2-space indent for gl.rs
This commit is contained in:
280
src/bin/gl.rs
280
src/bin/gl.rs
@@ -23,167 +23,167 @@ const NEAR: f32 = 0.01;
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const FAR: f32 = 1000.0;
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gfx_defines!{
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vertex Vertex {
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pos: [f32; 3] = "a_pos",
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uv: [f32; 2] = "a_uv",
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}
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vertex Vertex {
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pos: [f32; 3] = "a_pos",
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uv: [f32; 2] = "a_uv",
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}
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constant Trans {
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matrix: [[f32; 4]; 4] = "u_matrix",
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}
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constant Trans {
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matrix: [[f32; 4]; 4] = "u_matrix",
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}
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pipeline pipe {
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vbuf: gfx::VertexBuffer<Vertex> = (),
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trans: gfx::ConstantBuffer<Trans> = "b_trans",
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tiles: gfx::TextureSampler<[f32; 4]> = "t_tiles",
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pixcolor: gfx::RenderTarget<ColorFormat> = "pixcolor",
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depth: gfx::DepthTarget<DepthFormat> = gfx::preset::depth::LESS_EQUAL_WRITE,
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}
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pipeline pipe {
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vbuf: gfx::VertexBuffer<Vertex> = (),
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trans: gfx::ConstantBuffer<Trans> = "b_trans",
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tiles: gfx::TextureSampler<[f32; 4]> = "t_tiles",
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pixcolor: gfx::RenderTarget<ColorFormat> = "pixcolor",
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depth: gfx::DepthTarget<DepthFormat> = gfx::preset::depth::LESS_EQUAL_WRITE,
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}
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}
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const POLYGON: [Vertex; 4] = [
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Vertex { pos: [ -0.25, -0.25, 0. ], uv: [0., 0.] },
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Vertex { pos: [ 0.25, -0.25, 0. ], uv: [1., 0.] },
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Vertex { pos: [ 0.25, 0.25, 0. ], uv: [1., 1.] },
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Vertex { pos: [ -0.25, 0.25, 0. ], uv: [0., 1.] }
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Vertex { pos: [ -0.25, -0.25, 0. ], uv: [0., 0.] },
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Vertex { pos: [ 0.25, -0.25, 0. ], uv: [1., 0.] },
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Vertex { pos: [ 0.25, 0.25, 0. ], uv: [1., 1.] },
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Vertex { pos: [ -0.25, 0.25, 0. ], uv: [0., 1.] }
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];
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const POLYGON_IDX: &'static [u16] = &[ 0, 1, 2,
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2, 3, 0 ];
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fn main() {
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env_logger::init().expect("env logger");
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let mut vr = vr::VR::new().expect("VR init");
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let render_size = vr.recommended_render_target_size();
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env_logger::init().expect("env logger");
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let mut vr = vr::VR::new().expect("VR init");
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let render_size = vr.recommended_render_target_size();
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let mut window: PistonWindow =
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WindowSettings::new("Hello Virtual World!", [512; 2])
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.exit_on_esc(true)
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.vsync(false)
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let mut window: PistonWindow =
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WindowSettings::new("Hello Virtual World!", [512; 2])
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.exit_on_esc(true)
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.vsync(false)
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.build().expect("Building Window");
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let pso = window.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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let pso = window.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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let (tex_left, tgt_left, depth_left) = vr::create_eyebuffer(&mut window.factory, render_size)
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.expect("create left renderbuffer");
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let (tex_right, tgt_right, depth_right) = vr::create_eyebuffer(&mut window.factory, render_size)
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.expect("create right renderbuffer");
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let (vertex_buffer, slice) = window.factory.create_vertex_buffer_with_slice(&POLYGON, POLYGON_IDX);
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let (tex_left, tgt_left, depth_left) = vr::create_eyebuffer(&mut window.factory, render_size)
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.expect("create left renderbuffer");
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let (tex_right, tgt_right, depth_right) = vr::create_eyebuffer(&mut window.factory, render_size)
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.expect("create right renderbuffer");
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let (vertex_buffer, slice) = window.factory.create_vertex_buffer_with_slice(&POLYGON, POLYGON_IDX);
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let tiles = tile::get_tiles::<_, _, ColorFormat>(&mut window.factory);
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let nn_sampler = window.factory.create_sampler(
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tex::SamplerInfo::new(tex::FilterMethod::Scale,
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tex::WrapMode::Clamp));
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let tiles = tile::get_tiles::<_, _, ColorFormat>(&mut window.factory);
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let nn_sampler = window.factory.create_sampler(
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tex::SamplerInfo::new(tex::FilterMethod::Scale,
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tex::WrapMode::Clamp));
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let pipe_monitor = pipe::Data {
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vbuf: vertex_buffer.clone(),
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trans: window.factory.create_constant_buffer(1),
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tiles: (tiles.clone(), nn_sampler.clone()),
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pixcolor: window.output_color.clone(),
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depth: window.output_stencil.clone(),
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};
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let pipe_left = pipe::Data {
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vbuf: vertex_buffer.clone(),
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trans: window.factory.create_constant_buffer(1),
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tiles: (tiles.clone(), nn_sampler.clone()),
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pixcolor: tgt_left,
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depth: depth_left,
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};
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let pipe_right = pipe::Data {
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vbuf: vertex_buffer.clone(),
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trans: window.factory.create_constant_buffer(1),
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tiles: (tiles.clone(), nn_sampler.clone()),
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pixcolor: tgt_right,
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depth: depth_right,
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};
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window.encoder.update_constant_buffer(
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&pipe_monitor.trans,
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&Trans { matrix: *na::Matrix4::one().as_ref() });
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let pipe_monitor = pipe::Data {
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vbuf: vertex_buffer.clone(),
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trans: window.factory.create_constant_buffer(1),
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tiles: (tiles.clone(), nn_sampler.clone()),
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pixcolor: window.output_color.clone(),
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depth: window.output_stencil.clone(),
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};
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let pipe_left = pipe::Data {
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vbuf: vertex_buffer.clone(),
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trans: window.factory.create_constant_buffer(1),
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tiles: (tiles.clone(), nn_sampler.clone()),
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pixcolor: tgt_left,
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depth: depth_left,
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};
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let pipe_right = pipe::Data {
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vbuf: vertex_buffer.clone(),
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trans: window.factory.create_constant_buffer(1),
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tiles: (tiles.clone(), nn_sampler.clone()),
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pixcolor: tgt_right,
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depth: depth_right,
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};
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window.encoder.update_constant_buffer(
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&pipe_monitor.trans,
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&Trans { matrix: *na::Matrix4::one().as_ref() });
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let mut frame = 0u32;
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window.window.swap_buffers(); frame += 1; // To contain setup calls to Frame 0 in apitrace
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'main:
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//while let Some(_) = window.next() {
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loop {
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info!("Frame #{}", frame);
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let _now = std::time::SystemTime::now();
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let mut frame = 0u32;
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window.window.swap_buffers(); frame += 1; // To contain setup calls to Frame 0 in apitrace
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'main:
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//while let Some(_) = window.next() {
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loop {
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info!("Frame #{}", frame);
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let _now = std::time::SystemTime::now();
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// Get the current sensor state
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let poses = vr.poses();
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trace!("\t{:?} got pose", _now.elapsed());
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if frame % 90 == 0 {
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debug!("\t#{}: poses:", frame);
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let mut devnum = 0;
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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::Invalid => (),
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_ => debug!("\t\t#{}: {:?} = valid? {}, connected? {}\n\t\t\t{:?}\n\t\t\t{:?}",
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devnum,
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track.device_class(),
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track.is_valid,
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track.is_connected,
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track.to_device,
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track.velocity)
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}
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devnum += 1;
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}
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debug!("");
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}
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frame += 1;
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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 pass in [(Some((vr::Eye::Left, &tex_left)), &pipe_left),
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(Some((vr::Eye::Right, &tex_right)), &pipe_right),
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(None, &pipe_monitor),]
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.into_iter() {
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info!("\tpass for eye: {:?}", pass.0);
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window.encoder.clear(&pass.1.pixcolor, [0.1, 0.2, 0.3, 1.0]);
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window.encoder.clear_depth(&pass.1.depth, 1.0);
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// Submit eye textures
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if let Some((eye, tex)) = pass.0 {
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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(&pass.1.trans, &trans);
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window.encoder.draw(&slice, &pso, pass.1);
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window.encoder.flush(&mut window.device);
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},
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_ => ()
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}
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}
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vr.submit(eye, tex);
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trace!("\t\t{:?} submit {:?}", _now.elapsed(), eye);
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} else {
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window.encoder.draw(&slice, &pso, pass.1);
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window.encoder.flush(&mut window.device);
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window.window.swap_buffers();
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}
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}
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window.device.cleanup();
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// handle window events
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while let Some(ev) = window.poll_event() {
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match ev {
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piston_window::Input::Text(_) => break 'main,
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_ => debug!("\t{:?}", ev)
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}
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// Get the current sensor state
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let poses = vr.poses();
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trace!("\t{:?} got pose", _now.elapsed());
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if frame % 90 == 0 {
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debug!("\t#{}: poses:", frame);
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let mut devnum = 0;
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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::Invalid => (),
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_ => debug!("\t\t#{}: {:?} = valid? {}, connected? {}\n\t\t\t{:?}\n\t\t\t{:?}",
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devnum,
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track.device_class(),
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track.is_valid,
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track.is_connected,
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track.to_device,
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track.velocity)
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}
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devnum += 1;
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}
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debug!("");
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}
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frame += 1;
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debug!("shutting down");
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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 pass in [(Some((vr::Eye::Left, &tex_left)), &pipe_left),
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(Some((vr::Eye::Right, &tex_right)), &pipe_right),
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(None, &pipe_monitor),]
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.into_iter() {
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info!("\tpass for eye: {:?}", pass.0);
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window.encoder.clear(&pass.1.pixcolor, [0.1, 0.2, 0.3, 1.0]);
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window.encoder.clear_depth(&pass.1.depth, 1.0);
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// Submit eye textures
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if let Some((eye, tex)) = pass.0 {
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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(&pass.1.trans, &trans);
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window.encoder.draw(&slice, &pso, pass.1);
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window.encoder.flush(&mut window.device);
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},
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_ => ()
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}
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}
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vr.submit(eye, tex);
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trace!("\t\t{:?} submit {:?}", _now.elapsed(), eye);
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} else {
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window.encoder.draw(&slice, &pso, pass.1);
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window.encoder.flush(&mut window.device);
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window.window.swap_buffers();
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}
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}
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window.device.cleanup();
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// handle window events
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while let Some(ev) = window.poll_event() {
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match ev {
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piston_window::Input::Text(_) => break 'main,
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_ => debug!("\t{:?}", ev)
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}
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}
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}
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debug!("shutting down");
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}
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const VERTEX_SHADER_SRC: &'static [u8] = br#"
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