Add basic resources module
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@ -2,6 +2,7 @@ mod system;
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mod game;
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mod renderer;
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mod input_event;
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mod resources;
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use game::Game;
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use specs::*;
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@ -1,4 +1,5 @@
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use std::sync::Arc;
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use std::borrow::Cow;
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use async_trait::async_trait;
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@ -6,6 +7,8 @@ use async_trait::async_trait;
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//use winit::window::Window;
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use winit::{window::Window, event::WindowEvent};
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use crate::resources;
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#[async_trait]
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pub trait Renderer {
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//fn new(surface: wgpu::Surface, config: wgpu::SurfaceConfiguration, device: wgpu::Device)
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@ -84,9 +87,10 @@ impl BasicRenderer {
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};
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surface.configure(&device, &config);
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let shader_src = resources::load_string("shader.wgsl").await.expect("Failed to load shader!");
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let shader = device.create_shader_module(wgpu::ShaderModuleDescriptor {
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label: Some("Shader"),
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source: wgpu::ShaderSource::Wgsl(include_str!("shader.wgsl").into()),
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source: wgpu::ShaderSource::Wgsl(Cow::Borrowed(&shader_src)),
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});
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// Create a render pipeline. At some point this will be created by something else and given to the renderer
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@ -0,0 +1,28 @@
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use cfg_if::cfg_if;
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/// Load bytes from a file.
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pub async fn load_bytes(file_name: &str) -> anyhow::Result<Vec<u8>> {
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cfg_if! {
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if #[cfg(target_arch = "wasm32")] {
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let url = format_url(file_name);
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let bytes = reqwest::get(url)
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.await?
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.bytes()
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.await?;
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} else {
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let out_dir = std::env::var("OUT_DIR").unwrap_or(String::new());
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let path = std::path::Path::new(&out_dir)
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.join("res")
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.join(file_name);
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let bytes = std::fs::read(path)?;
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}
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}
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Ok(bytes)
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}
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/// Load the string content from a file.
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pub async fn load_string(file_name: &str) -> anyhow::Result<String> {
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let bytes = load_bytes(file_name).await?;
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Ok(String::from(std::str::from_utf8(&bytes)?))
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}
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