update UBOs

This commit is contained in:
2019-08-19 00:29:33 +02:00
parent af7be04615
commit 9561a6ce0c
3 changed files with 47 additions and 55 deletions

View File

@@ -2,7 +2,8 @@ use winit::{Event};
use cgmath::{Matrix4, Rad, Vector3, Deg, Quaternion, Rotation3, One, Rotation};
mod vulkan;
use crate::vulkan::{Game, LinePoint, GameObject, VulkanRenderer, RenderLoopResult, MeshHandle, GameObjectHandle};
use crate::vulkan::{Game, LinePoint, GameObject, VulkanRenderer, RenderResult, MeshHandle, GameObjectHandle};
use crate::vulkan::vs::ty::UniformBufferObject;
mod input;
use crate::input::{InputState};
@@ -41,12 +42,9 @@ impl TestGame {
println!("Game loaded!");
}
fn update(self: &mut Self, renderer: &mut VulkanRenderer) {
fn update(self: &mut Self, renderer: &mut VulkanRenderer) -> UniformBufferObject {
self.input.frame_start();
let new_time = (renderer.game_data.start_time.elapsed().unwrap().as_micros() as f64 / 1000000.0) as f32;
// let frame_time = new_time - renderer.game_data.uniform_buffers.iter().map(|ubo| ubo.time).max_by(|a,b| if a > b {Ordering::Greater} else {Ordering::Less} ).unwrap();
// renderer.uniform_buffers.iter_mut().for_each(|ubo| ubo.time = new_time);
let time = (renderer.game_data.start_time.elapsed().unwrap().as_micros() as f64 / 1000000.0) as f32;
// User interaction
if self.input.button_just_released("quit") {
@@ -85,14 +83,16 @@ impl TestGame {
proj.y.y *= -1.0;
renderer.game_data.push_constants.view = view.into();
renderer.game_data.push_constants.projection = proj.into();
// renderer.uniform_buffers.iter_mut().for_each(|ubo| ubo.view = view.into());
// renderer.uniform_buffers.iter_mut().for_each(|ubo| ubo.projection = proj.into());
renderer.game_data.line_push_constants.view = view.into();
renderer.game_data.line_push_constants.projection = proj.into();
self.input.frame_end();
UniformBufferObject {
view: view.into(),
projection: proj.into(),
time,
}
}
}
@@ -123,12 +123,13 @@ fn main() {
game.game_start(&mut renderer);
let mut continue_rendering = true;
let mut ubo = game.update(&mut renderer);
while continue_rendering {
match renderer.render_loop(&mut game) {
RenderLoopResult::Ok => game.update(&mut renderer),
RenderLoopResult::Reload => println!("Render loop reloaded..."),
RenderLoopResult::Quit => continue_rendering = false,
match renderer.render_loop(&mut game, ubo) {
RenderResult::Ok => ubo = game.update(&mut renderer),
RenderResult::Reload => println!("Render loop reloaded..."),
RenderResult::Quit => continue_rendering = false,
}
}
}