delete window.rs, create run.rs

This commit is contained in:
Quaternions 2023-10-23 17:21:00 -07:00
parent f6f2995ae0
commit b445277346
3 changed files with 77 additions and 95 deletions

View File

@ -21,6 +21,16 @@ struct GraphicsContextPartial1{
backends:wgpu::Backends,
instance:wgpu::Instance,
}
fn create_window(title:&str,event_loop:&winit::event_loop::EventLoop<()>)->Result<winit::window::Window,winit::error::OsError>{
let mut builder = winit::window::WindowBuilder::new();
builder = builder.with_title(title);
#[cfg(windows_OFF)] // TODO
{
use winit::platform::windows::WindowBuilderExtWindows;
builder = builder.with_no_redirection_bitmap(true);
}
builder.build(event_loop)
}
fn create_instance()->GraphicsContextPartial1{
let backends=wgpu::util::backend_bits_from_env().unwrap_or_else(wgpu::Backends::all);
let dx12_shader_compiler=wgpu::util::dx12_shader_compiler_from_env().unwrap_or_default();
@ -178,7 +188,7 @@ pub struct GraphicsContext{
pub fn setup(title:&str)->GraphicsContextSetup{
let event_loop=winit::event_loop::EventLoop::new().unwrap();
let window=crate::window::WindowState::create_window(title,&event_loop).unwrap();
let window=create_window(title,&event_loop).unwrap();
println!("Initializing the surface...");
@ -205,19 +215,19 @@ enum RunInstruction{
}
impl GraphicsContext{
fn into_worker(self,mut global_state:crate::GlobalState)->crate::worker::QNWorker<TimedInstruction<RunInstruction>>{
fn into_worker(self,mut run:crate::run::RunState)->crate::worker::QNWorker<TimedInstruction<RunInstruction>>{
crate::worker::QNWorker::new(move |ins:TimedInstruction<RunInstruction>|{
match ins.instruction{
RunInstruction::WindowEvent(window_event)=>{
global_state.window_event(window_event);
run.window_event(window_event);
},
RunInstruction::DeviceEvent(device_event)=>{
global_state.device_event(device_event);
run.device_event(device_event);
},
RunInstruction::Resize(size)=>{
self.config.width=size.width.max(1);
self.config.height=size.height.max(1);
global_state.graphics.resize(&self.device,&self.config);
run.graphics.resize(&self.device,&self.config);
self.surface.configure(&self.device,&self.config);
}
RunInstruction::Render=>{
@ -235,7 +245,7 @@ impl GraphicsContext{
..wgpu::TextureViewDescriptor::default()
});
global_state.graphics.render(&view,&self.device,&self.queue);
run.graphics.render(&view,&self.device,&self.queue);
frame.present();
}
@ -260,13 +270,13 @@ impl GraphicsContextSetup{
self.partial_graphics_context.configure_surface(&size),
)
}
pub fn start(self,mut global_state:crate::GlobalState){
pub fn start(self,mut run:crate::run::RunState){
let (window,event_loop,graphics_context)=self.into_split();
//dedicated thread to pigh request redraw back and resize the window doesn't seem logical
//physics and graphics render thread
let run_thread=graphics_context.into_worker(global_state);
let run_thread=graphics_context.into_worker(run);
println!("Entering render loop...");
let root_time=std::time::Instant::now();

View File

@ -1,12 +1,7 @@
use std::time::Instant;
use physics::PhysicsInstruction;
use render_thread::InputInstruction;
use instruction::{TimedInstruction, InstructionConsumer};
mod bvh;
mod run;
mod aabb;
mod model;
mod window;
mod worker;
mod zeroes;
mod integer;
@ -20,23 +15,6 @@ mod render_thread;
mod model_graphics;
mod graphics_context;
pub struct GlobalState{
manual_mouse_lock:bool,
mouse:std::sync::Arc<std::sync::Mutex<physics::MouseState>>,
user_settings:settings::UserSettings,
//Ideally the graphics thread worker description is:
/*
WorkerDescription{
input:Immediate,
output:Realtime(PoolOrdering::Ordered(3)),
}
*/
//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
graphics_thread:worker::INWorker<graphics::GraphicsInstruction>,
physics_thread:worker::QNWorker<TimedInstruction<InputInstruction>>,
}
fn load_file(path: std::path::PathBuf)->Option<model::IndexedModelInstances>{
println!("Loading file: {:?}", &path);
//oh boy! let's load the map!
@ -138,48 +116,10 @@ fn default_models()->model::IndexedModelInstances{
}
}
impl GlobalState {
fn init() -> Self {
//wee
let user_settings=settings::read_user_settings();
let mut graphics=GraphicsState::new();
graphics.load_user_settings(&user_settings);
//how to multithread
//1. build
physics.generate_models(&indexed_model_instances);
//2. move
let physics_thread=physics.into_worker();
//3. forget
let mut state=GlobalState{
manual_mouse_lock:false,
mouse:physics::MouseState::default(),
user_settings,
graphics,
physics_thread,
};
state.generate_model_graphics(&device,&queue,indexed_model_instances);
let args:Vec<String>=std::env::args().collect();
if args.len()==2{
let indexed_model_instances=load_file(std::path::PathBuf::from(&args[1]));
state.render_thread=RenderThread::new(user_settings,indexed_model_instances);
}
return state;
}
}
fn main(){
let title=format!("Strafe Client v{}",env!("CARGO_PKG_VERSION")).as_str();
let context=graphics_context::setup(title);
let global_state=GlobalState::init();//new
global_state.replace_models(&context,default_models());
context.start(global_state);
let run=run::RunState::init();//new
run.replace_models(&context,default_models());
context.start(run);
}

View File

@ -1,13 +1,59 @@
pub enum WindowInstruction{
Resize(),
}
pub struct WindowState{
//ok
}
impl WindowState{
fn resize(&mut self);
fn render(&self);
use crate::physics::PhysicsInstruction;
use crate::render_thread::InputInstruction;
use crate::instruction::{TimedInstruction, InstructionConsumer};
pub struct RunState{
manual_mouse_lock:bool,
mouse:std::sync::Arc<std::sync::Mutex<physics::MouseState>>,
user_settings:settings::UserSettings,
//Ideally the graphics thread worker description is:
/*
WorkerDescription{
input:Immediate,
output:Realtime(PoolOrdering::Ordered(3)),
}
*/
//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
graphics_thread:worker::INWorker<graphics::GraphicsInstruction>,
physics_thread:worker::QNWorker<TimedInstruction<InputInstruction>>,
}
impl RunState {
fn init() -> Self {
//wee
let user_settings=settings::read_user_settings();
let mut graphics=GraphicsState::new();
graphics.load_user_settings(&user_settings);
//how to multithread
//1. build
physics.generate_models(&indexed_model_instances);
//2. move
let physics_thread=physics.into_worker();
//3. forget
let mut state=RunState{
manual_mouse_lock:false,
mouse:physics::MouseState::default(),
user_settings,
graphics,
physics_thread,
};
state.generate_model_graphics(&device,&queue,indexed_model_instances);
let args:Vec<String>=std::env::args().collect();
if args.len()==2{
let indexed_model_instances=load_file(std::path::PathBuf::from(&args[1]));
state.render_thread=RenderThread::new(user_settings,indexed_model_instances);
}
return state;
}
fn window_event(&mut self, window: &winit::window::Window, event: winit::event::WindowEvent) {
match event {
winit::event::WindowEvent::DroppedFile(path)=>{
@ -138,18 +184,4 @@ impl WindowState{
_=>(),
}
}
pub fn create_window(title:&str,event_loop:&winit::event_loop::EventLoop<()>)->Result<winit::window::Window,winit::error::OsError>{
let mut builder = winit::window::WindowBuilder::new();
builder = builder.with_title(title);
#[cfg(windows_OFF)] // TODO
{
use winit::platform::windows::WindowBuilderExtWindows;
builder = builder.with_no_redirection_bitmap(true);
}
builder.build(event_loop)
}
pub fn into_thread(window:winit::window::Window){
//
}
}