use gemini_engine::elements::{
view::{ColChar, View, Wrapping},
Vec2D,
};
use gemini_engine::elements3d::{DisplayMode, Mesh3D, Transform3D, Vec3D, Viewport};
use gemini_engine::gameloop;
const FPS: u32 = 20;
const FOV: f64 = 95.0;
fn main() {
let mut frame_skip = false;
let mut view = View::new(350, 90, ColChar::BACKGROUND);
let mut viewport = Viewport::new(
Transform3D::new_tr(Vec3D::new(0.0, 0.0, 5.0), Vec3D::new(-0.5, 0.3, 0.0)),
FOV,
Vec2D::new((view.width / 2) as isize, (view.height / 2) as isize),
);
let cube = Mesh3D::default_cube();
loop {
let now = gameloop::Instant::now();
view.clear();
viewport.transform.rotation.y -= 0.05;
match frame_skip {
true => frame_skip = false,
false => {
view.blit(
&viewport.render(vec![&cube], DisplayMode::Solid),
Wrapping::Ignore,
);
view.display_render().unwrap();
}
}
let elapsed = now.elapsed();
println!(
"Elapsed: {:.2?}µs | Frame skip: {}",
elapsed.as_micros(),
frame_skip
);
frame_skip = gameloop::sleep_fps(FPS, Some(elapsed));
}
}