refactor view/scene to separate modules
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111
src/view.rs
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111
src/view.rs
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use scenes;
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use vr;
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use vr::{AsMatrix4, VR};
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extern crate gfx_device_gl;
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extern crate nalgebra as na;
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extern crate num_traits;
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extern crate piston_window;
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use gfx;
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use gfx::Device;
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use gfx::traits::FactoryExt;
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use self::na::Inverse;
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use self::num_traits::identities::One;
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use self::piston_window::{PistonWindow, Window};
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pub type ColorFormat = gfx::format::Srgba8;
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pub type DepthFormat = gfx::format::DepthStencil;
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const NEAR: f32 = 0.01;
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const FAR: f32 = 1000.0;
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gfx_constant_struct! {
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Trans {
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matrix: [[f32; 4]; 4] = "u_matrix",
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}
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}
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pub struct ViewRoot<Dev, T, D>
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where Dev: gfx::Device,
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T: gfx::format::RenderFormat + gfx::format::TextureFormat,
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D: gfx::format::DepthFormat + gfx::format::TextureFormat {
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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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pub fn create_view(window: &mut PistonWindow, vr: &VR)
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-> ViewRoot<gfx_device_gl::Device, ColorFormat, DepthFormat> {
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let render_size = vr.recommended_render_target_size();
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let left = vr::create_eyebuffer(&mut window.factory, render_size)
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.expect("create left renderbuffer");
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let right = vr::create_eyebuffer(&mut window.factory, render_size)
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.expect("create right renderbuffer");
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let trans = window.factory.create_constant_buffer(1);
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window.window.swap_buffers(); // To contain setup calls to Frame 0 in apitrace
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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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// Get the current sensor state
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let poses = vr.poses();
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let mut hmd_mat = poses.poses[0].to_device.as_matrix4();
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hmd_mat.inverse_mut();
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for &(eye, buffers) in [(vr::Eye::Left, &self.left),
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(vr::Eye::Right, &self.right)].into_iter() {
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window.encoder.clear(&buffers.target, [0.1, 0.2, 0.3, 1.0]);
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window.encoder.clear_depth(&buffers.depth, 1.0);
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// Submit eye textures
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let proj_mat = vr.projection_matrix(eye, NEAR, FAR);
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let eye_mat = vr.head_to_eye_transform(eye);
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for track in (0..poses.count).map(|pose| poses.poses[pose]) {
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match track.device_class() {
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vr::TrackedDeviceClass::Controller |
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vr::TrackedDeviceClass::TrackingReference => {
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let model_mat = track.to_device.as_matrix4();
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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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},
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_ => ()
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}
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}
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}
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// draw monitor window
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window.encoder.update_constant_buffer(&self.trans,
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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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window.encoder.flush(&mut window.device);
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vr.submit(vr::Eye::Left, &self.left.tex);
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vr.submit(vr::Eye::Right, &self.right.tex);
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window.window.swap_buffers();
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window.device.cleanup();
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}
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}
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