Merge remote-tracking branch 'origin/feature/voxel_container' into feature/cube
# Conflicts: # src/main.rs
This commit is contained in:
commit
e6fb210c3b
@ -2,6 +2,8 @@
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name = "rust-game-engine"
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name = "rust-game-engine"
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version = "0.1.0"
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version = "0.1.0"
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edition = "2021"
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edition = "2021"
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authors = ["phito", "endmove"]
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repository = "https://git.endmove.eu/phito/rust-game-engine.git"
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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# See more keys and their definitions at https://doc.rust-lang.org/cargo/reference/manifest.html
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@ -11,7 +13,7 @@ env_logger = "0.10.0"
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pollster = "0.3.0"
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pollster = "0.3.0"
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wgpu = "0.17.0"
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wgpu = "0.17.0"
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winit = "0.28.6"
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winit = "0.28.6"
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criterion = { version = "0.4", features = ["html_reports"] }
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criterion = { version = "0.5.1", features = ["html_reports"] }
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[[bench]]
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[[bench]]
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BIN
assets/icon.ico
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BIN
assets/icon.ico
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Binary file not shown.
After Width: | Height: | Size: 17 KiB |
@ -14,7 +14,7 @@ fn voxel_vec_1d(data: Vec<Voxel>) -> Voxel {
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const Y: usize = 0;
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const Y: usize = 0;
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const Z: usize = 0;
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const Z: usize = 0;
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return data[X + Y * MAP_WIDTH + Z * MAP_WIDTH * MAP_HEIGHT];
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data[X + Y * MAP_WIDTH + Z * MAP_WIDTH * MAP_HEIGHT]
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}
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}
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fn voxel_vec_3d(data: Vec<Vec<Vec<Voxel>>>) -> Voxel {
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fn voxel_vec_3d(data: Vec<Vec<Vec<Voxel>>>) -> Voxel {
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@ -22,7 +22,7 @@ fn voxel_vec_3d(data: Vec<Vec<Vec<Voxel>>>) -> Voxel {
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const Y: usize = 0;
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const Y: usize = 0;
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const Z: usize = 0;
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const Z: usize = 0;
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return data[X][Y][Z];
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data[X][Y][Z]
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}
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}
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fn voxel_map_benchmark(c: &mut Criterion) {
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fn voxel_map_benchmark(c: &mut Criterion) {
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39
src/main.rs
39
src/main.rs
@ -6,7 +6,7 @@ use wgpu::util::DeviceExt;
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use winit::{
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use winit::{
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event::{Event, WindowEvent},
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event::{Event, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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event_loop::{ControlFlow, EventLoop},
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window::Window,
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window::{WindowBuilder, Window},
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};
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};
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use std::mem;
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use std::mem;
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@ -14,15 +14,17 @@ async fn run(event_loop: EventLoop<()>, window: Window) {
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let size = window.inner_size();
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let size = window.inner_size();
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let instance = wgpu::Instance::default();
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let instance = wgpu::Instance::default();
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let surface = unsafe { instance.create_surface(&window) }
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.expect("Failed to create surface");
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let adapter_options = wgpu::RequestAdapterOptions {
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power_preference: wgpu::PowerPreference::default(),
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force_fallback_adapter: false,
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compatible_surface: None,
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};
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let surface = unsafe { instance.create_surface(&window) }.unwrap();
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let adapter = instance
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let adapter = instance
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.request_adapter(&wgpu::RequestAdapterOptions {
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.request_adapter(&adapter_options)
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power_preference: wgpu::PowerPreference::default(),
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force_fallback_adapter: false,
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// Request an adapter which can render to our surface
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compatible_surface: Some(&surface),
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})
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.await
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.await
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.expect("Failed to find an appropriate adapter");
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.expect("Failed to find an appropriate adapter");
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@ -90,7 +92,7 @@ async fn run(event_loop: EventLoop<()>, window: Window) {
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});
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});
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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let pipeline_layout = device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
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label: None,
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label: Some("Pipeline Layout"),
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bind_group_layouts: &[&bind_group_layout],
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bind_group_layouts: &[&bind_group_layout],
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push_constant_ranges: &[],
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push_constant_ranges: &[],
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});
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});
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@ -117,7 +119,7 @@ async fn run(event_loop: EventLoop<()>, window: Window) {
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let swapchain_format = swapchain_capabilities.formats[0];
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let swapchain_format = swapchain_capabilities.formats[0];
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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let render_pipeline = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
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label: None,
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label: Some("Render Pipeline"),
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layout: Some(&pipeline_layout),
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layout: Some(&pipeline_layout),
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vertex: wgpu::VertexState {
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vertex: wgpu::VertexState {
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module: &shader,
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module: &shader,
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@ -211,8 +213,23 @@ async fn run(event_loop: EventLoop<()>, window: Window) {
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}
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}
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fn main() {
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fn main() {
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// Instantiate event loop and win builder
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let event_loop = EventLoop::new();
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let event_loop = EventLoop::new();
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let window = winit::window::Window::new(&event_loop).unwrap();
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let win_builder = WindowBuilder::new();
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// Create and configure window
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let window_def_size = winit::dpi::LogicalSize::new(640, 360);
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// let window_icon = Icon::from_path("../assets/icon.ico", None).expect("Failed to load icon");
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let window = win_builder.with_title("Rust Game Engine")
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.with_inner_size(window_def_size)
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.with_min_inner_size(window_def_size)
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.with_resizable(true)
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.with_enabled_buttons(winit::window::WindowButtons::from_bits(3).unwrap())
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.with_transparent(true)
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// .with_window_icon(Some(window_icon))
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.build(&event_loop)
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.unwrap();
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#[cfg(not(target_arch = "wasm32"))]
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#[cfg(not(target_arch = "wasm32"))]
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{
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{
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env_logger::init();
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env_logger::init();
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