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@ -1,6 +1,6 @@
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struct Context{
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device:wgpu::Device,
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queue:wgpu::Queue,
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struct Context<'a>{
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device:&'a wgpu::Device,
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queue:&'a wgpu::Queue,
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}
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impl Context{
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@ -61,7 +61,7 @@ fn load_file(path: std::path::PathBuf)->Option<model::IndexedModelInstances>{
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}
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}
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fn default_models()->model::IndexedModelInstances{
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pub fn default_models()->model::IndexedModelInstances{
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let mut indexed_models = Vec::new();
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indexed_models.append(&mut model::generate_indexed_model_list_from_obj(obj::ObjData::load_buf(&include_bytes!("../models/teslacyberv3.0.obj")[..]).unwrap(),glam::Vec4::ONE));
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indexed_models.push(primitives::unit_sphere());
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@ -119,8 +119,6 @@ fn default_models()->model::IndexedModelInstances{
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fn main(){
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let title=format!("Strafe Client v{}",env!("CARGO_PKG_VERSION")).as_str();
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let context=setup_context::setup(title);
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let run=run::RunState::init();//new
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run.replace_models(&context,default_models());
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context.start(run);
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let context=setup::setup(title);
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context.start();//creates and runs a run context
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}
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@ -21,6 +21,15 @@ pub enum InputInstruction {
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}
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pub struct Context{
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//Ideally the graphics thread worker description is:
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/*
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WorkerDescription{
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input:Immediate,
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output:Realtime(PoolOrdering::Ordered(3)),
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}
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*/
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//up to three frames in flight, dropping new frame requests when all three are busy, and dropping output frames when one renders out of order
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graphics_thread:crate::worker::INWorker<crate::graphics::GraphicsInstruction>,
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}
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impl Context{
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pub fn new(user_settings:&crate::settings::UserSettings,indexed_model_instances:&crate::model::IndexedModelInstances){
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88
src/run.rs
88
src/run.rs
@ -1,85 +1,78 @@
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use crate::physics::PhysicsInstruction;
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use crate::render_thread::InputInstruction;
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use crate::instruction::{TimedInstruction, InstructionConsumer};
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use crate::physics_context::InputInstruction;
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use crate::instruction::TimedInstruction;
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pub enum RunInstruction{
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Resize(winit::dpi::PhysicalSize<u32>),
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WindowEvent(winit::event::WindowEvent),
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DeviceEvent(winit::event::DeviceEvent),
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RequestRedraw,
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Render,
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}
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pub struct RunState{
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manual_mouse_lock:bool,
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mouse:std::sync::Arc<std::sync::Mutex<crate::physics::MouseState>>,
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user_settings:crate::settings::UserSettings,
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//Ideally the graphics thread worker description is:
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/*
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WorkerDescription{
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input:Immediate,
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output:Realtime(PoolOrdering::Ordered(3)),
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}
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*/
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//up to three frames in flight, dropping new frame requests when all three are busy, and dropping output frames when one renders out of order
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graphics_thread:crate::worker::INWorker<crate::graphics::GraphicsInstruction>,
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//holds thread handles to dispatch to
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struct RunContext{
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physics_thread:crate::worker::QNWorker<TimedInstruction<InputInstruction>>,
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}
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impl RunState {
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fn init() -> Self {
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pub struct RunContextSetup{
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manual_mouse_lock:bool,
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mouse:crate::physics::MouseState,//std::sync::Arc<std::sync::Mutex<>>
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user_settings:crate::settings::UserSettings,
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window:winit::window::Window,
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physics:crate::physics::PhysicsState,
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graphics:crate::graphics::GraphicsState,
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}
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impl RunContextSetup {
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pub fn new(context:&crate::setup::SetupContext,window:winit::window::Window)->Self{
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//wee
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let user_settings=crate::settings::read_user_settings();
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let mut graphics=GraphicsState::new();
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let args:Vec<String>=std::env::args().collect();
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let indexed_model_instances=if args.len()==2{
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crate::load_file(std::path::PathBuf::from(&args[1]))
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}else{
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None
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}.unwrap_or(crate::default_models());
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let mut graphics=crate::graphics::GraphicsState::new(&context.device,&context.queue);
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graphics.load_user_settings(&user_settings);
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graphics.generate_models(&context.device,&context.queue,indexed_model_instances);
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//how to multithread
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//1. build
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let mut physics=crate::physics::PhysicsState::default();
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physics.load_user_settings(&user_settings);
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physics.generate_models(&indexed_model_instances);
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//2. move
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let physics_thread=physics.into_worker();
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//3. forget
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let mut state=Self{
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Self{
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manual_mouse_lock:false,
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mouse:physics::MouseState::default(),
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mouse:crate::physics::MouseState::default(),
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user_settings,
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window,
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graphics,
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physics_thread,
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};
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state.generate_model_graphics(&device,&queue,indexed_model_instances);
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let args:Vec<String>=std::env::args().collect();
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if args.len()==2{
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let indexed_model_instances=load_file(std::path::PathBuf::from(&args[1]));
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state.render_thread=RenderThread::new(user_settings,indexed_model_instances);
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physics,
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}
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return state;
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}
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fn window_event(&mut self, time:crate::integer::Time, event: winit::event::WindowEvent) {
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match event {
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winit::event::WindowEvent::DroppedFile(path)=>{
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let sender=self.sender.clone();//mpsc
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std::thread::spawn(move ||{
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let indexed_model_instances=load_file(path);
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self.render_thread.send(Instruction::Die(indexed_model_instances));
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let indexed_model_instances=crate::load_file(path);
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sender.send(Instruction::Die(indexed_model_instances));
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});
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},
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winit::event::WindowEvent::Focused(state)=>{
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//pause unpause
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//recalculate pressed keys on focus
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},
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winit::event::WindowEvent::KeyboardInput {
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input:winit::event::KeyboardInput{state, virtual_keycode,..},
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winit::event::WindowEvent::KeyboardInput{
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input:winit::event::KeyboardInput{state,virtual_keycode,..},
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..
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}=>{
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let s=match state {
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winit::event::ElementState::Pressed => true,
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winit::event::ElementState::Released => false,
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let s=match state{
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winit::event::ElementState::Pressed=>true,
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winit::event::ElementState::Released=>false,
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};
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match virtual_keycode{
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Some(winit::event::VirtualKeyCode::Tab)=>{
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@ -192,13 +185,16 @@ impl RunState {
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}
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}
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pub fn into_worker(self,mut setup_context:crate::setup_context::SetupContext)->crate::worker::QNWorker<TimedInstruction<RunInstruction>>{
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pub fn into_worker(self,mut setup_context:crate::setup_context::SetupContext,)->crate::worker::QNWorker<TimedInstruction<RunInstruction>>{
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//create child context
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let physics_context=crate::physics_context::Context::new(indexed_models,&setup_context);//this needs all the context for graphics_context too
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let physics_thread=physics_context.into_worker();
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//
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crate::worker::QNWorker::new(move |ins:TimedInstruction<RunInstruction>|{
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match ins.instruction{
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RunInstruction::RequestRedraw=>{
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self.window.request_redraw();
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}
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RunInstruction::WindowEvent(window_event)=>{
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self.window_event(ins.time,window_event);
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},
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15
src/setup.rs
15
src/setup.rs
@ -208,7 +208,7 @@ pub fn setup(title:&str)->SetupContextSetup{
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}
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}
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struct SetupContextSetup{
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pub struct SetupContextSetup{
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window:winit::window::Window,
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event_loop:winit::event_loop::EventLoop<()>,
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partial_context:SetupContextPartial4,
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@ -224,12 +224,13 @@ impl SetupContextSetup{
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self.partial_context.configure_surface(&size),
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)
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}
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pub fn start(self,mut run:crate::run::RunState){
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pub fn start(self){
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let (window,event_loop,setup_context)=self.into_split();
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//dedicated thread to ping request redraw back and resize the window doesn't seem logical
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//physics and graphics render thread
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let run=crate::run::RunContextSetup::new(&setup_context,window);
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//the thread that spawns the physics thread
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let run_thread=run.into_worker(setup_context);
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println!("Entering render loop...");
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@ -243,7 +244,7 @@ impl SetupContextSetup{
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// };
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match event{
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winit::event::Event::AboutToWait=>{
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window.request_redraw();
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run_thread.send(TimedInstruction{time,instruction:RunInstruction::RequestRedraw});
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}
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winit::event::Event::WindowEvent {
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event:
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@ -271,12 +272,12 @@ impl SetupContextSetup{
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|winit::event::WindowEvent::CloseRequested=>{
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elwt.exit();
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}
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_=>{
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run_thread.send(TimedInstruction{time,instruction:RunInstruction::WindowEvent(event)});
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}
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winit::event::WindowEvent::RedrawRequested=>{
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run_thread.send(TimedInstruction{time,instruction:RunInstruction::Render});
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}
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_=>{
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run_thread.send(TimedInstruction{time,instruction:RunInstruction::WindowEvent(event)});
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}
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},
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winit::event::Event::DeviceEvent{
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event,
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