Refactor the demo a bit
This commit is contained in:
parent
dbf880d011
commit
725834285b
382
demo/src/main.rs
382
demo/src/main.rs
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@ -27,9 +27,10 @@ use pathfinder_renderer::scene::Scene;
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use pathfinder_renderer::z_buffer::ZBuffer;
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use pathfinder_renderer::z_buffer::ZBuffer;
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use pathfinder_svg::SceneExt;
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use pathfinder_svg::SceneExt;
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use rayon::ThreadPoolBuilder;
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use rayon::ThreadPoolBuilder;
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use sdl2::{EventPump, Sdl, VideoSubsystem};
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use sdl2::event::{Event, WindowEvent};
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use sdl2::event::{Event, WindowEvent};
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use sdl2::keyboard::Keycode;
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use sdl2::keyboard::Keycode;
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use sdl2::video::GLProfile;
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use sdl2::video::{GLContext, GLProfile, Window};
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use std::f32::consts::FRAC_PI_4;
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use std::f32::consts::FRAC_PI_4;
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use std::panic;
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use std::panic;
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use std::path::PathBuf;
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use std::path::PathBuf;
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@ -62,196 +63,245 @@ static EFFECTS_PNG_NAME: &'static str = "demo-effects";
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static OPEN_PNG_NAME: &'static str = "demo-open";
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static OPEN_PNG_NAME: &'static str = "demo-open";
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fn main() {
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fn main() {
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let options = Options::get();
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DemoApp::new().run();
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}
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let sdl_context = sdl2::init().unwrap();
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struct DemoApp {
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let sdl_video = sdl_context.video().unwrap();
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window: Window,
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#[allow(dead_code)]
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sdl_context: Sdl,
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#[allow(dead_code)]
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sdl_video: VideoSubsystem,
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sdl_event_pump: EventPump,
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#[allow(dead_code)]
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gl_context: GLContext,
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let gl_attributes = sdl_video.gl_attr();
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scale_factor: f32,
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gl_attributes.set_context_profile(GLProfile::Core);
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gl_attributes.set_context_version(3, 3);
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let window =
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camera_position: Point3DF32,
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sdl_video.window("Pathfinder Demo", MAIN_FRAMEBUFFER_WIDTH, MAIN_FRAMEBUFFER_HEIGHT)
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camera_velocity: Point3DF32,
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.opengl()
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camera_yaw: f32,
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.resizable()
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camera_pitch: f32,
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.allow_highdpi()
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.build()
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.unwrap();
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let _gl_context = window.gl_create_context().unwrap();
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ui: DemoUI,
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gl::load_with(|name| sdl_video.gl_get_proc_address(name) as *const _);
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scene_thread_proxy: SceneThreadProxy,
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renderer: Renderer,
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}
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let mut sdl_event_pump = sdl_context.event_pump().unwrap();
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impl DemoApp {
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let mut exit = false;
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fn new() -> DemoApp {
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let options = Options::get();
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let (window_width, _) = window.size();
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let sdl_context = sdl2::init().unwrap();
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let (drawable_width, drawable_height) = window.drawable_size();
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let sdl_video = sdl_context.video().unwrap();
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let scale_factor = drawable_width / window_width;
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let mut drawable_size = Size2D::new(drawable_width, drawable_height);
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let mut renderer = Renderer::new(&drawable_size);
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let mut camera_position = Point3DF32::new(500.0, 500.0, 3000.0, 1.0);
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let gl_attributes = sdl_video.gl_attr();
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let mut camera_velocity = Point3DF32::new(0.0, 0.0, 0.0, 1.0);
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gl_attributes.set_context_profile(GLProfile::Core);
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let (mut camera_yaw, mut camera_pitch) = (0.0, 0.0);
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gl_attributes.set_context_version(3, 3);
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let base_scene = load_scene(&options);
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let window =
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let scene_thread_proxy = SceneThreadProxy::new(base_scene, options.clone());
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sdl_video.window("Pathfinder Demo", MAIN_FRAMEBUFFER_WIDTH, MAIN_FRAMEBUFFER_HEIGHT)
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scene_thread_proxy.set_drawable_size(&drawable_size);
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.opengl()
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.resizable()
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.allow_highdpi()
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.build()
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.unwrap();
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let mut demo_ui = DemoUI::new(options);
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let gl_context = window.gl_create_context().unwrap();
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gl::load_with(|name| sdl_video.gl_get_proc_address(name) as *const _);
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let mut events = vec![];
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let sdl_event_pump = sdl_context.event_pump().unwrap();
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let mut frame_counter = 0;
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let mut mouselook_enabled = false;
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let mut ui_event_handled_last_frame = false;
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while !exit {
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let (window_width, _) = window.size();
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// Update the scene.
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let (drawable_width, drawable_height) = window.drawable_size();
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let perspective = if demo_ui.threed_enabled {
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let drawable_size = Size2D::new(drawable_width, drawable_height);
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let rotation = Transform3DF32::from_rotation(-camera_yaw, -camera_pitch, 0.0);
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camera_position = camera_position + rotation.transform_point(camera_velocity);
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let aspect = drawable_size.width as f32 / drawable_size.height as f32;
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let base_scene = load_scene(&options);
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let mut transform = Transform3DF32::from_perspective(FRAC_PI_4, aspect, 0.025, 100.0);
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let scene_thread_proxy = SceneThreadProxy::new(base_scene, options.clone());
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scene_thread_proxy.set_drawable_size(&drawable_size);
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transform = transform.post_mul(&Transform3DF32::from_scale(1.0 / 800.0,
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DemoApp {
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1.0 / 800.0,
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window,
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1.0 / 800.0));
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sdl_context,
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transform = transform.post_mul(&Transform3DF32::from_rotation(camera_yaw,
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sdl_video,
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camera_pitch,
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sdl_event_pump,
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0.0));
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gl_context,
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transform =
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transform.post_mul(&Transform3DF32::from_translation(-camera_position.x(),
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-camera_position.y(),
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-camera_position.z()));
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Some(Perspective::new(&transform, &drawable_size))
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scale_factor: drawable_width as f32 / window_width as f32,
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} else {
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None
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};
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let count = if frame_counter == 0 { 2 } else { 1 };
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camera_position: Point3DF32::new(500.0, 500.0, 3000.0, 1.0),
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for _ in 0..count {
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camera_velocity: Point3DF32::new(0.0, 0.0, 0.0, 1.0),
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scene_thread_proxy.sender.send(MainToSceneMsg::Build(BuildOptions {
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camera_yaw: 0.0,
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perspective,
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camera_pitch: 0.0,
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stem_darkening_font_size: if demo_ui.stem_darkening_effect_enabled {
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Some(APPROX_FONT_SIZE * scale_factor as f32)
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ui: DemoUI::new(options),
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} else {
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scene_thread_proxy,
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None
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renderer: Renderer::new(&drawable_size),
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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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// FIXME(pcwalton): This can cause us to miss UI events if things get backed up...
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fn run(&mut self) {
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let mut ui_event = UIEvent::None;
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let mut exit = false;
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let mut event_handled = false;
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let mut events = vec![];
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while !event_handled {
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let mut frame_counter = 0;
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let wait_for_event =
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let mut mouselook_enabled = false;
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!camera_velocity.is_zero() &&
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let mut ui_event_handled_last_frame = false;
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frame_counter >= 2 &&
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!ui_event_handled_last_frame;
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let (drawable_width, drawable_height) = self.window.drawable_size();
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if wait_for_event {
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let mut drawable_size = Size2D::new(drawable_width, drawable_height);
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events.push(sdl_event_pump.wait_event());
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}
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while !exit {
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for event in sdl_event_pump.poll_iter() {
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// Update the scene.
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events.push(event);
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let perspective = if self.ui.threed_enabled {
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let rotation = Transform3DF32::from_rotation(-self.camera_yaw,
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-self.camera_pitch,
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0.0);
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self.camera_position = self.camera_position +
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rotation.transform_point(self.camera_velocity);
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let aspect = drawable_size.width as f32 / drawable_size.height as f32;
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let mut transform = Transform3DF32::from_perspective(FRAC_PI_4, aspect, 0.025, 100.0);
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transform = transform.post_mul(&Transform3DF32::from_scale(1.0 / 800.0,
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1.0 / 800.0,
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1.0 / 800.0));
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transform = transform.post_mul(&Transform3DF32::from_rotation(self.camera_yaw,
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self.camera_pitch,
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0.0));
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let translation = self.camera_position.scale(-1.0);
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transform = transform.post_mul(&Transform3DF32::from_translation(translation.x(),
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translation.y(),
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translation.z()));
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Some(Perspective::new(&transform, &drawable_size))
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} else {
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None
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};
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let count = if frame_counter == 0 { 2 } else { 1 };
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for _ in 0..count {
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self.scene_thread_proxy.sender.send(MainToSceneMsg::Build(BuildOptions {
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perspective,
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stem_darkening_font_size: if self.ui.stem_darkening_effect_enabled {
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Some(APPROX_FONT_SIZE * self.scale_factor)
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} else {
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None
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},
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})).unwrap();
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}
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}
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for event in events.drain(..) {
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// FIXME(pcwalton): This can cause us to miss UI events if things get backed up...
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match event {
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let mut ui_event = UIEvent::None;
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Event::Quit { .. } | Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
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let mut event_handled = false;
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exit = true;
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while !event_handled {
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}
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let wait_for_event =
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Event::Window { win_event: WindowEvent::SizeChanged(..), .. } => {
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!self.camera_velocity.is_zero() &&
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let (drawable_width, drawable_height) = window.drawable_size();
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frame_counter >= 2 &&
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drawable_size = Size2D::new(drawable_width as u32, drawable_height as u32);
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!ui_event_handled_last_frame;
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scene_thread_proxy.set_drawable_size(&drawable_size);
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if wait_for_event {
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renderer.set_main_framebuffer_size(&drawable_size);
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events.push(self.sdl_event_pump.wait_event());
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}
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}
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Event::MouseButtonDown { x, y, .. } => {
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for event in self.sdl_event_pump.poll_iter() {
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let point = Point2DI32::new(x, y).scale(scale_factor as i32);
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events.push(event);
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ui_event = UIEvent::MouseDown(point);
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}
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Event::MouseMotion { xrel, yrel, .. } if mouselook_enabled => {
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camera_yaw += xrel as f32 * MOUSELOOK_ROTATION_SPEED;
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camera_pitch -= yrel as f32 * MOUSELOOK_ROTATION_SPEED;
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}
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Event::KeyDown { keycode: Some(Keycode::W), .. } => {
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camera_velocity.set_z(-CAMERA_VELOCITY)
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}
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Event::KeyDown { keycode: Some(Keycode::S), .. } => {
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camera_velocity.set_z(CAMERA_VELOCITY)
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}
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Event::KeyDown { keycode: Some(Keycode::A), .. } => {
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camera_velocity.set_x(-CAMERA_VELOCITY)
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}
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Event::KeyDown { keycode: Some(Keycode::D), .. } => {
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camera_velocity.set_x(CAMERA_VELOCITY)
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}
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Event::KeyUp { keycode: Some(Keycode::W), .. } |
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Event::KeyUp { keycode: Some(Keycode::S), .. } => {
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camera_velocity.set_z(0.0);
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}
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Event::KeyUp { keycode: Some(Keycode::A), .. } |
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Event::KeyUp { keycode: Some(Keycode::D), .. } => {
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camera_velocity.set_x(0.0);
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}
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_ => continue,
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}
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}
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event_handled = true;
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for event in events.drain(..) {
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match event {
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Event::Quit { .. } |
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Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
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exit = true;
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}
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Event::Window { win_event: WindowEvent::SizeChanged(..), .. } => {
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let (drawable_width, drawable_height) = self.window.drawable_size();
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drawable_size = Size2D::new(drawable_width as u32,
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drawable_height as u32);
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self.scene_thread_proxy.set_drawable_size(&drawable_size);
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self.renderer.set_main_framebuffer_size(&drawable_size);
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}
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Event::MouseButtonDown { x, y, .. } => {
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let point = Point2DI32::new(x, y).scale(self.scale_factor as i32);
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ui_event = UIEvent::MouseDown(point);
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}
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Event::MouseMotion { xrel, yrel, .. } if mouselook_enabled => {
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self.camera_yaw += xrel as f32 * MOUSELOOK_ROTATION_SPEED;
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self.camera_pitch -= yrel as f32 * MOUSELOOK_ROTATION_SPEED;
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}
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Event::KeyDown { keycode: Some(Keycode::W), .. } => {
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self.camera_velocity.set_z(-CAMERA_VELOCITY)
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}
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Event::KeyDown { keycode: Some(Keycode::S), .. } => {
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self.camera_velocity.set_z(CAMERA_VELOCITY)
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}
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Event::KeyDown { keycode: Some(Keycode::A), .. } => {
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self.camera_velocity.set_x(-CAMERA_VELOCITY)
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}
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Event::KeyDown { keycode: Some(Keycode::D), .. } => {
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self.camera_velocity.set_x(CAMERA_VELOCITY)
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}
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Event::KeyUp { keycode: Some(Keycode::W), .. } |
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Event::KeyUp { keycode: Some(Keycode::S), .. } => {
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self.camera_velocity.set_z(0.0);
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}
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Event::KeyUp { keycode: Some(Keycode::A), .. } |
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Event::KeyUp { keycode: Some(Keycode::D), .. } => {
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self.camera_velocity.set_x(0.0);
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}
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_ => continue,
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}
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event_handled = true;
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}
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// FIXME(pcwalton): This is so ugly!
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if !wait_for_event {
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event_handled = true;
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}
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}
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}
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// FIXME(pcwalton): This is so ugly!
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// Draw the scene.
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if !wait_for_event {
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let SceneToMainMsg::Render {
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event_handled = true;
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built_scene,
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tile_time
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} = self.scene_thread_proxy.receiver.recv().unwrap();
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unsafe {
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gl::BindFramebuffer(gl::FRAMEBUFFER, 0);
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gl::ClearColor(BACKGROUND_COLOR.r as f32 / 255.0,
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BACKGROUND_COLOR.g as f32 / 255.0,
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BACKGROUND_COLOR.b as f32 / 255.0,
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BACKGROUND_COLOR.a as f32 / 255.0);
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gl::Clear(gl::COLOR_BUFFER_BIT);
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if self.ui.gamma_correction_effect_enabled {
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self.renderer.enable_gamma_correction(BACKGROUND_COLOR);
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} else {
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self.renderer.disable_gamma_correction();
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}
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if self.ui.subpixel_aa_effect_enabled {
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self.renderer.enable_subpixel_aa(&DEFRINGING_KERNEL_CORE_GRAPHICS);
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} else {
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self.renderer.disable_subpixel_aa();
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}
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self.renderer.render_scene(&built_scene);
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let rendering_time = self.renderer.shift_timer_query();
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self.renderer.debug_ui.add_sample(tile_time, rendering_time);
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self.renderer.debug_ui.draw();
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let had_ui_event = ui_event.is_none();
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self.ui.update(&mut self.renderer.debug_ui, &mut ui_event);
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ui_event_handled_last_frame = had_ui_event && ui_event.is_none();
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// If nothing handled the mouse-down event, toggle mouselook.
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if let UIEvent::MouseDown(_) = ui_event {
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mouselook_enabled = !mouselook_enabled;
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}
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}
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}
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self.window.gl_swap_window();
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frame_counter += 1;
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}
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}
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// Draw the scene.
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let SceneToMainMsg::Render {
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built_scene,
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tile_time
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||||||
} = scene_thread_proxy.receiver.recv().unwrap();
|
|
||||||
unsafe {
|
|
||||||
gl::BindFramebuffer(gl::FRAMEBUFFER, 0);
|
|
||||||
gl::ClearColor(BACKGROUND_COLOR.r as f32 / 255.0,
|
|
||||||
BACKGROUND_COLOR.g as f32 / 255.0,
|
|
||||||
BACKGROUND_COLOR.b as f32 / 255.0,
|
|
||||||
BACKGROUND_COLOR.a as f32 / 255.0);
|
|
||||||
gl::Clear(gl::COLOR_BUFFER_BIT);
|
|
||||||
|
|
||||||
if demo_ui.gamma_correction_effect_enabled {
|
|
||||||
renderer.enable_gamma_correction(BACKGROUND_COLOR);
|
|
||||||
} else {
|
|
||||||
renderer.disable_gamma_correction();
|
|
||||||
}
|
|
||||||
|
|
||||||
if demo_ui.subpixel_aa_effect_enabled {
|
|
||||||
renderer.enable_subpixel_aa(&DEFRINGING_KERNEL_CORE_GRAPHICS);
|
|
||||||
} else {
|
|
||||||
renderer.disable_subpixel_aa();
|
|
||||||
}
|
|
||||||
|
|
||||||
renderer.render_scene(&built_scene);
|
|
||||||
|
|
||||||
let rendering_time = renderer.shift_timer_query();
|
|
||||||
renderer.debug_ui.add_sample(tile_time, rendering_time);
|
|
||||||
renderer.debug_ui.draw();
|
|
||||||
|
|
||||||
let had_ui_event = ui_event.is_none();
|
|
||||||
demo_ui.update(&mut renderer.debug_ui, &mut ui_event);
|
|
||||||
ui_event_handled_last_frame = had_ui_event && ui_event.is_none();
|
|
||||||
|
|
||||||
// If nothing handled the mouse-down event, toggle mouselook.
|
|
||||||
if let UIEvent::MouseDown(_) = ui_event {
|
|
||||||
mouselook_enabled = !mouselook_enabled;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
window.gl_swap_window();
|
|
||||||
frame_counter += 1;
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -263,6 +263,13 @@ impl Point3DF32 {
|
||||||
self.0[3]
|
self.0[3]
|
||||||
}
|
}
|
||||||
|
|
||||||
|
#[inline]
|
||||||
|
pub fn scale(&self, x: f32) -> Point3DF32 {
|
||||||
|
let mut factors = F32x4::splat(x);
|
||||||
|
factors[3] = 1.0;
|
||||||
|
Point3DF32(self.0 * factors)
|
||||||
|
}
|
||||||
|
|
||||||
#[inline]
|
#[inline]
|
||||||
pub fn set_x(&mut self, x: f32) {
|
pub fn set_x(&mut self, x: f32) {
|
||||||
self.0[0] = x
|
self.0[0] = x
|
||||||
|
|
Loading…
Reference in New Issue