delete window.rs, create run.rs
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f6f2995ae0
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@ -21,6 +21,16 @@ struct GraphicsContextPartial1{
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backends:wgpu::Backends,
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instance:wgpu::Instance,
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}
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fn create_window(title:&str,event_loop:&winit::event_loop::EventLoop<()>)->Result<winit::window::Window,winit::error::OsError>{
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let mut builder = winit::window::WindowBuilder::new();
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builder = builder.with_title(title);
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#[cfg(windows_OFF)] // TODO
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{
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use winit::platform::windows::WindowBuilderExtWindows;
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builder = builder.with_no_redirection_bitmap(true);
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}
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builder.build(event_loop)
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}
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fn create_instance()->GraphicsContextPartial1{
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let backends=wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all);
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let dx12_shader_compiler=wgpu::util::dx12_shader_compiler_from_env().unwrap_or_default();
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@ -178,7 +188,7 @@ pub struct GraphicsContext{
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pub fn setup(title:&str)->GraphicsContextSetup{
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let event_loop=winit::event_loop::EventLoop::new().unwrap();
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let window=crate::window::WindowState::create_window(title,&event_loop).unwrap();
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let window=create_window(title,&event_loop).unwrap();
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println!("Initializing the surface...");
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@ -205,19 +215,19 @@ enum RunInstruction{
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}
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impl GraphicsContext{
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fn into_worker(self,mut global_state:crate::GlobalState)->crate::worker::QNWorker<TimedInstruction<RunInstruction>>{
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fn into_worker(self,mut run:crate::run::RunState)->crate::worker::QNWorker<TimedInstruction<RunInstruction>>{
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crate::worker::QNWorker::new(move |ins:TimedInstruction<RunInstruction>|{
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match ins.instruction{
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RunInstruction::WindowEvent(window_event)=>{
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global_state.window_event(window_event);
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run.window_event(window_event);
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},
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RunInstruction::DeviceEvent(device_event)=>{
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global_state.device_event(device_event);
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run.device_event(device_event);
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},
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RunInstruction::Resize(size)=>{
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self.config.width=size.width.max(1);
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self.config.height=size.height.max(1);
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global_state.graphics.resize(&self.device,&self.config);
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run.graphics.resize(&self.device,&self.config);
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self.surface.configure(&self.device,&self.config);
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}
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RunInstruction::Render=>{
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@ -235,7 +245,7 @@ impl GraphicsContext{
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..wgpu::TextureViewDescriptor::default()
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});
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global_state.graphics.render(&view,&self.device,&self.queue);
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run.graphics.render(&view,&self.device,&self.queue);
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frame.present();
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}
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@ -260,13 +270,13 @@ impl GraphicsContextSetup{
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self.partial_graphics_context.configure_surface(&size),
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)
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}
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pub fn start(self,mut global_state:crate::GlobalState){
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pub fn start(self,mut run:crate::run::RunState){
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let (window,event_loop,graphics_context)=self.into_split();
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//dedicated thread to pigh request redraw back and resize the window doesn't seem logical
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//physics and graphics render thread
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let run_thread=graphics_context.into_worker(global_state);
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let run_thread=graphics_context.into_worker(run);
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println!("Entering render loop...");
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let root_time=std::time::Instant::now();
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68
src/main.rs
68
src/main.rs
@ -1,12 +1,7 @@
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use std::time::Instant;
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use physics::PhysicsInstruction;
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use render_thread::InputInstruction;
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use instruction::{TimedInstruction, InstructionConsumer};
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mod bvh;
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mod run;
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mod aabb;
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mod model;
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mod window;
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mod worker;
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mod zeroes;
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mod integer;
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@ -20,23 +15,6 @@ mod render_thread;
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mod model_graphics;
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mod graphics_context;
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pub struct GlobalState{
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manual_mouse_lock:bool,
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mouse:std::sync::Arc<std::sync::Mutex<physics::MouseState>>,
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user_settings:settings::UserSettings,
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//Ideally the graphics thread worker description is:
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/*
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WorkerDescription{
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input:Immediate,
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output:Realtime(PoolOrdering::Ordered(3)),
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}
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*/
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//up to three frames in flight, dropping new frame requests when all three are busy, and dropping output frames when one renders out of order
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graphics_thread:worker::INWorker<graphics::GraphicsInstruction>,
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physics_thread:worker::QNWorker<TimedInstruction<InputInstruction>>,
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}
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fn load_file(path: std::path::PathBuf)->Option<model::IndexedModelInstances>{
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println!("Loading file: {:?}", &path);
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//oh boy! let's load the map!
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@ -138,48 +116,10 @@ fn default_models()->model::IndexedModelInstances{
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}
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}
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impl GlobalState {
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fn init() -> Self {
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//wee
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let user_settings=settings::read_user_settings();
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let mut graphics=GraphicsState::new();
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graphics.load_user_settings(&user_settings);
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//how to multithread
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//1. build
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physics.generate_models(&indexed_model_instances);
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//2. move
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let physics_thread=physics.into_worker();
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//3. forget
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let mut state=GlobalState{
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manual_mouse_lock:false,
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mouse:physics::MouseState::default(),
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user_settings,
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graphics,
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physics_thread,
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};
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state.generate_model_graphics(&device,&queue,indexed_model_instances);
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let args:Vec<String>=std::env::args().collect();
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if args.len()==2{
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let indexed_model_instances=load_file(std::path::PathBuf::from(&args[1]));
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state.render_thread=RenderThread::new(user_settings,indexed_model_instances);
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}
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return state;
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}
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}
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fn main(){
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let title=format!("Strafe Client v{}",env!("CARGO_PKG_VERSION")).as_str();
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let context=graphics_context::setup(title);
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let global_state=GlobalState::init();//new
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global_state.replace_models(&context,default_models());
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context.start(global_state);
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let run=run::RunState::init();//new
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run.replace_models(&context,default_models());
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context.start(run);
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}
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@ -1,13 +1,59 @@
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pub enum WindowInstruction{
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Resize(),
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}
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pub struct WindowState{
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//ok
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}
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impl WindowState{
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fn resize(&mut self);
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fn render(&self);
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use crate::physics::PhysicsInstruction;
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use crate::render_thread::InputInstruction;
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use crate::instruction::{TimedInstruction, InstructionConsumer};
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pub struct RunState{
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manual_mouse_lock:bool,
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mouse:std::sync::Arc<std::sync::Mutex<physics::MouseState>>,
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user_settings:settings::UserSettings,
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//Ideally the graphics thread worker description is:
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/*
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WorkerDescription{
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input:Immediate,
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output:Realtime(PoolOrdering::Ordered(3)),
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}
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*/
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//up to three frames in flight, dropping new frame requests when all three are busy, and dropping output frames when one renders out of order
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graphics_thread:worker::INWorker<graphics::GraphicsInstruction>,
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physics_thread:worker::QNWorker<TimedInstruction<InputInstruction>>,
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}
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impl RunState {
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fn init() -> Self {
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//wee
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let user_settings=settings::read_user_settings();
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let mut graphics=GraphicsState::new();
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graphics.load_user_settings(&user_settings);
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//how to multithread
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//1. build
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physics.generate_models(&indexed_model_instances);
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//2. move
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let physics_thread=physics.into_worker();
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//3. forget
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let mut state=RunState{
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manual_mouse_lock:false,
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mouse:physics::MouseState::default(),
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user_settings,
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graphics,
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physics_thread,
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};
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state.generate_model_graphics(&device,&queue,indexed_model_instances);
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let args:Vec<String>=std::env::args().collect();
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if args.len()==2{
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let indexed_model_instances=load_file(std::path::PathBuf::from(&args[1]));
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state.render_thread=RenderThread::new(user_settings,indexed_model_instances);
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}
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return state;
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}
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fn window_event(&mut self, window: &winit::window::Window, event: winit::event::WindowEvent) {
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match event {
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winit::event::WindowEvent::DroppedFile(path)=>{
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@ -138,18 +184,4 @@ impl WindowState{
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_=>(),
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}
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}
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pub fn create_window(title:&str,event_loop:&winit::event_loop::EventLoop<()>)->Result<winit::window::Window,winit::error::OsError>{
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let mut builder = winit::window::WindowBuilder::new();
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builder = builder.with_title(title);
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#[cfg(windows_OFF)] // TODO
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{
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use winit::platform::windows::WindowBuilderExtWindows;
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builder = builder.with_no_redirection_bitmap(true);
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}
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builder.build(event_loop)
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}
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pub fn into_thread(window:winit::window::Window){
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//
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}
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}
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