change drawing event order
This commit is contained in:
@@ -23,7 +23,7 @@ use winit::event::{Event, WindowEvent};
|
||||
use winit::event_loop::{ControlFlow, EventLoop};
|
||||
|
||||
use mesh::CPUMesh;
|
||||
use pipelines::{Drawcall};
|
||||
use pipelines::Drawcall;
|
||||
use pipelines::{DefaultShader, TextShader};
|
||||
use pipelines::vs;
|
||||
use winit::window::{Window, WindowBuilder};
|
||||
@@ -31,7 +31,7 @@ use winit::window::{Window, WindowBuilder};
|
||||
use crate::config::RenderConfig;
|
||||
use crate::vulkan::gameobject::GameObject;
|
||||
|
||||
use self::mesh::{CPUVertexList};
|
||||
use self::mesh::CPUVertexList;
|
||||
|
||||
pub mod pipelines;
|
||||
pub mod gameobject;
|
||||
@@ -78,9 +78,11 @@ pub trait Game {
|
||||
/// Returns true if event should be ignored by the vulkan handler
|
||||
fn on_window_event(self: &mut Self, event: &Event<()>);
|
||||
|
||||
fn update(self: &mut Self, renderer: &mut VulkanRenderer) -> vs::ty::ObjectUniformData;
|
||||
fn update(self: &mut Self, renderer: &mut VulkanRenderer);
|
||||
|
||||
fn get_game_objects(&self) -> &Vec<GameObject>;
|
||||
|
||||
fn get_ubo(&self) -> &vs::ty::ObjectUniformData;
|
||||
}
|
||||
|
||||
pub struct Mesh<V> {
|
||||
@@ -315,10 +317,10 @@ impl VulkanRenderer {
|
||||
}, events_loop)
|
||||
}
|
||||
|
||||
fn create_command_buffer(self: &mut Self, fb_index: usize, uniform_buffer_data: vs::ty::ObjectUniformData, game_objects: &Vec<GameObject>) -> Arc<PrimaryAutoCommandBuffer> {
|
||||
fn create_command_buffer(self: &mut Self, fb_index: usize, uniform_buffer_data: &vs::ty::ObjectUniformData, game_objects: &Vec<GameObject>) -> Arc<PrimaryAutoCommandBuffer> {
|
||||
// General setup
|
||||
let mut builder = AutoCommandBufferBuilder::primary(self.device.clone(), self.queue.family(), CommandBufferUsage::OneTimeSubmit).unwrap();
|
||||
builder.update_buffer(self.uniform_buffers[fb_index].clone(), Arc::new(uniform_buffer_data)).unwrap();
|
||||
builder.update_buffer(self.uniform_buffers[fb_index].clone(), Arc::new(*uniform_buffer_data)).unwrap();
|
||||
if self.render_config.msaa_samples > 0 {
|
||||
builder.begin_render_pass(self.framebuffers[fb_index].clone(), SubpassContents::Inline, vec![ClearValue::None, ClearValue::Float([0.0, 0.0, 0.0, 1.0]), ClearValue::Depth(1.0)]).unwrap();
|
||||
} else {
|
||||
@@ -340,7 +342,7 @@ impl VulkanRenderer {
|
||||
Arc::new(builder.build().unwrap())
|
||||
}
|
||||
|
||||
pub fn render_loop(self: &mut Self, new_ubo: vs::ty::ObjectUniformData, game_objects: &Vec<GameObject>) {
|
||||
pub fn render_loop(self: &mut Self, new_ubo: &vs::ty::ObjectUniformData, game_objects: &Vec<GameObject>) {
|
||||
let precise_start = Instant::now();
|
||||
|
||||
// cleanup previous frame
|
||||
@@ -688,13 +690,16 @@ pub fn start_event_loop(mut renderer: VulkanRenderer, mut game: Box<dyn Game>, e
|
||||
Event::WindowEvent { event: WindowEvent::Resized(..), .. } => {
|
||||
renderer.recreate_swapchain = true;
|
||||
},
|
||||
Event::RedrawEventsCleared => {
|
||||
let ubo = game.update(&mut renderer);
|
||||
renderer.render_loop(ubo, &game.get_game_objects());
|
||||
Event::RedrawRequested(..) => {
|
||||
renderer.render_loop(game.get_ubo(), &game.get_game_objects());
|
||||
renderer.game_data.other_perf_counters[renderer.game_data.performance_counter_index] = renderer.game_data.other_perf_instant.elapsed().as_micros();
|
||||
renderer.game_data.other_perf_instant = Instant::now();
|
||||
renderer.game_data.performance_counter_index = (renderer.game_data.performance_counter_index + 1) % PERF_COUNTER_SIZE;
|
||||
},
|
||||
Event::MainEventsCleared => {
|
||||
game.update(&mut renderer);
|
||||
renderer.surface.window().request_redraw();
|
||||
},
|
||||
_ => {}
|
||||
}
|
||||
});
|
||||
|
||||
Reference in New Issue
Block a user