558 lines
22 KiB
Rust
558 lines
22 KiB
Rust
use std::sync::Arc;
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use std::time::SystemTime;
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use cgmath::{Matrix4, SquareMatrix};
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use vulkano::{buffer::{BufferUsage, CpuAccessibleBuffer}, command_buffer::{CommandBuffer, SubpassContents}, image::{ImageLayout, ImageUsage, MipmapsCount, immutable::SubImage}};
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use vulkano::command_buffer::{AutoCommandBuffer, AutoCommandBufferBuilder, DynamicState};
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use vulkano::descriptor::DescriptorSet;
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use vulkano::device::{Device, DeviceExtensions, Queue};
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use vulkano::format::{ClearValue, Format};
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use vulkano::framebuffer::{RenderPassAbstract, FramebufferAbstract};
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use vulkano::image::{Dimensions, ImmutableImage};
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use vulkano::instance::{ApplicationInfo, Instance, InstanceExtensions, PhysicalDevice, Version};
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use vulkano::instance::debug::{DebugCallback, MessageSeverity, MessageType};
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use vulkano::sampler::{Filter, MipmapMode, Sampler, SamplerAddressMode};
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use vulkano::swapchain::{AcquireError, FullscreenExclusive, PresentMode, Surface, SurfaceTransform, Swapchain, SwapchainCreationError};
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use vulkano::swapchain;
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use vulkano::sync::{FlushError, GpuFuture};
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use vulkano::sync;
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use vulkano_win::VkSurfaceBuild;
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use winit::event::{Event, WindowEvent};
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use winit::event_loop::{ControlFlow, EventLoop};
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use winit::window::{Window, WindowBuilder};
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use mesh::CPUMesh;
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use pipelines::{Drawcall, LineShader};
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use pipelines::line_vs::ty::LinePushConstants;
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use pipelines::DefaultShader;
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use pipelines::vs;
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use pipelines::vs::ty::PushConstants;
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use crate::config::RenderConfig;
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use crate::vulkan::gameobject::{GameObject, GameObjectHandle};
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pub mod pipelines;
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pub mod gameobject;
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pub mod mesh;
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pub mod dds;
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mod renderpass;
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mod framebuffers;
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const VALIDATION_LAYERS: &[&str] = &[
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"VK_LAYER_KHRONOS_validation"
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];
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#[derive(Default, Debug, Clone)]
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pub struct Vertex {
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pub position: [f32; 3],
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pub uv: [f32; 2],
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pub normal: [f32; 3],
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pub tangent: [f32; 4],
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pub bone_index: [i32; 4],
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pub bone_weight: [f32; 4],
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}
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vulkano::impl_vertex!(Vertex, position, uv, normal, tangent, bone_index, bone_weight);
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#[derive(Default, Debug, Clone)]
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pub struct LinePoint {
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pub position: [f32; 3],
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}
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vulkano::impl_vertex!(LinePoint, position);
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pub trait Game {
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/// Returns true if event should be ignored by the vulkan handler
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fn on_window_event(self: &mut Self, event: &Event<()>);
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fn update(self: &mut Self, renderer: &mut VulkanRenderer) -> vs::ty::ObjectUniformData;
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}
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pub struct Mesh {
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pub vertex_buffer: Arc<CpuAccessibleBuffer<[Vertex]>>,
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pub index_buffer: Arc<CpuAccessibleBuffer<[u32]>>,
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pub original_path: String,
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pub collision_mesh: mgf::Mesh,
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}
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#[derive(Debug, Clone)]
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pub struct MeshHandle {
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pub index: usize,
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pub diffuse_handle: TextureHandle,
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pub normal_handle: TextureHandle,
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pub original_path: String
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}
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pub(crate) type TextureHandle = usize;
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pub struct Texture {
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pub image: Arc<ImmutableImage<Format>>,
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pub sampler: Arc<Sampler>
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}
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pub struct GameData {
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pub start_time: SystemTime,
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pub line_vertices: Vec<LinePoint>,
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pub push_constants: PushConstants,
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pub line_push_constants: LinePushConstants,
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pub recreate_pipeline: bool,
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pub dimensions: [u32; 2],
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pub shutdown: bool,
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pub game_objects: Vec<GameObject>,
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pub meshes: Vec<Mesh>,
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pub textures: Vec<Texture>,
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pub use_line_pipeline: bool,
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}
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pub(crate) type RendererDescriptorSets = dyn DescriptorSet + Send + Sync;
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pub struct VulkanRenderer {
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pub game_data: GameData,
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pub device: Arc<Device>,
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pub framebuffers: Vec<Arc<dyn FramebufferAbstract + Send + Sync>>,
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pub dynamic_state: DynamicState,
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pub pipelines: Vec<Box<dyn Drawcall>>,
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pub surface: Arc<Surface<Window>>,
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pub swapchain: Arc<Swapchain<Window>>,
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pub render_pass: Arc<dyn RenderPassAbstract + Send + Sync>,
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pub queue: Arc<Queue>,
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pub recreate_swapchain: bool,
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pub debug_callback: Option<DebugCallback>,
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pub previous_frame_end: Option<Box<dyn GpuFuture>>,
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pub uniform_buffers: Vec<Arc<CpuAccessibleBuffer<vs::ty::ObjectUniformData>>>,
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pub line_vertex_buffer: Arc<CpuAccessibleBuffer<[LinePoint]>>,
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pub render_config: RenderConfig
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}
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impl VulkanRenderer {
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pub fn init(line_vertices: Vec<LinePoint>, enable_validation_layers: bool, render_config: RenderConfig) -> (VulkanRenderer, EventLoop<()>) {
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// Create empty game data struct to be filled
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let mut data = GameData {
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push_constants: PushConstants {
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model: Matrix4::identity().into(),
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},
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line_push_constants: LinePushConstants {
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model: Matrix4::identity().into(),
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view: Matrix4::identity().into(),
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projection: Matrix4::identity().into(),
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},
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start_time: SystemTime::now(),
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recreate_pipeline: false,
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shutdown: false,
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line_vertices,
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dimensions: [0, 0],
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meshes: vec![],
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game_objects: vec![],
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textures: vec![],
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use_line_pipeline: true,
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};
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// Create basic vulkan instance with layers and info
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let instance = {
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let extensions = InstanceExtensions {
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ext_debug_utils: true,
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..vulkano_win::required_extensions()
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};
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let app_info = ApplicationInfo {
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application_name: Some("Asuro's Editor".into()),
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application_version: Some(Version { major: 0, minor: 1, patch: 0 }),
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engine_name: Some("Asuro's Rust Engine".into()),
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engine_version: Some(Version { major: 0, minor: 1, patch: 0 })
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};
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if enable_validation_layers {
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println!("Enabling validation layers...");
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let available_layers = vulkano::instance::layers_list().unwrap().map(|layer| String::from(layer.name())).collect::<Vec<String>>();
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println!("Available layers: {:?}", available_layers);
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VALIDATION_LAYERS.iter().for_each(|wanted_layer_name| {
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if !available_layers.iter().any(|available_layer_name| available_layer_name == wanted_layer_name) {
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panic!("Validation layer not found: {:?}", wanted_layer_name);
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}
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});
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Instance::new(Some(&app_info), &extensions, VALIDATION_LAYERS.iter().cloned()).expect("failed to create Vulkan instance")
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} else {
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Instance::new(Some(&app_info), &extensions, None).expect("failed to create Vulkan instance")
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}
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};
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// lifetime of this is important, even tho it isn't used!
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let mut debug_callback = None;
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// Debug stuff
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if enable_validation_layers {
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let msg_severity = MessageSeverity {
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verbose: false,
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information: true,
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warning: true,
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error: true
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};
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let msg_types = MessageType {
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general: true,
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performance: true,
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validation: true
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};
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debug_callback = DebugCallback::new(&instance, msg_severity, msg_types, |msg| {
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let type_str = match (msg.severity.error, msg.severity.warning, msg.severity.information, msg.severity.verbose) {
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(true, _, _, _) => "!!",
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(_, true, _, _) => "!",
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(_, _, _, true) => "i",
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_ => " "
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};
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let layer_str = msg.layer_prefix;
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println!("[{}][{}]: {}", type_str, layer_str, msg.description);
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}).ok();
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}
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// TODO: Just get the first physical device we find, it's fiiiine...
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let physical = PhysicalDevice::enumerate(&instance).next().unwrap();
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println!("Using device: {} (type: {:?})", physical.name(), physical.ty());
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let events_loop = EventLoop::new();
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let surface = WindowBuilder::new().build_vk_surface(&events_loop, instance.clone()).unwrap();
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let window = surface.window();
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// TODO: Tutorial says we need more queues
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// In a real-life application, we would probably use at least a graphics queue and a transfers
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// queue to handle data transfers in parallel. In this example we only use one queue.
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let queue_family = physical.queue_families().find(|&q| {
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q.supports_graphics() && surface.is_supported(q).unwrap_or(false)
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}).unwrap();
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// Queue
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let device_ext = DeviceExtensions { khr_swapchain: true, ..DeviceExtensions::none() };
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let (device, mut queues) = Device::new(physical, physical.supported_features(), &device_ext,
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[(queue_family, 0.5)].iter().cloned()).unwrap();
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let queue = queues.next().unwrap();
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// Swapchain
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let (swapchain, images) = {
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let caps = surface.capabilities(physical).unwrap();
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let usage = caps.supported_usage_flags;
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let alpha = caps.supported_composite_alpha.iter().next().unwrap();
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let (format, color_space) = caps.supported_formats[2];
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let inner_size = window.inner_size();
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data.dimensions = [inner_size.width, inner_size.height];
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Swapchain::new(device.clone(), surface.clone(), caps.min_image_count, format,
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data.dimensions, 1, usage, &queue, SurfaceTransform::Identity, alpha,
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PresentMode::Fifo, FullscreenExclusive::Default, true, color_space).unwrap()
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};
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// Render pass
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let render_pass = renderpass::create_render_pass(device.clone(), &render_config, swapchain.format());
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let line_vertex_buffer = CpuAccessibleBuffer::from_iter(device.clone(), BufferUsage::vertex_buffer(), false, data.line_vertices.iter().cloned()).unwrap();
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let pipelines: Vec<Box<dyn Drawcall>> = vec![
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Box::new(DefaultShader::new(device.clone(), render_pass.clone())),
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Box::new(LineShader::new(device.clone(), render_pass.clone(), line_vertex_buffer.clone())),
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];
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// Dynamic viewports allow us to recreate just the viewport when the window is resized
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// Otherwise we would have to recreate the whole pipeline.
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let mut dynamic_state = DynamicState { line_width: None, viewports: None, scissors: None, compare_mask: None, write_mask: None, reference: None };
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// The render pass we created above only describes the layout of our framebuffers. Before we
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// can draw we also need to create the actual framebuffers.
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let framebuffers = framebuffers::create_framebuffers(device.clone(), &swapchain, &images, render_config.msaa_samples, render_pass.clone(), &mut dynamic_state);
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let mut uniform_buffers = Vec::new();
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let uniform_buffer = vs::ty::ObjectUniformData {
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view: Matrix4::identity().into(),
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projection: Matrix4::identity().into(),
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time: 0.0,
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light_position: [0.0, 0.0, 0.0],
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light_directional_rotation: [0.0, 0.0, 0.0],
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camera_position: [0.0, 0.0, 0.0],
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_dummy0: [0; 12],
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_dummy1: [0; 4],
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_dummy2: [0; 4],
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};
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for _ in 0..swapchain.num_images() {
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uniform_buffers.push(CpuAccessibleBuffer::from_data(
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device.clone(),
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BufferUsage::uniform_buffer_transfer_destination(),
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false,
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uniform_buffer,
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).unwrap());
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}
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// In the loop below we are going to submit commands to the GPU. Submitting a command produces
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// an object that implements the `GpuFuture` trait, which holds the resources for as long as
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// they are in use by the GPU.
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//
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// Destroying the `GpuFuture` blocks until the GPU is finished executing it. In order to avoid
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// that, we store the submission of the previous frame here.
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let previous_frame_end = Some(Box::new(sync::now(device.clone())) as Box<dyn GpuFuture>);
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(VulkanRenderer { game_data: data, device, framebuffers,
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dynamic_state, pipelines, uniform_buffers,
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surface, swapchain, render_pass, queue,
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recreate_swapchain: false, debug_callback, previous_frame_end,
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render_config,
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line_vertex_buffer,
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}, events_loop)
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}
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fn create_command_buffer(self: &mut Self, fb_index: usize, uniform_buffer_data: vs::ty::ObjectUniformData) -> Arc<AutoCommandBuffer> {
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// General setup
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let mut builder = AutoCommandBufferBuilder::primary_simultaneous_use(self.device.clone(), self.queue.family()).unwrap();
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builder.update_buffer(self.uniform_buffers[fb_index].clone(), uniform_buffer_data).unwrap();
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if self.render_config.msaa_samples > 0 {
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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();
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} else {
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builder.begin_render_pass(self.framebuffers[fb_index].clone(), SubpassContents::Inline, vec![ClearValue::Float([0.0, 0.0, 0.0, 1.0]), ClearValue::Depth(1.0)]).unwrap();
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}
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// Draw meshes etc.
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for pipeline in &self.pipelines {
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pipeline.draw(&mut builder, fb_index, &self.game_data, &self.dynamic_state);
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}
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// General cleanup
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builder.end_render_pass().unwrap();
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Arc::new(builder.build().unwrap())
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}
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pub fn render_loop(self: &mut Self, new_ubo: vs::ty::ObjectUniformData) {
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// cleanup previous frame
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self.previous_frame_end.as_mut().unwrap().cleanup_finished();
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// recreate swapchain if window size changed
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if self.recreate_swapchain {
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let window = self.surface.window();
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let inner_size = window.inner_size();
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self.game_data.dimensions = [inner_size.width, inner_size.height];
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let (new_swapchain, new_images) = match self.swapchain.recreate_with_dimensions(self.game_data.dimensions) {
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Ok(r) => r,
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// This error tends to happen when the user is manually resizing the window.
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// Simply restarting the loop is the easiest way to fix this issue.
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Err(SwapchainCreationError::UnsupportedDimensions) => {
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println!("Swapchain rejected: UnsupportedDimensions");
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return;
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}
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Err(err) => panic!("{:?}", err),
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};
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self.render_pass = renderpass::create_render_pass(self.device.clone(), &self.render_config, new_swapchain.format());
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self.pipelines = vec![
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Box::new(DefaultShader::new(self.device.clone(), self.render_pass.clone())),
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Box::new(LineShader::new(self.device.clone(), self.render_pass.clone(), self.line_vertex_buffer.clone())),
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];
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self.swapchain = new_swapchain;
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// Because framebuffers contains an Arc on the old swapchain, we need to
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// recreate framebuffers as well.
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self.framebuffers = framebuffers::create_framebuffers(self.device.clone(), &self.swapchain, &new_images, self.render_config.msaa_samples, self.render_pass.clone(), &mut self.dynamic_state);
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self.recreate_swapchain = false;
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}
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// recreate pipeline if requested
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if self.game_data.recreate_pipeline {
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let device = self.device.clone();
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let render_pass = self.render_pass.clone();
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self.pipelines.iter_mut().for_each(|pipeline| pipeline.recreate_pipeline(device.clone(), render_pass.clone()));
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self.game_data.recreate_pipeline = false;
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}
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// Before we can draw on the output, we have to *acquire* an image from the swapchain. If
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// no image is available (which happens if you submit draw commands too quickly), then the
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// function will block.
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// This operation returns the index of the image that we are allowed to draw upon.
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//
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// This function can block if no image is available. The parameter is an optional timeout
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// after which the function call will return an error.
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let (fb_index, _, acquire_future) = match swapchain::acquire_next_image(self.swapchain.clone(), None) {
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Ok(r) => r,
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Err(AcquireError::OutOfDate) => {
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self.recreate_swapchain = true;
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return;
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},
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Err(err) => panic!("{:?}", err)
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};
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let command_buffer = self.create_command_buffer(fb_index, new_ubo).clone();
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let future = self.previous_frame_end.take().unwrap()
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.join(acquire_future)
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.then_execute(self.queue.clone(), command_buffer).unwrap()
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.then_swapchain_present(self.queue.clone(), self.swapchain.clone(), fb_index)
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.then_signal_fence_and_flush();
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match future {
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Ok(future) => {
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// we're joining on the previous future but the CPU is running faster than the GPU so
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// eventually it stutters, and jumps ahead to the newer frames.
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//
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// See vulkano issue 1135: https://github.com/vulkano-rs/vulkano/issues/1135
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// This makes sure the CPU stays in sync with the GPU in situations when the CPU is
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// running "too fast"
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#[cfg(target_os = "macos")]
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future.wait(None).unwrap();
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self.previous_frame_end = Some(Box::new(future) as Box<_>);
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},
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Err(FlushError::OutOfDate) => {
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println!("Swapchain out of date!");
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self.recreate_swapchain = true;
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self.previous_frame_end = Some(Box::new(sync::now(self.device.clone())) as Box<_>);
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}
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Err(e) => {
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println!("{:?}", e);
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self.previous_frame_end = Some(Box::new(sync::now(self.device.clone())) as Box<_>);
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}
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};
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}
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pub fn upload_mesh(self: &mut Self, mesh: CPUMesh, original_path: String) -> usize {
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let mut collision_mesh = mgf::Mesh::new();
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mesh.vertices.iter().for_each(|v| {
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collision_mesh.push_vert(v.position.into());
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}); // TODO: convert vert pos to world space
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for i in (0..mesh.indices.len()).step_by(3) {
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collision_mesh.push_face((mesh.indices[i] as usize, mesh.indices[i + 1] as usize, mesh.indices[i + 2] as usize));
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}
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let vertex_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::vertex_buffer(), false, mesh.vertices.into_iter()).unwrap();
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let index_buffer = CpuAccessibleBuffer::from_iter(self.device.clone(), BufferUsage::index_buffer(), false, mesh.indices.into_iter()).unwrap();
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self.game_data.meshes.push(Mesh { vertex_buffer, index_buffer, original_path, collision_mesh });
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self.game_data.meshes.len() - 1
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}
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pub fn upload_texture(self: &mut Self, bytes: &[u8], width: u32, height: u32, format: Format, device: Arc<Device>) {
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let dimensions = Dimensions::Dim2d { width, height };
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let usage = ImageUsage {
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transfer_destination: true,
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transfer_source: false,
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sampled: true,
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..ImageUsage::none()
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};
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let layout = ImageLayout::ShaderReadOnlyOptimal;
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let (image_view, initializer) = ImmutableImage::uninitialized(
|
|
device.clone(),
|
|
dimensions,
|
|
format,
|
|
MipmapsCount::Log2,
|
|
usage,
|
|
layout,
|
|
device.active_queue_families(),
|
|
).unwrap();
|
|
|
|
let init = SubImage::new(
|
|
Arc::new(initializer),
|
|
0,
|
|
image_view.mipmap_levels(),
|
|
0,
|
|
1,
|
|
ImageLayout::ShaderReadOnlyOptimal,
|
|
);
|
|
|
|
let mut cbb = AutoCommandBufferBuilder::new(device.clone(), self.queue.family()).unwrap();
|
|
|
|
let mut offset = 0;
|
|
|
|
let block_bytes = match format {
|
|
Format::BC1_RGBUnormBlock => 8,
|
|
Format::BC5UnormBlock => 16,
|
|
f => panic!(format!("Unknown texture format {:?}!", f))
|
|
};
|
|
|
|
for i in 0..image_view.mipmap_levels() {
|
|
let mip_size = dimensions.to_image_dimensions().mipmap_dimensions(i).unwrap().width_height_depth();
|
|
|
|
let mip_byte_size = (
|
|
(u32::max(4, mip_size[0]) / 4)
|
|
* (u32::max(4, mip_size[1]) / 4)
|
|
* block_bytes) as usize;
|
|
|
|
let source = CpuAccessibleBuffer::from_iter(
|
|
device.clone(),
|
|
BufferUsage::transfer_source(),
|
|
false,
|
|
bytes[offset..(offset + mip_byte_size)].iter().cloned(),
|
|
).unwrap();
|
|
|
|
cbb.copy_buffer_to_image_dimensions(
|
|
source.clone(),
|
|
init.clone(),
|
|
[0, 0, 0],
|
|
mip_size,
|
|
0,
|
|
dimensions.array_layers_with_cube(),
|
|
i,
|
|
)
|
|
.unwrap();
|
|
|
|
offset += mip_byte_size;
|
|
}
|
|
|
|
let cb = cbb.build().unwrap();
|
|
|
|
let future = match cb.execute(self.queue.clone()) {
|
|
Ok(f) => f,
|
|
Err(e) => unreachable!("{:?}", e)
|
|
};
|
|
|
|
future.flush().unwrap();
|
|
|
|
let sampler = Sampler::new(device.clone(), Filter::Linear, Filter::Linear,
|
|
MipmapMode::Linear, SamplerAddressMode::Repeat, SamplerAddressMode::Repeat,
|
|
SamplerAddressMode::Repeat, 0.0, 1.0, 0.0, (image_view.mipmap_levels() - 1) as f32).unwrap();
|
|
|
|
self.game_data.textures.push(Texture { image: image_view, sampler });
|
|
}
|
|
|
|
pub fn add_game_object(self: &mut Self, mut game_object: GameObject, pipeline_index: usize) -> GameObjectHandle {
|
|
self.pipelines[pipeline_index].create_descriptor_set(&mut game_object, self);
|
|
self.game_data.game_objects.push(game_object);
|
|
|
|
GameObjectHandle {
|
|
object_index: self.game_data.game_objects.len() - 1
|
|
}
|
|
}
|
|
|
|
pub fn clear_all(&mut self) {
|
|
self.game_data.game_objects.clear();
|
|
self.game_data.meshes.clear();
|
|
self.game_data.textures.clear();
|
|
}
|
|
}
|
|
|
|
pub fn start_event_loop(mut renderer: VulkanRenderer, mut game: Box<dyn Game>, event_loop: EventLoop<()>) {
|
|
event_loop.run(move |event, _, control_flow| {
|
|
game.on_window_event(&event);
|
|
|
|
if renderer.game_data.shutdown {
|
|
*control_flow = ControlFlow::Exit;
|
|
}
|
|
|
|
match event {
|
|
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
|
|
*control_flow = ControlFlow::Exit;
|
|
},
|
|
Event::RedrawEventsCleared => {
|
|
let ubo = game.update(&mut renderer);
|
|
renderer.render_loop(ubo);
|
|
},
|
|
_ => {}
|
|
}
|
|
});
|
|
}
|
|
|