view doesn't own scene
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@@ -1,5 +1,6 @@
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extern crate vrtue;
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use vrtue::{view, vr};
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use vrtue::{scenes, view, vr};
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use vrtue::scene::Scene;
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extern crate env_logger;
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extern crate gfx_device_gl;
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@@ -18,14 +19,15 @@ pub fn main() {
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.vsync(false)
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.build().expect("Building Window");
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let view = view::ViewRoot::<gfx_device_gl::Device,
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view::ColorFormat,
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view::DepthFormat>::create_view(&mut window, &mut vr);
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let mut scene = scenes::world::WorldScene::new(&mut window.factory);
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let view = view::ViewRoot::<gfx_device_gl::Device, view::ColorFormat, view::DepthFormat>
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::create_view(&mut window, &mut vr);
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'main:
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//while let Some(_) = window.next() {
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loop {
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view.draw(&mut window, &mut vr);
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scene.update();
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view.draw(&mut window, &mut vr, &scene);
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// handle window events
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while let Some(ev) = window.poll_event() {
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@@ -10,6 +10,7 @@ pub trait Scene<D: gfx::Device,
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fn render(&self,
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factory: &mut F,
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encoder: &mut gfx::Encoder<D::Resources, D::CommandBuffer>,
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trans: &gfx::handle::Buffer<D::Resources, view::Trans>,
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target: &gfx::handle::RenderTargetView<D::Resources, view::ColorFormat>,
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depth: &gfx::handle::DepthStencilView<D::Resources, view::DepthFormat>);
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}
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@@ -40,7 +40,6 @@ fn get_model(/*x: u16, y: u16,*/ tile: &tile::Tile) -> ([Vertex; 4], [u16; 6]) {
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pub struct WorldScene<D: gfx::Device,
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F: gfx::Factory<D::Resources>> {
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pso: gfx::PipelineState<D::Resources, pipe::Meta>,
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trans: gfx::handle::Buffer<D::Resources, view::Trans>,
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atlas: gfx::handle::ShaderResourceView<D::Resources,
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<view::ColorFormat as gfx::format::Formatted>::View>,
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sampler: gfx::handle::Sampler<D::Resources>,
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@@ -48,13 +47,12 @@ pub struct WorldScene<D: gfx::Device,
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}
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impl<D: gfx::Device, F: gfx::Factory<D::Resources>> WorldScene<D, F> {
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pub fn new(factory: &mut F, trans: &gfx::handle::Buffer<D::Resources, view::Trans>) -> WorldScene<D, F> {
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pub fn new(factory: &mut F) -> WorldScene<D, F> {
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WorldScene {
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pso: factory.create_pipeline_simple(VERTEX_SHADER_SRC,
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FRAGMENT_SHADER_SRC,
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pipe::new())
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.expect("create pipeline"),
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trans: trans.clone(),
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atlas: tile::get_tiles::<_, _, view::ColorFormat>(factory),
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sampler: factory.create_sampler(tex::SamplerInfo::new(tex::FilterMethod::Scale,
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tex::WrapMode::Clamp)),
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@@ -72,6 +70,7 @@ impl<D: gfx::Device,
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fn render(&self,
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factory: &mut F,
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encoder: &mut gfx::Encoder<D::Resources, D::CommandBuffer>,
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trans: &gfx::handle::Buffer<D::Resources, view::Trans>,
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target: &gfx::handle::RenderTargetView<D::Resources, view::ColorFormat>,
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depth: &gfx::handle::DepthStencilView<D::Resources, view::DepthFormat>) {
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let (model, model_idx) = get_model(&tile::Tile { val: 31 });
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@@ -80,7 +79,7 @@ impl<D: gfx::Device,
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let pipe = pipe::Data {
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vbuf: vertex_buffer.clone(),
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trans: self.trans.clone(),
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trans: trans.clone(),
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atlas: (self.atlas.clone(), self.sampler.clone()),
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pixcolor: target.clone(),
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depth: depth.clone(),
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21
src/view.rs
21
src/view.rs
@@ -1,4 +1,3 @@
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use scenes;
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use vr;
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use vr::{AsMatrix4, VR};
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@@ -34,7 +33,6 @@ pub struct ViewRoot<Dev, T, D>
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left: vr::EyeBuffer<T, D>,
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right: vr::EyeBuffer<T, D>,
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trans: gfx::handle::Buffer<Dev::Resources, Trans>,
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scene: Box<::scene::Scene<Dev, gfx_device_gl::Factory>>,
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}
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impl ViewRoot<gfx_device_gl::Device, ColorFormat, DepthFormat> {
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@@ -54,13 +52,13 @@ impl ViewRoot<gfx_device_gl::Device, ColorFormat, DepthFormat> {
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left: left,
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right: right,
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trans: trans.clone(),
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scene: Box::new(scenes::world::WorldScene::new(&mut window.factory, &trans)),
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}
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}
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pub fn draw(&self,
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window: &mut PistonWindow,
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vr: &mut vr::VR) {
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vr: &mut vr::VR,
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scene: &::scene::Scene<gfx_device_gl::Device, gfx_device_gl::Factory>) {
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// Get the current sensor state
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let poses = vr.poses();
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@@ -85,10 +83,11 @@ impl ViewRoot<gfx_device_gl::Device, ColorFormat, DepthFormat> {
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let trans = Trans { matrix: *(proj_mat * eye_mat * hmd_mat * model_mat).as_ref() };
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window.encoder.update_constant_buffer(&self.trans, &trans);
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self.scene.render(&mut window.factory,
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&mut window.encoder,
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&buffers.target,
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&buffers.depth);
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scene.render(&mut window.factory,
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&mut window.encoder,
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&self.trans,
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&buffers.target,
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&buffers.depth);
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},
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_ => ()
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}
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@@ -100,7 +99,11 @@ impl ViewRoot<gfx_device_gl::Device, ColorFormat, DepthFormat> {
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&Trans { matrix: *na::Matrix4::one().as_ref() });
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window.encoder.clear(&window.output_color, [0.1, 0.2, 0.3, 1.0]);
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window.encoder.clear_depth(&window.output_stencil, 1.0);
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self.scene.render(&mut window.factory, &mut window.encoder, &window.output_color, &window.output_stencil);
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scene.render(&mut window.factory,
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&mut window.encoder,
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&self.trans,
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&window.output_color,
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&window.output_stencil);
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window.encoder.flush(&mut window.device);
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vr.submit(vr::Eye::Left, &self.left.tex);
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