engine: rewrite App as Main
parent
d778b6901e
commit
dfd84a3af6
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@ -31,21 +31,28 @@ use render::material::{Texture, PBRMaterialBuilder};
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use render::{Light, Material, Mesh, Transform, Renderable};
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use render::{Light, Material, Mesh, Transform, Renderable};
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use physics::color;
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use physics::color;
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struct App {
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struct Time {
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world: World,
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start: time::Instant,
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renderer: render::Renderer,
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now: time::Instant,
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}
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impl ecs::Global for Time {}
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impl Time {
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pub fn instant(&self) -> f32 {
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let instant_ns = self.now.duration_since(self.start).as_nanos() as u64;
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let instant = ((instant_ns/1000) as f32) / 1_000_000.0;
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instant
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}
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}
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}
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impl App {
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pub fn new() -> Self {
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let mut world = World::new();
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let renderer = render::Renderer::initialize(&mut world);
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App {
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world, renderer,
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}
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}
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pub fn initialize_scene(&mut self) {
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struct Main {
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light1: ecs::EntityID,
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light2: ecs::EntityID,
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}
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impl Main {
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pub fn new(world: &mut World, renderer: &mut render::Renderer) -> Self {
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let mesh = {
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let mesh = {
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let vertices = Arc::new(vec![
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let vertices = Arc::new(vec![
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data::Vertex::new([-0.5, -0.5, 0.5], [ 0.0, 0.0, 1.0], [1.0, 0.0]),
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data::Vertex::new([-0.5, -0.5, 0.5], [ 0.0, 0.0, 1.0], [1.0, 0.0]),
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@ -90,10 +97,10 @@ impl App {
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20, 22, 21, 22, 20, 23,
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20, 22, 21, 22, 20, 23,
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]);
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]);
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self.renderer.add_resource(Mesh::new(vertices, indices))
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renderer.add_resource(Mesh::new(vertices, indices))
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};
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};
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let material = self.renderer.add_resource(PBRMaterialBuilder {
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let material = renderer.add_resource(PBRMaterialBuilder {
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diffuse: Texture::from_image(String::from("assets/test-128px.png")),
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diffuse: Texture::from_image(String::from("assets/test-128px.png")),
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roughness: Texture::from_color(color::LinearF32::new(1.0)),
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roughness: Texture::from_color(color::LinearF32::new(1.0)),
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}.build());
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}.build());
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@ -101,7 +108,7 @@ impl App {
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for x in -20..20 {
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for x in -20..20 {
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for y in -20..20 {
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for y in -20..20 {
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for z in -20..20 {
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for z in -20..20 {
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self.world.new_entity()
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world.new_entity()
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.with(Transform::at((x as f32)*4.0, (y as f32)*4.0, (z as f32)*4.0))
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.with(Transform::at((x as f32)*4.0, (y as f32)*4.0, (z as f32)*4.0))
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.with(Renderable::Mesh(mesh, material))
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.with(Renderable::Mesh(mesh, material))
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.build();
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.build();
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@ -109,7 +116,7 @@ impl App {
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}
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}
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}
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}
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let light = self.renderer.add_resource(Light::omni_test());
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let light = renderer.add_resource(Light::omni_test());
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// The Sun (Sol) is 1AU from the Earth. We ignore the diameter of the Sun and the Earth, as
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// The Sun (Sol) is 1AU from the Earth. We ignore the diameter of the Sun and the Earth, as
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// these are negligible at this scale.
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// these are negligible at this scale.
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@ -122,78 +129,91 @@ impl App {
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let sun_lumen: f32 = sun_luminous_emittance * (4.0 * 3.14159 * sun_distance * sun_distance);
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let sun_lumen: f32 = sun_luminous_emittance * (4.0 * 3.14159 * sun_distance * sun_distance);
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let sun_color = color::XYZ::new(sun_lumen/3.0, sun_lumen/3.0, sun_lumen/3.0);
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let sun_color = color::XYZ::new(sun_lumen/3.0, sun_lumen/3.0, sun_lumen/3.0);
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let sun = self.renderer.add_resource(Light::omni_with_color(sun_color));
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let sun = renderer.add_resource(Light::omni_with_color(sun_color));
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// In our scene, the sun at a 30 degree zenith.
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// In our scene, the sun at a 30 degree zenith.
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let sun_angle: f32 = (3.14159 * 2.0) / (360.0 / 30.0);
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let sun_angle: f32 = (3.14159 * 2.0) / (360.0 / 30.0);
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self.world.new_entity()
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let light1 = world.new_entity()
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.with(Transform::at(-10.0, -10.0, -5.0))
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.with(Transform::at(-10.0, -10.0, -5.0))
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.with(Renderable::Light(light))
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.with(Renderable::Light(light))
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.build();
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.build();
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self.world.new_entity()
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let light2 = world.new_entity()
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.with(Transform::at(-10.0, -10.0, -5.0))
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.with(Transform::at(-10.0, -10.0, -5.0))
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.with(Renderable::Light(light))
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.with(Renderable::Light(light))
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.build();
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.build();
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self.world.new_entity()
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world.new_entity()
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.with(Transform::at(0.0, sun_angle.sin() * sun_distance, sun_angle.cos() * sun_distance))
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.with(Transform::at(0.0, sun_angle.sin() * sun_distance, sun_angle.cos() * sun_distance))
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.with(Renderable::Light(sun))
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.with(Renderable::Light(sun))
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.build();
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.build();
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}
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Self {
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light1, light2
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fn run(self) {
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let mut p = Processor::new(&self.world);
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p.add_system(self.renderer);
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let start = time::Instant::now();
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loop {
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let instant_ns = time::Instant::now().duration_since(start).as_nanos() as u64;
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let instant = ((instant_ns/1000) as f32) / 1_000_000.0;
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let position = (instant / 10.0) * 3.14 * 2.0;
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let camera = cgm::Point3::new(
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7.0 + (position / 4.0).sin(),
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12.0 + (position / 4.0).cos(),
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3.0
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);
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let view = cgm::Matrix4::look_at(
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camera.clone(),
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cgm::Point3::new(0.0, 0.0, 0.0),
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cgm::Vector3::new(0.0, 0.0, 1.0)
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);
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//rm.light_mut(&light1).as_mut().unwrap().position = cgm::Vector3::new(
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// -0.0 + (position*3.0).sin() * 4.0,
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// -0.0 + (position*4.0).cos() * 4.0,
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// -0.0 + (position*2.0).sin() * 3.0,
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//);
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//rm.light_mut(&light2).as_mut().unwrap().position = cgm::Vector3::new(
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// -0.0 + (position*3.0).cos() * 4.0,
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// -0.0 + (position*4.0).sin() * 4.0,
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// -0.0 + (position*2.0).cos() * 3.0,
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//);
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self.world.set_global(render::SceneInfo {
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camera,
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view,
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});
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p.run();
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let status = self.world.global::<render::Status>().get();
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if status.closed {
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log::info!("Renderer closed, exiting.");
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return;
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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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impl<'a> ecs::System <'a> for Main {
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type SystemData = ( ecs::ReadWriteGlobal<'a, render::SceneInfo>
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, ecs::ReadGlobal<'a, Time>
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);
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fn run(&mut self, (scene_info, time): Self::SystemData) {
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let position = (time.get().instant() / 10.0) * 3.14 * 2.0;
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let camera = cgm::Point3::new(
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7.0 + (position / 4.0).sin(),
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12.0 + (position / 4.0).cos(),
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3.0
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);
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let view = cgm::Matrix4::look_at(
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camera.clone(),
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cgm::Point3::new(0.0, 0.0, 0.0),
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cgm::Vector3::new(0.0, 0.0, 1.0)
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);
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scene_info.get().camera = camera;
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scene_info.get().view = view;
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//rm.light_mut(&light1).as_mut().unwrap().position = cgm::Vector3::new(
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// -0.0 + (position*3.0).sin() * 4.0,
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// -0.0 + (position*4.0).cos() * 4.0,
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// -0.0 + (position*2.0).sin() * 3.0,
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//);
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//rm.light_mut(&light2).as_mut().unwrap().position = cgm::Vector3::new(
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// -0.0 + (position*3.0).cos() * 4.0,
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// -0.0 + (position*4.0).sin() * 4.0,
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// -0.0 + (position*2.0).cos() * 3.0,
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//);
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}
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}
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fn main() {
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fn main() {
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env_logger::init();
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env_logger::init();
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let mut world = World::new();
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let mut renderer = render::Renderer::initialize(&mut world);
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let main = Main::new(&mut world, &mut renderer);
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log::info!("Starting...");
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log::info!("Starting...");
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let mut app = App::new();
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app.initialize_scene();
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let mut p = Processor::new(&world);
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app.run();
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p.add_system(renderer);
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p.add_system(main);
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let start = time::Instant::now();
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world.set_global(Time{
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start,
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now: start,
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});
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loop {
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world.global_mut::<Time>().get().now = time::Instant::now();
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p.run();
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let status = world.global::<render::Status>().get();
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if status.closed {
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log::info!("Renderer closed, exiting.");
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return;
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}
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}
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}
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}
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