Massive cleanup for state.rs
This commit is contained in:
180
src/state.rs
180
src/state.rs
@@ -21,67 +21,59 @@ const COLOUR_CLEAR: [u8; 4] = [0x22, 0x22, 0x11, 0xff];
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pub fn run() {
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pub fn run() {
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let event_loop = EventLoop::new();
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let event_loop = EventLoop::new();
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// Window
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let window = create_window(&event_loop);
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let window = {
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let pixels = create_pixels(&window);
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let size = LogicalSize::new(START_WIDTH, START_HEIGHT);
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WindowBuilder::new()
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.with_title("Hello Pixels + Dear ImGui")
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.with_inner_size(size)
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.with_min_inner_size(size)
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.build(&event_loop)
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.unwrap()
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};
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let window_size = window.inner_size();
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//Display Surface
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let pixels = {
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let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, &window);
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Pixels::new(1, 1, surface_texture).unwrap()
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};
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//Gui
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let gui = Gui::new(&window, &pixels);
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let gui = Gui::new(&window, &pixels);
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//State
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let mut state = State::new(window, pixels, gui);
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let mut state = State::new(window, pixels, gui);
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state.clear();
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state.clear();
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event_loop.run(move |event, _, control_flow| {
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event_loop.run(move |event, _, control_flow| {
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// Draw the current frame
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state.gui.handle_event(&state.window, &event);
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state.gui.handle_event(&state.window, &event); //Let gui handle its events
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state.update().expect("Could not update");
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state.update().expect("Could not update");
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match event {
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match event {
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Event::WindowEvent { event, .. } => match event {
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Event::WindowEvent { event, .. } => {
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WindowEvent::CloseRequested => {
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handle_window_event(event, control_flow, &mut state)
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*control_flow = ControlFlow::Exit;
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}
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WindowEvent::Resized(size) => {
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state.resize(&size).expect("Could not resize");
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}
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WindowEvent::KeyboardInput { input, .. } => {
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state.keyboard_input(&input);
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}
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WindowEvent::MouseInput { button, .. } => {
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state.mouse_input(&button);
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}
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_ => {}
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},
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Event::RedrawRequested(_) => {
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state.render().expect("Failed to render");
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}
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_ => {
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state.window.request_redraw();
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}
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}
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Event::RedrawRequested(_) => state.render().expect("Failed to render"),
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_ => state.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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}
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fn create_window(event_loop: &EventLoop<()>) -> Window {
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let size = LogicalSize::new(START_WIDTH, START_HEIGHT);
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WindowBuilder::new()
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.with_title("Hello Pixels + Dear ImGui")
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.with_inner_size(size)
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.with_min_inner_size(size)
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.build(event_loop)
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.unwrap()
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}
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fn create_pixels(window: &Window) -> Pixels {
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let window_size = window.inner_size();
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let surface_texture = SurfaceTexture::new(window_size.width, window_size.height, window);
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Pixels::new(1, 1, surface_texture).unwrap()
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}
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fn handle_window_event(event: WindowEvent, control_flow: &mut ControlFlow, state: &mut State) {
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match event {
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WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit,
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WindowEvent::Resized(size) => state.resize(&size).expect("Could not resize"),
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WindowEvent::KeyboardInput { input, .. } => state.keyboard_input(&input),
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WindowEvent::MouseInput { button, .. } => state.mouse_input(&button),
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_ => {}
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}
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}
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pub struct State {
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pub struct State {
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scene: Scene,
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scene: Scene,
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rays: Vec<Ray>,
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rays: Vec<Ray>,
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window: Window,
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window: Window,
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buffer_width: u32,
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buffer_width: u32,
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buffer_height: u32,
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buffer_height: u32,
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pixels: Arc<Mutex<Pixels>>,
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pixels: Arc<Mutex<Pixels>>,
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gui: Gui,
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gui: Gui,
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index: usize,
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index: usize,
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@@ -99,8 +91,6 @@ impl State {
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}
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}
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pub fn new(window: Window, pixels: Pixels, gui: Gui) -> Self {
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pub fn new(window: Window, pixels: Pixels, gui: Gui) -> Self {
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// Event Loop
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//Initalise empty scene for rendering
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let scene = Scene::empty();
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let scene = Scene::empty();
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let window_size = window.inner_size();
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let window_size = window.inner_size();
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let rays = scene
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let rays = scene
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@@ -120,79 +110,57 @@ impl State {
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}
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}
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fn update(&mut self) -> Result<(), Box<dyn Error>> {
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fn update(&mut self) -> Result<(), Box<dyn Error>> {
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let gui_event = self.gui.event.take();
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if let Some(event) = self.gui.event.take() {
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match gui_event {
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match event {
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Some(event) => match event {
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GuiEvent::BufferResize | GuiEvent::CameraRelocate => self.resize_buffer(),
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GuiEvent::BufferResize | GuiEvent::CameraRelocate => {
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GuiEvent::SceneLoad(filename) => self.load_scene(&filename),
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let pixels = &self.pixels;
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}
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let size = self.window.inner_size();
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self.buffer_width = (size.width as f32 * self.gui.buffer_proportion) as u32;
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self.buffer_height = (size.height as f32 * self.gui.buffer_proportion) as u32;
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self.clear();
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let mut pixels = self.pixels.lock().unwrap();
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pixels
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.resize_buffer(self.buffer_width, self.buffer_height)
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.expect("Resize Error");
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}
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GuiEvent::SceneLoad(filename) => {
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println!("Reading {}", filename);
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match self.update_scene_from_file(&filename) {
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Err(e) => {
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println!("{}", e)
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}
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Ok(()) => {
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println!("Loaded file: {filename}")
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}
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}
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self.clear();
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}
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},
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None => {}
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}
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}
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self.gui.event = None;
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Ok(())
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Ok(())
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}
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}
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/// Resize the world
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fn resize_buffer(&mut self) {
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fn resize(&mut self, size: &PhysicalSize<u32>) -> Result<(), Box<dyn Error>> {
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let size = self.window.inner_size();
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println!("RESIZING!");
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self.buffer_width = (size.width as f32 * self.gui.buffer_proportion) as u32;
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let gui = &self.gui;
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self.buffer_height = (size.height as f32 * self.gui.buffer_proportion) as u32;
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self.clear();
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let mut pixels = self.pixels.lock().unwrap();
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let mut pixels = self.pixels.lock().unwrap();
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match pixels.resize_surface(size.width, size.height) {
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pixels
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Err(e) => Err(Box::new(e)),
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.resize_buffer(self.buffer_width, self.buffer_height)
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_ => Ok(()),
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.expect("Resize Error");
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}
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fn load_scene(&mut self, filename: &String) {
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println!("Reading {}", filename);
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match self.update_scene_from_file(filename) {
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Err(e) => println!("{}", e),
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Ok(()) => println!("Loaded file: {filename}"),
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}
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}
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self.clear();
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}
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fn resize(&mut self, size: &PhysicalSize<u32>) -> Result<(), Box<dyn Error>> {
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let mut pixels = self.pixels.lock().unwrap();
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pixels
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.resize_surface(size.width, size.height)
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.map_err(Box::new)
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}
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}
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fn keyboard_input(&mut self, key: &KeyboardInput) {
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fn keyboard_input(&mut self, key: &KeyboardInput) {
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match key.virtual_keycode {
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if let Some(VirtualKeyCode::A) = key.virtual_keycode {
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Some(key) => match key {
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// Handle 'A' key event here
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VirtualKeyCode::A => {}
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_ => {}
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},
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None => {}
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}
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}
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}
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}
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fn mouse_input(&mut self, button: &MouseButton) {}
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/// Draw the `World` state to the frame buffer.
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fn mouse_input(&mut self, _button: &MouseButton) {
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///
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// Handle mouse input here
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/// Assumes the default texture format: `wgpu::TextureFormat::Rgba8UnormSrgb`
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}
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fn draw(&mut self) -> Result<(), Box<dyn Error>> {
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fn draw(&mut self) -> Result<(), Box<dyn Error>> {
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for i in 0..self.gui.ray_num {
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for _ in 0..self.gui.ray_num {
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let i = self.index as usize;
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let i = self.index as usize;
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let ray_num = self.gui.ray_num;
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let colour = self.rays[i].shade_ray(&self.scene);
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let pixels = self.pixels.clone();
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let rgba = colour.map_or(COLOUR_CLEAR, |colour| [colour.x, colour.y, colour.z, 255]);
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let colour = {
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let ray = &self.rays[i];
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raytracer::shade_ray(&self.scene, &ray)
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};
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let rgba = match colour {
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Some(colour) => [colour.x, colour.y, colour.z, 255],
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None => COLOUR_CLEAR,
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};
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let mut pixels = self.pixels.lock().unwrap();
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let mut pixels = self.pixels.lock().unwrap();
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let frame = pixels.frame_mut();
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let frame = pixels.frame_mut();
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frame[i * 4..(i + 1) * 4].copy_from_slice(&rgba);
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frame[i * 4..(i + 1) * 4].copy_from_slice(&rgba);
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@@ -205,9 +173,8 @@ impl State {
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self.index = 0;
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self.index = 0;
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let mut pixels = self.pixels.lock().unwrap();
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let mut pixels = self.pixels.lock().unwrap();
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let frame = pixels.frame_mut();
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let frame = pixels.frame_mut();
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for (i, pixel) in frame.chunks_exact_mut(4).enumerate() {
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for pixel in frame.chunks_exact_mut(4) {
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let rgba = [0x00, 0x00, 0x00, 0xff];
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pixel.copy_from_slice(&[0x00, 0x00, 0x00, 0xff]);
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pixel.copy_from_slice(&rgba);
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}
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}
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self.scene.camera.set_position(self.gui.camera_eye);
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self.scene.camera.set_position(self.gui.camera_eye);
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self.rays = self
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self.rays = self
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@@ -231,7 +198,6 @@ impl State {
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});
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});
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if let Err(err) = render_result {
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if let Err(err) = render_result {
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log_error("pixels.render", err);
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log_error("pixels.render", err);
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return Ok(());
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}
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}
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Ok(())
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Ok(())
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}
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}
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