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refactor
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parent
dba53e4ceb
commit
fc71fda625
12
src/game.rs
12
src/game.rs
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@ -24,9 +24,11 @@ pub fn run() {
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log::info!("loading assets");
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log::info!("loading assets");
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let assets = Assets::load_all_sync(&display);
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let assets = Assets::load_all_sync(&display);
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log::info!("init camera");
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log::info!("init camera");
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let mut camera = Camera::default();
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let camera = Camera {
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camera.position = [0., 0., -1.];
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position: [0., 0., -1.],
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camera.direction = [0., 0., 1.];
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direction: [0., 0., 1.],
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..Default::default()
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};
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log::info!("game loaded");
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log::info!("game loaded");
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//=======================
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//=======================
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@ -37,7 +39,9 @@ pub fn run() {
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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let vertex_buffer = glium::VertexBuffer::new(&display, &shape).unwrap();
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//=======================
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//=======================
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event_loop.run(move |ev, _, control_flow| {
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event_loop.run(move |ev, _, control_flow| {
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#[allow(clippy::single_match, clippy::collapsible_match)]
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match ev {
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match ev {
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Event::WindowEvent { event, .. } => match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => {
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WindowEvent::CloseRequested => {
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@ -56,7 +60,7 @@ pub fn run() {
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target.clear_color_and_depth((0.5, 0.5, 1., 1.), 1.);
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target.clear_color_and_depth((0.5, 0.5, 1., 1.), 1.);
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target.draw(
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target.draw(
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&vertex_buffer,
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&vertex_buffer,
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&glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
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glium::index::NoIndices(glium::index::PrimitiveType::TrianglesList),
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&programs.chunk,
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&programs.chunk,
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&uniform! {
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&uniform! {
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model: [[0.0f32; 4]; 4],
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model: [[0.0f32; 4]; 4],
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@ -6,7 +6,7 @@ fn load_png(file_path: &str, display: &glium::Display) -> SrgbTexture2d {
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//Load file
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//Load file
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let data = fs::read(file_path)
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let data = fs::read(file_path)
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.expect(&format!("Failed to load texture: {}", file_path));
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.unwrap_or_else(|_| panic!("Failed to load texture: {}", file_path));
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//decode image data
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//decode image data
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let image_data = image::load(
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let image_data = image::load(
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@ -14,10 +14,6 @@ pub struct Camera {
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pub zfar: f32,
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pub zfar: f32,
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}
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}
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impl Camera {
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impl Camera {
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pub fn new() -> Self {
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Default::default()
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}
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pub fn view_matrix(&self) -> [[f32; 4]; 4] {
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pub fn view_matrix(&self) -> [[f32; 4]; 4] {
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let position = self.position;
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let position = self.position;
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let direction = self.direction;
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let direction = self.direction;
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@ -8,5 +8,5 @@ use glium::glutin::{
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pub fn init_display(event_loop: &EventLoop<()>) -> Display {
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pub fn init_display(event_loop: &EventLoop<()>) -> Display {
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let wb = WindowBuilder::new();
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let wb = WindowBuilder::new();
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let cb = ContextBuilder::new().with_depth_buffer(24);
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let cb = ContextBuilder::new().with_depth_buffer(24);
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Display::new(wb, cb, &event_loop).unwrap()
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Display::new(wb, cb, event_loop).unwrap()
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}
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}
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@ -1,4 +1,4 @@
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use glium::{Display, Program, implement_vertex};
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use glium::implement_vertex;
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#[derive(Clone, Copy)]
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#[derive(Clone, Copy)]
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pub struct Vertex {
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pub struct Vertex {
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