_texture(r"resources/textures/comet_icon.png");
|
||||
renderer2d.set_visibility(true);
|
||||
|
||||
|
@ -71,10 +79,14 @@ fn setup(world: &mut World) {
|
|||
|
||||
}
|
||||
|
||||
fn update(app: &mut App, renderer: &mut Renderer, dt: f32) {
|
||||
fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {
|
||||
if app.key_pressed(Key::Escape) { app.quit() }
|
||||
if app.key_pressed(Key::KeyC) { app.set_time_step(0.0016667) }
|
||||
if app.key_pressed(Key::KeyV) { app.set_time_step(0.0166667) }
|
||||
if app.key_pressed(Key::KeyP) {
|
||||
if app.dt() == f32::INFINITY { app.set_update_rate(60) }
|
||||
else {
|
||||
app.set_update_rate(0);
|
||||
}
|
||||
}
|
||||
if app.key_pressed(Key::KeyE) { app.world_mut().get_component_mut::<Transform2D>(0).translate([0f32,0f32].into()) }
|
||||
if app.key_held(Key::KeyW)
|
||||
|| app.key_held(Key::KeyA)
|
||||
|
@ -86,7 +98,7 @@ fn update(app: &mut App, renderer: &mut Renderer, dt: f32) {
|
|||
|
||||
let mut transform = app.world_mut().get_component_mut::<Transform2D>(0);
|
||||
|
||||
|
||||
renderer.render_scene_2d(app.world());
|
||||
}
|
||||
|
||||
fn main() {
|
||||
|
@ -94,7 +106,6 @@ fn main() {
|
|||
.with_title("Comet App")
|
||||
.with_icon(r"resources/textures/comet_icon.png")
|
||||
.with_size(1920, 1080)
|
||||
.with_setup(setup)
|
||||
.run(update)
|
||||
.run::<Renderer2D>(setup, update)
|
||||
;
|
||||
}
|
Loading…
Add table
Add a link
Reference in a new issue