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14 Commits

16 changed files with 1179 additions and 825 deletions

746
Cargo.lock generated

File diff suppressed because it is too large Load Diff

@ -19,7 +19,7 @@ rbx_dom_weak = "2.5.0"
rbx_reflection_database = "0.2.7"
rbx_xml = "0.13.1"
wgpu = "0.17.0"
winit = "0.28.6"
winit = { version = "0.29.2", features = ["rwh_05"] }
#[profile.release]
#lto = true

21
src/compat_worker.rs Normal file

@ -0,0 +1,21 @@
pub type QNWorker<'a,Task>=CompatNWorker<'a,Task>;
pub type INWorker<'a,Task>=CompatNWorker<'a,Task>;
pub struct CompatNWorker<'a,Task>{
data:std::marker::PhantomData<Task>,
f:Box<dyn FnMut(Task)+'a>,
}
impl<'a,Task> CompatNWorker<'a,Task>{
pub fn new(f:impl FnMut(Task)+'a)->CompatNWorker<'a,Task>{
Self{
data:std::marker::PhantomData,
f:Box::new(f),
}
}
pub fn send(&mut self,task:Task)->Result<(),()>{
(self.f)(task);
Ok(())
}
}

@ -8,12 +8,6 @@ pub struct ModelUpdate{
color:Option<glam::Vec4>,
}
#[derive(Clone)]
pub enum GraphicsInstruction{
UpdateModel(ModelUpdate),
Render,
}
struct Entity {
index_count: u32,
index_buf: wgpu::Buffer,
@ -91,6 +85,14 @@ impl GraphicsCamera{
raw
}
}
impl std::default::Default for GraphicsCamera{
fn default()->Self{
Self{
screen_size:glam::UVec2::ONE,
fov:glam::Vec2::ONE,
}
}
}
pub struct GraphicsState{
pipelines: GraphicsPipelines,
@ -134,7 +136,7 @@ impl GraphicsState{
pub fn load_user_settings(&mut self,user_settings:&crate::settings::UserSettings){
self.camera.fov=user_settings.calculate_fov(1.0,&self.camera.screen_size).as_vec2();
}
fn generate_model_graphics(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,indexed_models:crate::model::IndexedModelInstances){
pub fn generate_models(&mut self,device:&wgpu::Device,queue:&wgpu::Queue,indexed_models:crate::model::IndexedModelInstances){
//generate texture view per texture
//idk how to do this gooder lol
@ -454,7 +456,7 @@ impl GraphicsState{
//.into_iter() the modeldata vec so entities can be /moved/ to models.entities
let mut model_count=0;
let mut instance_count=0;
let uniform_buffer_binding_size=crate::graphics_context::required_limits().max_uniform_buffer_binding_size as usize;
let uniform_buffer_binding_size=crate::setup::required_limits().max_uniform_buffer_binding_size as usize;
let chunk_size=uniform_buffer_binding_size/MODEL_BUFFER_SIZE_BYTES;
self.models.reserve(models.len());
for model in models.into_iter() {
@ -528,10 +530,9 @@ impl GraphicsState{
}
pub fn new(
config: &wgpu::SurfaceConfiguration,
_adapter: &wgpu::Adapter,
device: &wgpu::Device,
queue: &wgpu::Queue,
device:&wgpu::Device,
queue:&wgpu::Queue,
config:&wgpu::SurfaceConfiguration,
)->Self{
let camera_bind_group_layout = device.create_bind_group_layout(&wgpu::BindGroupLayoutDescriptor {
label: None,
@ -801,6 +802,7 @@ impl GraphicsState{
}),
primitive: wgpu::PrimitiveState {
front_face: wgpu::FrontFace::Cw,
cull_mode:Some(wgpu::Face::Front),
..Default::default()
},
depth_stencil: Some(wgpu::DepthStencilState {
@ -814,14 +816,8 @@ impl GraphicsState{
multiview: None,
});
let mut physics = crate::physics::PhysicsState::default();
physics.load_user_settings(&user_settings);
let screen_size=glam::uvec2(config.width,config.height);
let camera=GraphicsCamera::new(screen_size,user_settings.calculate_fov(1.0,&screen_size).as_vec2());
let camera_uniforms = camera.to_uniform_data(physics.output().adjust_mouse(&crate::physics::MouseState::default()));
let camera=GraphicsCamera::default();
let camera_uniforms = camera.to_uniform_data(crate::physics::PhysicsOutputState::default().extrapolate(glam::IVec2::ZERO,crate::integer::Time::ZERO));
let camera_buf = device.create_buffer_init(&wgpu::util::BufferInitDescriptor {
label: Some("Camera"),
contents: bytemuck::cast_slice(&camera_uniforms),
@ -876,32 +872,30 @@ impl GraphicsState{
}
pub fn resize(
&mut self,
context:&crate::graphics_context::GraphicsContext,
device:&wgpu::Device,
config:&wgpu::SurfaceConfiguration,
user_settings:&crate::settings::UserSettings,
) {
self.depth_view = Self::create_depth_texture(&context.config,&context.device);
self.camera.screen_size=glam::uvec2(context.config.width, context.config.height);
self.load_user_settings(&self.user_settings);
self.depth_view=Self::create_depth_texture(config,device);
self.camera.screen_size=glam::uvec2(config.width,config.height);
self.load_user_settings(user_settings);
}
pub fn render(
&mut self,
view: &wgpu::TextureView,
device: &wgpu::Device,
queue: &wgpu::Queue,
view:&wgpu::TextureView,
device:&wgpu::Device,
queue:&wgpu::Queue,
physics_output:crate::physics::PhysicsOutputState,
predicted_time:crate::integer::Time,
mouse_pos:glam::IVec2,
) {
//ideally this would be scheduled to execute and finish right before the render.
let time=crate::integer::Time::from_nanos(self.start_time.elapsed().as_nanos() as i64);
self.physics_thread.send(crate::instruction::TimedInstruction{
time,
instruction:crate::render_thread::InputInstruction::Idle,
}).unwrap();
//update time lol
self.mouse.time=time;
//TODO: use scheduled frame times to create beautiful smoothing simulation physics extrapolation assuming no input
let mut encoder =
device.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
// update rotation
let camera_uniforms = self.camera.to_uniform_data(self.physics_thread.grab_clone().adjust_mouse(&self.mouse));
let camera_uniforms = self.camera.to_uniform_data(physics_output.extrapolate(mouse_pos,predicted_time));
self.staging_belt
.write_buffer(
&mut encoder,

62
src/graphics_worker.rs Normal file

@ -0,0 +1,62 @@
pub enum Instruction{
Render(crate::physics::PhysicsOutputState,crate::integer::Time,glam::IVec2),
//UpdateModel(crate::graphics::ModelUpdate),
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
GenerateModels(crate::model::IndexedModelInstances),
ClearModels,
}
//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
pub fn new<'a>(
mut graphics:crate::graphics::GraphicsState,
mut config:wgpu::SurfaceConfiguration,
surface:wgpu::Surface,
device:wgpu::Device,
queue:wgpu::Queue,
)->crate::compat_worker::INWorker<'a,Instruction>{
crate::compat_worker::INWorker::new(move |ins:Instruction|{
match ins{
Instruction::GenerateModels(indexed_model_instances)=>{
graphics.generate_models(&device,&queue,indexed_model_instances);
},
Instruction::ClearModels=>{
graphics.clear();
},
Instruction::Resize(size,user_settings)=>{
println!("Resizing to {:?}",size);
config.width=size.width.max(1);
config.height=size.height.max(1);
surface.configure(&device,&config);
graphics.resize(&device,&config,&user_settings);
}
Instruction::Render(physics_output,predicted_time,mouse_pos)=>{
//this has to go deeper somehow
let frame=match surface.get_current_texture(){
Ok(frame)=>frame,
Err(_)=>{
surface.configure(&device,&config);
surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view=frame.texture.create_view(&wgpu::TextureViewDescriptor{
format:Some(config.view_formats[0]),
..wgpu::TextureViewDescriptor::default()
});
graphics.render(&view,&device,&queue,physics_output,predicted_time,mouse_pos);
frame.present();
}
}
})
}

@ -41,6 +41,11 @@ impl std::fmt::Display for Time{
write!(f,"{}s+{:09}ns",self.0/Self::ONE_SECOND.0,self.0%Self::ONE_SECOND.0)
}
}
impl std::default::Default for Time{
fn default()->Self{
Self(0)
}
}
impl std::ops::Neg for Time{
type Output=Time;
#[inline]

@ -23,14 +23,6 @@ fn recursive_collect_superclass(objects: &mut std::vec::Vec<rbx_dom_weak::types:
}
}
}
fn get_texture_refs(dom:&rbx_dom_weak::WeakDom) -> Vec<rbx_dom_weak::types::Ref>{
let mut objects = std::vec::Vec::new();
recursive_collect_superclass(&mut objects, dom, dom.root(),"Decal");
//get ids
//clear vec
//next class
objects
}
fn planar64_affine3_from_roblox(cf:&rbx_dom_weak::types::CFrame,size:&rbx_dom_weak::types::Vector3)->Planar64Affine3{
Planar64Affine3::new(
Planar64Mat3::from_cols(

@ -1,11 +1,7 @@
use std::time::Instant;
use physics::PhysicsInstruction;
use render_thread::InputInstruction;
use instruction::{TimedInstruction, InstructionConsumer};
mod bvh;
mod aabb;
mod model;
mod setup;
mod window;
mod worker;
mod zeroes;
@ -16,27 +12,10 @@ mod settings;
mod primitives;
mod instruction;
mod load_roblox;
mod render_thread;
mod compat_worker;
mod model_graphics;
mod graphics_context;
pub struct GlobalState{
start_time: std::time::Instant,
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>>,
}
mod physics_worker;
mod graphics_worker;
fn load_file(path: std::path::PathBuf)->Option<model::IndexedModelInstances>{
println!("Loading file: {:?}", &path);
@ -83,7 +62,7 @@ fn load_file(path: std::path::PathBuf)->Option<model::IndexedModelInstances>{
}
}
fn default_models()->model::IndexedModelInstances{
pub fn default_models()->model::IndexedModelInstances{
let mut indexed_models = Vec::new();
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));
indexed_models.push(primitives::unit_sphere());
@ -139,49 +118,7 @@ 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{
start_time:Instant::now(),
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 context=setup::setup(format!("Strafe Client v{}",env!("CARGO_PKG_VERSION")).as_str());
context.start();//creates and runs a window context
}

@ -31,9 +31,12 @@ pub enum PhysicsInputInstruction {
SetZoom(bool),
Reset,
Idle,
//Idle: there were no input events, but the simulation is safe to advance to this timestep
//for interpolation / networking / playback reasons, most playback heads will always want
//to be 1 instruction ahead to generate the next state for interpolation.
}
#[derive(Clone,Hash)]
#[derive(Clone,Hash,Default)]
pub struct Body {
position: Planar64Vec3,//I64 where 2^32 = 1 u
velocity: Planar64Vec3,//I64 where 2^32 = 1 u/s
@ -241,6 +244,19 @@ impl PhysicsCamera {
}
}
impl std::default::Default for PhysicsCamera{
fn default()->Self{
Self{
offset:Planar64Vec3::ZERO,//TODO: delete this from PhysicsCamera, it should be GraphicsCamera only
sensitivity:Ratio64Vec2::ONE*200_000,
mouse:MouseState::default(),//t=0 does not cause divide by zero because it's immediately replaced
clamped_mouse_pos:glam::IVec2::ZERO,
angle_pitch_lower_limit:-Angle32::FRAC_PI_2,
angle_pitch_upper_limit:Angle32::FRAC_PI_2,
}
}
}
pub struct GameMechanicsState{
pub stage_id:u32,
//jump_counts:HashMap<u32,u32>,
@ -275,7 +291,7 @@ enum JumpImpulse{
struct StyleModifiers{
controls_mask:u32,//controls which are unable to be activated
controls_held:u32,//controls which must be active to be able to strafe
strafe_tick_rate:Ratio64,
strafe_tick_rate:Option<Ratio64>,
jump_impulse:JumpImpulse,
jump_calculation:JumpCalculation,
static_friction:Planar64,
@ -289,6 +305,7 @@ struct StyleModifiers{
mass:Planar64,
mv:Planar64,
air_accel_limit:Option<Planar64>,
rocket_force:Option<Planar64>,
gravity:Planar64Vec3,
hitbox_halfsize:Planar64Vec3,
}
@ -315,7 +332,7 @@ impl StyleModifiers{
Self{
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
controls_held:0,
strafe_tick_rate:Ratio64::new(128,Time::ONE_SECOND.nanos() as u64).unwrap(),
strafe_tick_rate:Some(Ratio64::new(128,Time::ONE_SECOND.nanos() as u64).unwrap()),
jump_impulse:JumpImpulse::FromEnergy(Planar64::int(512)),
jump_calculation:JumpCalculation::Energy,
gravity:Planar64Vec3::int(0,-80,0),
@ -324,6 +341,7 @@ impl StyleModifiers{
mass:Planar64::int(1),
mv:Planar64::int(2),
air_accel_limit:None,
rocket_force:None,
walk_speed:Planar64::int(16),
walk_accel:Planar64::int(80),
ladder_speed:Planar64::int(16),
@ -338,7 +356,7 @@ impl StyleModifiers{
Self{
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
controls_held:0,
strafe_tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
strafe_tick_rate:Some(Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap()),
jump_impulse:JumpImpulse::FromTime(Time::from_micros(715_588)),
jump_calculation:JumpCalculation::Capped,
gravity:Planar64Vec3::int(0,-100,0),
@ -347,6 +365,7 @@ impl StyleModifiers{
mass:Planar64::int(1),
mv:Planar64::int(27)/10,
air_accel_limit:None,
rocket_force:None,
walk_speed:Planar64::int(18),
walk_accel:Planar64::int(90),
ladder_speed:Planar64::int(18),
@ -360,7 +379,7 @@ impl StyleModifiers{
Self{
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
controls_held:0,
strafe_tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
strafe_tick_rate:Some(Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap()),
jump_impulse:JumpImpulse::FromTime(Time::from_micros(715_588)),
jump_calculation:JumpCalculation::Capped,
gravity:Planar64Vec3::int(0,-50,0),
@ -369,6 +388,7 @@ impl StyleModifiers{
mass:Planar64::int(1),
mv:Planar64::int(27)/10,
air_accel_limit:None,
rocket_force:None,
walk_speed:Planar64::int(18),
walk_accel:Planar64::int(90),
ladder_speed:Planar64::int(18),
@ -384,7 +404,7 @@ impl StyleModifiers{
Self{
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
controls_held:0,
strafe_tick_rate:Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap(),
strafe_tick_rate:Some(Ratio64::new(100,Time::ONE_SECOND.nanos() as u64).unwrap()),
jump_impulse:JumpImpulse::FromHeight(Planar64::raw(52<<28)),
jump_calculation:JumpCalculation::Linear,
gravity:Planar64Vec3::raw(0,-800<<28,0),
@ -393,6 +413,7 @@ impl StyleModifiers{
mass:Planar64::int(1),
mv:Planar64::raw(30<<28),
air_accel_limit:Some(Planar64::raw(150<<28)*66),
rocket_force:None,
walk_speed:Planar64::int(18),//?
walk_accel:Planar64::int(90),//?
ladder_speed:Planar64::int(18),//?
@ -407,7 +428,7 @@ impl StyleModifiers{
Self{
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
controls_held:0,
strafe_tick_rate:Ratio64::new(66,Time::ONE_SECOND.nanos() as u64).unwrap(),
strafe_tick_rate:Some(Ratio64::new(66,Time::ONE_SECOND.nanos() as u64).unwrap()),
jump_impulse:JumpImpulse::FromHeight(Planar64::raw(52<<28)),
jump_calculation:JumpCalculation::Linear,
gravity:Planar64Vec3::raw(0,-800<<28,0),
@ -416,6 +437,7 @@ impl StyleModifiers{
mass:Planar64::int(1),
mv:Planar64::raw(30<<28),
air_accel_limit:Some(Planar64::raw(150<<28)*66),
rocket_force:None,
walk_speed:Planar64::int(18),//?
walk_accel:Planar64::int(90),//?
ladder_speed:Planar64::int(18),//?
@ -425,6 +447,29 @@ impl StyleModifiers{
hitbox_halfsize:Planar64Vec3::raw(33<<28,73<<28,33<<28)/2,
}
}
fn roblox_rocket()->Self{
Self{
controls_mask:!0,//&!(Self::CONTROL_MOVEUP|Self::CONTROL_MOVEDOWN),
controls_held:0,
strafe_tick_rate:None,
jump_impulse:JumpImpulse::FromTime(Time::from_micros(715_588)),
jump_calculation:JumpCalculation::Capped,
gravity:Planar64Vec3::int(0,-100,0),
static_friction:Planar64::int(2),
kinetic_friction:Planar64::int(3),//unrealistic: kinetic friction is typically lower than static
mass:Planar64::int(1),
mv:Planar64::int(27)/10,
air_accel_limit:None,
rocket_force:Some(Planar64::int(200)),
walk_speed:Planar64::int(18),
walk_accel:Planar64::int(90),
ladder_speed:Planar64::int(18),
ladder_accel:Planar64::int(180),
ladder_dot:(Planar64::int(1)/2).sqrt(),
swim_speed:Planar64::int(12),
hitbox_halfsize:Planar64Vec3::int(2,5,2)/2,
}
}
fn get_control(&self,control:u32,controls:u32)->bool{
controls&self.controls_mask&control==control
@ -492,10 +537,9 @@ impl StyleModifiers{
// return cross(cross(Normal,ControlDir),Normal)/sqrt(1-d*d)
control_dir*self.walk_speed
}
fn get_propulsion_target_velocity(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3{
fn get_propulsion_control_dir(&self,camera:&PhysicsCamera,controls:u32,next_mouse:&MouseState,time:Time)->Planar64Vec3{
let camera_mat=camera.simulate_move_rotation(camera.mouse.lerp(&next_mouse,time));
let control_dir=camera_mat*self.get_control_dir(controls);
control_dir*self.walk_speed
camera_mat*self.get_control_dir(controls)
}
}
@ -527,14 +571,14 @@ pub struct PhysicsState{
//This is not the same as Reset which teleports you to Spawn0
spawn_point:Planar64Vec3,
}
#[derive(Clone)]
#[derive(Clone,Default)]
pub struct PhysicsOutputState{
camera:PhysicsCamera,
body:Body,
}
impl PhysicsOutputState{
pub fn adjust_mouse(&self,mouse:&MouseState)->(glam::Vec3,glam::Vec2){
((self.body.extrapolated_position(mouse.time)+self.camera.offset).into(),self.camera.simulate_move_angles(mouse.pos))
pub fn extrapolate(&self,mouse_pos:glam::IVec2,time:Time)->(glam::Vec3,glam::Vec2){
((self.body.extrapolated_position(time)+self.camera.offset).into(),self.camera.simulate_move_angles(mouse_pos))
}
}
@ -718,6 +762,7 @@ impl PhysicsState {
self.models.clear();
self.modes.clear();
self.touching.clear();
self.bvh=crate::bvh::BvhNode::default();
}
pub fn output(&self)->PhysicsOutputState{
@ -839,11 +884,13 @@ impl PhysicsState {
}
fn next_strafe_instruction(&self) -> Option<TimedInstruction<PhysicsInstruction>> {
return Some(TimedInstruction{
time:Time::from_nanos(self.style.strafe_tick_rate.rhs_div_int(self.style.strafe_tick_rate.mul_int(self.time.nanos())+1)),
//only poll the physics if there is a before and after mouse event
instruction:PhysicsInstruction::StrafeTick
});
self.style.strafe_tick_rate.as_ref().map(|strafe_tick_rate|{
TimedInstruction{
time:Time::from_nanos(strafe_tick_rate.rhs_div_int(strafe_tick_rate.mul_int(self.time.nanos())+1)),
//only poll the physics if there is a before and after mouse event
instruction:PhysicsInstruction::StrafeTick
}
})
}
//state mutated on collision:
@ -877,16 +924,20 @@ impl PhysicsState {
// });
// }
fn refresh_walk_target(&mut self){
fn refresh_walk_target(&mut self)->Option<Planar64Vec3>{
match &mut self.move_state{
MoveState::Air|MoveState::Water=>(),
MoveState::Air|MoveState::Water=>None,
MoveState::Walk(WalkState{normal,state})=>{
let n=normal;
(*state,self.body.acceleration)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n);
let a;
(*state,a)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_walk_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n);
Some(a)
},
MoveState::Ladder(WalkState{normal,state})=>{
let n=normal;
(*state,self.body.acceleration)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n);
let a;
(*state,a)=WalkEnum::with_target_velocity(&self.touching,&self.body,&self.style,&self.models,self.style.get_ladder_target_velocity(&self.camera,self.controls,&self.next_mouse,self.time),&n);
Some(a)
},
}
}
@ -924,7 +975,8 @@ impl PhysicsState {
//collect x
match collision_data.face {
TreyMeshFace::Top|TreyMeshFace::Back|TreyMeshFace::Bottom|TreyMeshFace::Front=>{
for t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2) {
let (roots,nroots)=zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2);
for &t in &roots[0..nroots]{
//negative t = back in time
//must be moving towards surface to collide
//must beat the current soonest collision time
@ -937,7 +989,8 @@ impl PhysicsState {
break;
}
}
for t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2) {
let (roots,nroots)=zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2);
for &t in &roots[0..nroots]{
//negative t = back in time
//must be moving towards surface to collide
//must beat the current soonest collision time
@ -969,7 +1022,8 @@ impl PhysicsState {
//collect y
match collision_data.face {
TreyMeshFace::Left|TreyMeshFace::Back|TreyMeshFace::Right|TreyMeshFace::Front=>{
for t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2) {
let (roots,nroots)=zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2);
for &t in &roots[0..nroots]{
//negative t = back in time
//must be moving towards surface to collide
//must beat the current soonest collision time
@ -982,7 +1036,8 @@ impl PhysicsState {
break;
}
}
for t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2) {
let (roots,nroots)=zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2);
for &t in &roots[0..nroots]{
//negative t = back in time
//must be moving towards surface to collide
//must beat the current soonest collision time
@ -1014,7 +1069,8 @@ impl PhysicsState {
//collect z
match collision_data.face {
TreyMeshFace::Left|TreyMeshFace::Bottom|TreyMeshFace::Right|TreyMeshFace::Top=>{
for t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2) {
let (roots,nroots)=zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2);
for &t in &roots[0..nroots]{
//negative t = back in time
//must be moving towards surface to collide
//must beat the current soonest collision time
@ -1027,7 +1083,8 @@ impl PhysicsState {
break;
}
}
for t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2) {
let (roots,nroots)=zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2);
for &t in &roots[0..nroots]{
//negative t = back in time
//must be moving towards surface to collide
//must beat the current soonest collision time
@ -1057,7 +1114,7 @@ impl PhysicsState {
},
}
//generate instruction
if let Some(face) = exit_face{
if let Some(_face) = exit_face{
return Some(TimedInstruction {
time: best_time,
instruction: PhysicsInstruction::CollisionEnd(collision_data.clone())
@ -1073,7 +1130,8 @@ impl PhysicsState {
let mut best_time=time_limit;
let mut best_face:Option<TreyMeshFace>=None;
//collect x
for t in zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2) {
let (roots,nroots)=zeroes2(mesh0.max.x()-mesh1.min.x(),v.x(),a.x()/2);
for &t in &roots[0..nroots]{
//must collide now or in the future
//must beat the current soonest collision time
//must be moving towards surface
@ -1089,7 +1147,8 @@ impl PhysicsState {
}
}
}
for t in zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2) {
let (roots,nroots)=zeroes2(mesh0.min.x()-mesh1.max.x(),v.x(),a.x()/2);
for &t in &roots[0..nroots]{
//must collide now or in the future
//must beat the current soonest collision time
//must be moving towards surface
@ -1106,7 +1165,8 @@ impl PhysicsState {
}
}
//collect y
for t in zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2) {
let (roots,nroots)=zeroes2(mesh0.max.y()-mesh1.min.y(),v.y(),a.y()/2);
for &t in &roots[0..nroots]{
//must collide now or in the future
//must beat the current soonest collision time
//must be moving towards surface
@ -1122,7 +1182,8 @@ impl PhysicsState {
}
}
}
for t in zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2) {
let (roots,nroots)=zeroes2(mesh0.min.y()-mesh1.max.y(),v.y(),a.y()/2);
for &t in &roots[0..nroots]{
//must collide now or in the future
//must beat the current soonest collision time
//must be moving towards surface
@ -1139,7 +1200,8 @@ impl PhysicsState {
}
}
//collect z
for t in zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2) {
let (roots,nroots)=zeroes2(mesh0.max.z()-mesh1.min.z(),v.z(),a.z()/2);
for &t in &roots[0..nroots]{
//must collide now or in the future
//must beat the current soonest collision time
//must be moving towards surface
@ -1155,7 +1217,8 @@ impl PhysicsState {
}
}
}
for t in zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2) {
let (roots,nroots)=zeroes2(mesh0.min.z()-mesh1.max.z(),v.z(),a.z()/2);
for &t in &roots[0..nroots]{
//must collide now or in the future
//must beat the current soonest collision time
//must be moving towards surface
@ -1314,7 +1377,7 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
match booster{
&crate::model::GameMechanicBooster::Affine(transform)=>v=transform.transform_point3(v),
&crate::model::GameMechanicBooster::Velocity(velocity)=>v+=velocity,
&crate::model::GameMechanicBooster::Energy{direction,energy}=>todo!(),
&crate::model::GameMechanicBooster::Energy{direction: _,energy: _}=>todo!(),
}
self.touching.constrain_velocity(&self.models,&mut v);
},
@ -1325,10 +1388,10 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
match trajectory{
crate::model::GameMechanicSetTrajectory::AirTime(_) => todo!(),
crate::model::GameMechanicSetTrajectory::Height(_) => todo!(),
crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point, time } => todo!(),
crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint { target_point, speed, trajectory_choice } => todo!(),
crate::model::GameMechanicSetTrajectory::TargetPointTime { target_point: _, time: _ } => todo!(),
crate::model::GameMechanicSetTrajectory::TrajectoryTargetPoint { target_point: _, speed: _, trajectory_choice: _ } => todo!(),
&crate::model::GameMechanicSetTrajectory::Velocity(velocity)=>v=velocity,
crate::model::GameMechanicSetTrajectory::DotVelocity { direction, dot } => todo!(),
crate::model::GameMechanicSetTrajectory::DotVelocity { direction: _, dot: _ } => todo!(),
}
self.touching.constrain_velocity(&self.models,&mut v);
},
@ -1338,9 +1401,11 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
if self.style.get_control(StyleModifiers::CONTROL_JUMP,self.controls){
self.jump();
}
self.refresh_walk_target();
if let Some(a)=self.refresh_walk_target(){
self.body.acceleration=a;
}
},
PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
PhysicsCollisionAttributes::Intersect{intersecting: _,general}=>{
//I think that setting the velocity to 0 was preventing surface contacts from entering an infinite loop
self.touching.insert_intersect(c.model,c);
run_teleport_behaviour(&general.teleport_behaviour,&mut self.game,&self.models,&self.modes,&self.style,&mut self.touching,&mut self.body,model);
@ -1350,9 +1415,12 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
PhysicsInstruction::CollisionEnd(c) => {
let model=c.model(&self.models).unwrap();
match &model.attributes{
PhysicsCollisionAttributes::Contact{contacting,general}=>{
PhysicsCollisionAttributes::Contact{contacting: _,general: _}=>{
self.touching.remove_contact(c.model);//remove contact before calling contact_constrain_acceleration
let mut a=self.style.gravity;
if let Some(rocket_force)=self.style.rocket_force{
a+=self.style.get_propulsion_control_dir(&self.camera,self.controls,&self.next_mouse,self.time)*rocket_force;
}
self.touching.constrain_acceleration(&self.models,&mut a);
self.body.acceleration=a;
//check ground
@ -1362,10 +1430,12 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
//TODO: make this more advanced checking contacts
self.move_state=MoveState::Air;
},
_=>self.refresh_walk_target(),
_=>if let Some(a)=self.refresh_walk_target(){
self.body.acceleration=a;
},
}
},
PhysicsCollisionAttributes::Intersect{intersecting,general}=>{
PhysicsCollisionAttributes::Intersect{intersecting: _,general: _}=>{
self.touching.remove_intersect(c.model);
},
}
@ -1439,7 +1509,14 @@ impl crate::instruction::InstructionConsumer<PhysicsInstruction> for PhysicsStat
PhysicsInputInstruction::Idle => {refresh_walk_target=false;},//literally idle!
}
if refresh_walk_target{
self.refresh_walk_target();
if let Some(a)=self.refresh_walk_target(){
self.body.acceleration=a;
}else if let Some(rocket_force)=self.style.rocket_force{
let mut a=self.style.gravity;
a+=self.style.get_propulsion_control_dir(&self.camera,self.controls,&self.next_mouse,self.time)*rocket_force;
self.touching.constrain_acceleration(&self.models,&mut a);
self.body.acceleration=a;
}
}
},
}

133
src/physics_worker.rs Normal file

@ -0,0 +1,133 @@
use crate::integer::Time;
use crate::physics::{MouseState,PhysicsInputInstruction};
use crate::instruction::{TimedInstruction,InstructionConsumer};
#[derive(Debug)]
pub enum InputInstruction {
MoveMouse(glam::IVec2),
MoveRight(bool),
MoveUp(bool),
MoveBack(bool),
MoveLeft(bool),
MoveDown(bool),
MoveForward(bool),
Jump(bool),
Zoom(bool),
Reset,
}
pub enum Instruction{
Input(InputInstruction),
Render,
Resize(winit::dpi::PhysicalSize<u32>,crate::settings::UserSettings),
GenerateModels(crate::model::IndexedModelInstances),
ClearModels,
//Graphics(crate::graphics_worker::Instruction),
}
pub fn new(mut physics:crate::physics::PhysicsState,mut graphics_worker:crate::compat_worker::INWorker<crate::graphics_worker::Instruction>)->crate::compat_worker::QNWorker<TimedInstruction<Instruction>>{
let mut mouse_blocking=true;
let mut last_mouse_time=physics.next_mouse.time;
let mut timeline=std::collections::VecDeque::new();
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<Instruction>|{
if if let Some(phys_input)=match &ins.instruction{
Instruction::Input(input_instruction)=>match input_instruction{
&InputInstruction::MoveMouse(m)=>{
if mouse_blocking{
//tell the game state which is living in the past about its future
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
});
}else{
//mouse has just started moving again after being still for longer than 10ms.
//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::ReplaceMouse(
MouseState{time:last_mouse_time,pos:physics.next_mouse.pos},
MouseState{time:ins.time,pos:m}
),
});
//delay physics execution until we have an interpolation target
mouse_blocking=true;
}
last_mouse_time=ins.time;
None
},
&InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
&InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
&InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
&InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
&InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
&InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
&InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
&InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
},
Instruction::GenerateModels(_)=>Some(PhysicsInputInstruction::Idle),
Instruction::ClearModels=>Some(PhysicsInputInstruction::Idle),
Instruction::Resize(_,_)=>Some(PhysicsInputInstruction::Idle),
Instruction::Render=>Some(PhysicsInputInstruction::Idle),
}{
//non-mouse event
timeline.push_back(TimedInstruction{
time:ins.time,
instruction:phys_input,
});
if mouse_blocking{
//assume the mouse has stopped moving after 10ms.
//shitty mice are 125Hz which is 8ms so this should cover that.
//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
//so mouse events are probably not handled separately from drawing and fire right before it :(
if Time::from_millis(10)<ins.time-physics.next_mouse.time{
//push an event to extrapolate no movement from
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:physics.next_mouse.pos}),
});
last_mouse_time=ins.time;
//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
mouse_blocking=false;
true
}else{
false
}
}else{
//keep this up to date so that it can be used as a known-timestamp
//that the mouse was not moving when the mouse starts moving again
last_mouse_time=ins.time;
true
}
}else{
//mouse event
true
}{
//empty queue
while let Some(instruction)=timeline.pop_front(){
physics.run(instruction.time);
physics.process_instruction(TimedInstruction{
time:instruction.time,
instruction:crate::physics::PhysicsInstruction::Input(instruction.instruction),
});
}
}
match ins.instruction{
Instruction::Render=>{
graphics_worker.send(crate::graphics_worker::Instruction::Render(physics.output(),ins.time,physics.next_mouse.pos)).unwrap();
},
Instruction::Resize(size,user_settings)=>{
graphics_worker.send(crate::graphics_worker::Instruction::Resize(size,user_settings)).unwrap();
},
Instruction::GenerateModels(indexed_model_instances)=>{
physics.generate_models(&indexed_model_instances);
physics.spawn(indexed_model_instances.spawn_point);
graphics_worker.send(crate::graphics_worker::Instruction::GenerateModels(indexed_model_instances)).unwrap();
},
Instruction::ClearModels=>{
physics.clear();
graphics_worker.send(crate::graphics_worker::Instruction::ClearModels).unwrap();
},
_=>(),
}
})
}

@ -1,129 +0,0 @@
use crate::integer::Time;
use crate::physics::{MouseState,PhysicsInputInstruction};
use crate::instruction::{TimedInstruction,InstructionConsumer};
#[derive(Debug)]
pub enum InputInstruction {
MoveMouse(glam::IVec2),
MoveRight(bool),
MoveUp(bool),
MoveBack(bool),
MoveLeft(bool),
MoveDown(bool),
MoveForward(bool),
Jump(bool),
Zoom(bool),
Reset,
Render,
//Idle: there were no input events, but the simulation is safe to advance to this timestep
//for interpolation / networking / playback reasons, most playback heads will always want
//to be 1 instruction ahead to generate the next state for interpolation.
}
pub struct RenderState{
physics:crate::physics::PhysicsState,
graphics:crate::graphics::GraphicsState,
}
impl RenderState{
pub fn new(user_settings:&crate::settings::UserSettings,indexed_model_instances:crate::model::IndexedModelInstances){
let mut physics=crate::physics::PhysicsState::default();
physics.spawn(indexed_model_instances.spawn_point);
physics.load_user_settings(user_settings);
physics.generate_models(&indexed_model_instances);
let mut graphics=Self::new_graphics_state();
graphics.load_user_settings(user_settings);
graphics.generate_models(indexed_model_instances);
//manual reset
}
pub fn into_worker(mut self)->crate::worker::CNWorker<TimedInstruction<InputInstruction>>{
let mut mouse_blocking=true;
let mut last_mouse_time=self.physics.next_mouse.time;
let mut timeline=std::collections::VecDeque::new();
crate::worker::CNWorker::new(move |ins:TimedInstruction<InputInstruction>|{
let mut render=false;
if if let Some(phys_input)=match ins.instruction{
InputInstruction::MoveMouse(m)=>{
if mouse_blocking{
//tell the game state which is living in the past about its future
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:m}),
});
}else{
//mouse has just started moving again after being still for longer than 10ms.
//replace the entire mouse interpolation state to avoid an intermediate state with identical m0.t m1.t timestamps which will divide by zero
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::ReplaceMouse(
MouseState{time:last_mouse_time,pos:self.physics.next_mouse.pos},
MouseState{time:ins.time,pos:m}
),
});
//delay physics execution until we have an interpolation target
mouse_blocking=true;
}
last_mouse_time=ins.time;
None
},
InputInstruction::MoveForward(s)=>Some(PhysicsInputInstruction::SetMoveForward(s)),
InputInstruction::MoveLeft(s)=>Some(PhysicsInputInstruction::SetMoveLeft(s)),
InputInstruction::MoveBack(s)=>Some(PhysicsInputInstruction::SetMoveBack(s)),
InputInstruction::MoveRight(s)=>Some(PhysicsInputInstruction::SetMoveRight(s)),
InputInstruction::MoveUp(s)=>Some(PhysicsInputInstruction::SetMoveUp(s)),
InputInstruction::MoveDown(s)=>Some(PhysicsInputInstruction::SetMoveDown(s)),
InputInstruction::Jump(s)=>Some(PhysicsInputInstruction::SetJump(s)),
InputInstruction::Zoom(s)=>Some(PhysicsInputInstruction::SetZoom(s)),
InputInstruction::Reset=>Some(PhysicsInputInstruction::Reset),
InputInstruction::Render=>{render=true;Some(PhysicsInputInstruction::Idle)},
}{
//non-mouse event
timeline.push_back(TimedInstruction{
time:ins.time,
instruction:phys_input,
});
if mouse_blocking{
//assume the mouse has stopped moving after 10ms.
//shitty mice are 125Hz which is 8ms so this should cover that.
//setting this to 100us still doesn't print even though it's 10x lower than the polling rate,
//so mouse events are probably not handled separately from drawing and fire right before it :(
if Time::from_millis(10)<ins.time-self.physics.next_mouse.time{
//push an event to extrapolate no movement from
timeline.push_front(TimedInstruction{
time:last_mouse_time,
instruction:PhysicsInputInstruction::SetNextMouse(MouseState{time:ins.time,pos:self.physics.next_mouse.pos}),
});
last_mouse_time=ins.time;
//stop blocking. the mouse is not moving so the physics does not need to live in the past and wait for interpolation targets.
mouse_blocking=false;
true
}else{
false
}
}else{
//keep this up to date so that it can be used as a known-timestamp
//that the mouse was not moving when the mouse starts moving again
last_mouse_time=ins.time;
true
}
}else{
//mouse event
true
}{
//empty queue
while let Some(instruction)=timeline.pop_front(){
self.physics.run(instruction.time);
self.physics.process_instruction(TimedInstruction{
time:instruction.time,
instruction:crate::physics::PhysicsInstruction::Input(instruction.instruction),
});
}
}
if render{
self.graphics.render();
}
})
}
}

@ -1,11 +1,14 @@
use crate::integer::{Ratio64,Ratio64Vec2};
#[derive(Clone)]
struct Ratio{
ratio:f64,
}
#[derive(Clone)]
enum DerivedFov{
FromScreenAspect,
FromAspect(Ratio),
}
#[derive(Clone)]
enum Fov{
Exactly{x:f64,y:f64},
SpecifyXDeriveY{x:f64,y:DerivedFov},
@ -16,9 +19,11 @@ impl Default for Fov{
Fov::SpecifyYDeriveX{x:DerivedFov::FromScreenAspect,y:1.0}
}
}
#[derive(Clone)]
enum DerivedSensitivity{
FromRatio(Ratio64),
}
#[derive(Clone)]
enum Sensitivity{
Exactly{x:Ratio64,y:Ratio64},
SpecifyXDeriveY{x:Ratio64,y:DerivedSensitivity},
@ -30,7 +35,7 @@ impl Default for Sensitivity{
}
}
#[derive(Default)]
#[derive(Default,Clone)]
pub struct UserSettings{
fov:Fov,
sensitivity:Sensitivity,

@ -1,28 +1,42 @@
fn optional_features() -> wgpu::Features {
wgpu::Features::empty()
use crate::instruction::TimedInstruction;
use crate::window::WindowInstruction;
fn optional_features()->wgpu::Features{
wgpu::Features::TEXTURE_COMPRESSION_ASTC
|wgpu::Features::TEXTURE_COMPRESSION_ETC2
}
fn required_features() -> wgpu::Features {
wgpu::Features::empty()
fn required_features()->wgpu::Features{
wgpu::Features::TEXTURE_COMPRESSION_BC
}
fn required_downlevel_capabilities() -> wgpu::DownlevelCapabilities {
wgpu::DownlevelCapabilities {
flags: wgpu::DownlevelFlags::empty(),
shader_model: wgpu::ShaderModel::Sm5,
fn required_downlevel_capabilities()->wgpu::DownlevelCapabilities{
wgpu::DownlevelCapabilities{
flags:wgpu::DownlevelFlags::empty(),
shader_model:wgpu::ShaderModel::Sm5,
..wgpu::DownlevelCapabilities::default()
}
}
pub fn required_limits() -> wgpu::Limits {
wgpu::Limits::downlevel_webgl2_defaults() // These downlevel limits will allow the code to run on all possible hardware
pub fn required_limits()->wgpu::Limits{
wgpu::Limits::default()
}
struct GraphicsContextPartial1{
struct SetupContextPartial1{
backends:wgpu::Backends,
instance:wgpu::Instance,
}
fn create_instance()->GraphicsContextPartial1{
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()->SetupContextPartial1{
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();
GraphicsContextPartial1{
SetupContextPartial1{
backends,
instance:wgpu::Instance::new(wgpu::InstanceDescriptor{
backends,
@ -30,25 +44,26 @@ fn create_instance()->GraphicsContextPartial1{
}),
}
}
impl GraphicsContextPartial1{
fn create_surface(self,window:&winit::window::Window)->Result<GraphicsContextPartial2,wgpu::CreateSurfaceError>{
Ok(GraphicsContextPartial2{
impl SetupContextPartial1{
fn create_surface(self,window:&winit::window::Window)->Result<SetupContextPartial2,wgpu::CreateSurfaceError>{
Ok(SetupContextPartial2{
backends:self.backends,
surface:unsafe{self.instance.create_surface(window)}?,
instance:self.instance,
surface:unsafe{self.instance.create_surface(window)}?
})
}
}
struct GraphicsContextPartial2{
struct SetupContextPartial2{
backends:wgpu::Backends,
instance:wgpu::Instance,
surface:wgpu::Surface,
}
impl GraphicsContextPartial2{
fn pick_adapter(self)->GraphicsContextPartial3{
impl SetupContextPartial2{
fn pick_adapter(self)->SetupContextPartial3{
let adapter;
let optional_features=optional_features();
//TODO: prefer adapter that implements optional features
//let optional_features=optional_features();
let required_features=required_features();
//no helper function smh gotta write it myself
@ -99,20 +114,20 @@ impl GraphicsContextPartial2{
"Adapter does not support the downlevel capabilities required to run this example: {:?}",
required_downlevel_capabilities.flags - downlevel_capabilities.flags
);
GraphicsContextPartial3{
SetupContextPartial3{
instance:self.instance,
surface:self.surface,
adapter,
}
}
}
struct GraphicsContextPartial3{
struct SetupContextPartial3{
instance:wgpu::Instance,
surface:wgpu::Surface,
adapter:wgpu::Adapter,
}
impl GraphicsContextPartial3{
fn request_device(self)->GraphicsContextPartial4{
impl SetupContextPartial3{
fn request_device(self)->SetupContextPartial4{
let optional_features=optional_features();
let required_features=required_features();
@ -131,7 +146,7 @@ impl GraphicsContextPartial3{
))
.expect("Unable to find a suitable GPU adapter!");
GraphicsContextPartial4{
SetupContextPartial4{
instance:self.instance,
surface:self.surface,
adapter:self.adapter,
@ -140,15 +155,15 @@ impl GraphicsContextPartial3{
}
}
}
struct GraphicsContextPartial4{
struct SetupContextPartial4{
instance:wgpu::Instance,
surface:wgpu::Surface,
adapter:wgpu::Adapter,
device:wgpu::Device,
queue:wgpu::Queue,
}
impl GraphicsContextPartial4{
fn configure_surface(self,size:&winit::dpi::PhysicalSize<u32>)->GraphicsContext{
impl SetupContextPartial4{
fn configure_surface(self,size:&winit::dpi::PhysicalSize<u32>)->SetupContext{
let mut config=self.surface
.get_default_config(&self.adapter, size.width, size.height)
.expect("Surface isn't supported by the adapter.");
@ -156,29 +171,27 @@ impl GraphicsContextPartial4{
config.view_formats.push(surface_view_format);
self.surface.configure(&self.device, &config);
GraphicsContext{
SetupContext{
instance:self.instance,
surface:self.surface,
adapter:self.adapter,
device:self.device,
queue:self.queue,
config,
}
}
}
pub struct GraphicsContext{
pub struct SetupContext{
pub instance:wgpu::Instance,
pub surface:wgpu::Surface,
pub adapter:wgpu::Adapter,
pub device:wgpu::Device,
pub queue:wgpu::Queue,
pub config:wgpu::SurfaceConfiguration,
}
pub fn setup(title:&str)->GraphicsContextSetup{
let event_loop=winit::event_loop::EventLoop::new();
pub fn setup(title:&str)->SetupContextSetup{
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...");
@ -190,126 +203,99 @@ pub fn setup(title:&str)->GraphicsContextSetup{
let partial_4=partial_3.request_device();
GraphicsContextSetup{
SetupContextSetup{
window,
event_loop,
partial_graphics_context:partial_4,
partial_context:partial_4,
}
}
struct GraphicsContextSetup{
pub struct SetupContextSetup{
window:winit::window::Window,
event_loop:winit::event_loop::EventLoop<()>,
partial_graphics_context:GraphicsContextPartial4,
partial_context:SetupContextPartial4,
}
impl GraphicsContextSetup{
fn into_split(self)->(winit::window::Window,winit::event_loop::EventLoop<()>,GraphicsContext){
impl SetupContextSetup{
fn into_split(self)->(winit::window::Window,winit::event_loop::EventLoop<()>,SetupContext){
let size=self.window.inner_size();
//Steal values and drop self
(
self.window,
self.event_loop,
self.partial_graphics_context.configure_surface(&size),
self.partial_context.configure_surface(&size),
)
}
pub fn start(self,mut global_state:crate::GlobalState){
let (window,event_loop,graphics_context)=self.into_split();
pub fn start(self){
let (window,event_loop,setup_context)=self.into_split();
println!("Entering render loop...");
event_loop.run(move |event,_,control_flow|{
*control_flow=if cfg!(feature="metal-auto-capture"){
winit::event_loop::ControlFlow::Exit
}else{
winit::event_loop::ControlFlow::Poll
};
//dedicated thread to ping request redraw back and resize the window doesn't seem logical
let window=crate::window::WindowContextSetup::new(&setup_context,window);
//the thread that spawns the physics thread
let window_thread=window.into_worker(setup_context);
println!("Entering event loop...");
let root_time=std::time::Instant::now();
run_event_loop(event_loop,window_thread,root_time).unwrap();
}
}
fn run_event_loop(
event_loop:winit::event_loop::EventLoop<()>,
mut window_thread:crate::compat_worker::QNWorker<TimedInstruction<WindowInstruction>>,
root_time:std::time::Instant
)->Result<(),winit::error::EventLoopError>{
event_loop.run(move |event,elwt|{
let time=crate::integer::Time::from_nanos(root_time.elapsed().as_nanos() as i64);
// *control_flow=if cfg!(feature="metal-auto-capture"){
// winit::event_loop::ControlFlow::Exit
// }else{
// winit::event_loop::ControlFlow::Poll
// };
match event{
winit::event::Event::RedrawEventsCleared=>{
window.request_redraw();
winit::event::Event::AboutToWait=>{
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::RequestRedraw}).unwrap();
}
winit::event::Event::WindowEvent {
event:
winit::event::WindowEvent::Resized(size)
| winit::event::WindowEvent::ScaleFactorChanged {
new_inner_size:&mut size,
..
},
..
// WindowEvent::Resized(size)
// | WindowEvent::ScaleFactorChanged {
// new_inner_size: &mut size,
// ..
// },
winit::event::WindowEvent::Resized(size),//ignoring scale factor changed for now because mutex bruh
window_id:_,
} => {
// Once winit is fixed, the detection conditions here can be removed.
// https://github.com/rust-windowing/winit/issues/2876
// this has been fixed if I update winit (remove the if statement and only use the else case)
//drop adapter when you delete this
let max_dimension=graphics_context.adapter.limits().max_texture_dimension_2d;
if max_dimension<size.width||max_dimension<size.height{
println!(
"The resizing size {:?} exceeds the limit of {}.",
size,
max_dimension
);
}else{
println!("Resizing to {:?}",size);
graphics_context.config.width=size.width.max(1);
graphics_context.config.height=size.height.max(1);
window.resize(&graphics_context);
graphics_context.surface.configure(&graphics_context.device,&graphics_context.config);
}
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::Resize(size)}).unwrap();
}
winit::event::Event::WindowEvent{event,..}=>match event{
winit::event::WindowEvent::KeyboardInput{
input:
winit::event::KeyboardInput{
virtual_keycode:Some(winit::event::VirtualKeyCode::Escape),
event:
winit::event::KeyEvent {
logical_key: winit::keyboard::Key::Named(winit::keyboard::NamedKey::Escape),
state: winit::event::ElementState::Pressed,
..
},
..
}
|winit::event::WindowEvent::CloseRequested=>{
*control_flow=winit::event_loop::ControlFlow::Exit;
elwt.exit();
}
winit::event::WindowEvent::KeyboardInput{
input:
winit::event::KeyboardInput{
virtual_keycode:Some(winit::event::VirtualKeyCode::Scroll),
state: winit::event::ElementState::Pressed,
..
},
..
}=>{
println!("{:#?}",graphics_context.instance.generate_report());
winit::event::WindowEvent::RedrawRequested=>{
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::Render}).unwrap();
}
_=>{
global_state.update(event);
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::WindowEvent(event)}).unwrap();
}
},
winit::event::Event::DeviceEvent{
event,
..
} => {
global_state.device_event(event);
window_thread.send(TimedInstruction{time,instruction:WindowInstruction::DeviceEvent(event)}).unwrap();
},
winit::event::Event::RedrawRequested(_)=>{
let frame=match graphics_context.surface.get_current_texture(){
Ok(frame)=>frame,
Err(_)=>{
graphics_context.surface.configure(&graphics_context.device,&graphics_context.config);
graphics_context.surface
.get_current_texture()
.expect("Failed to acquire next surface texture!")
}
};
let view=frame.texture.create_view(&wgpu::TextureViewDescriptor{
format:Some(graphics_context.config.view_formats[0]),
..wgpu::TextureViewDescriptor::default()
});
graphics.render(&view,&graphics_context.device,&graphics_context.queue);
frame.present();
}
_=>{}
}
});
}
})
}

@ -1,50 +1,68 @@
pub struct WindowState{
//ok
}
impl WindowState{
fn resize(&mut self);
fn render(&self);
use crate::instruction::TimedInstruction;
use crate::physics_worker::InputInstruction;
fn update(&mut self, window: &winit::window::Window, event: winit::event::WindowEvent) {
let time=integer::Time::from_nanos(self.start_time.elapsed().as_nanos() as i64);
pub enum WindowInstruction{
Resize(winit::dpi::PhysicalSize<u32>),
WindowEvent(winit::event::WindowEvent),
DeviceEvent(winit::event::DeviceEvent),
RequestRedraw,
Render,
}
//holds thread handles to dispatch to
struct WindowContext<'a>{
manual_mouse_lock:bool,
mouse:crate::physics::MouseState,//std::sync::Arc<std::sync::Mutex<>>
screen_size:glam::UVec2,
user_settings:crate::settings::UserSettings,
window:winit::window::Window,
physics_thread:crate::compat_worker::QNWorker<'a, TimedInstruction<crate::physics_worker::Instruction>>,
}
impl WindowContext<'_>{
fn get_middle_of_screen(&self)->winit::dpi::PhysicalPosition<f32>{
winit::dpi::PhysicalPosition::new(self.screen_size.x as f32/2.0,self.screen_size.y as f32/2.0)
}
fn window_event(&mut self,time:crate::integer::Time,event: winit::event::WindowEvent) {
match event {
winit::event::WindowEvent::DroppedFile(path)=>{
std::thread::spawn(move ||{
let indexed_model_instances=load_file(path);
self.render_thread.send(Instruction::Die(indexed_model_instances));
});
//blocking because it's simpler...
if let Some(indexed_model_instances)=crate::load_file(path){
self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::ClearModels}).unwrap();
self.physics_thread.send(TimedInstruction{time,instruction:crate::physics_worker::Instruction::GenerateModels(indexed_model_instances)}).unwrap();
}
},
winit::event::WindowEvent::Focused(state)=>{
winit::event::WindowEvent::Focused(_state)=>{
//pause unpause
//recalculate pressed keys on focus
},
winit::event::WindowEvent::KeyboardInput {
input:winit::event::KeyboardInput{state, virtual_keycode,..},
winit::event::WindowEvent::KeyboardInput{
event:winit::event::KeyEvent{state,logical_key,repeat:false,..},
..
}=>{
let s=match state {
winit::event::ElementState::Pressed => true,
winit::event::ElementState::Released => false,
let s=match state{
winit::event::ElementState::Pressed=>true,
winit::event::ElementState::Released=>false,
};
match virtual_keycode{
Some(winit::event::VirtualKeyCode::Tab)=>{
match logical_key{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Tab)=>{
if s{
self.manual_mouse_lock=false;
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.graphics.camera.screen_size.x as f32/2.0, self.graphics.camera.screen_size.y as f32/2.0)){
match self.window.set_cursor_position(self.get_middle_of_screen()){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
match window.set_cursor_grab(winit::window::CursorGrabMode::None){
match self.window.set_cursor_grab(winit::window::CursorGrabMode::None){
Ok(())=>(),
Err(e)=>println!("Could not release cursor: {:?}",e),
}
}else{
//if cursor is outside window don't lock but apparently there's no get pos function
//let pos=window.get_cursor_pos();
match window.set_cursor_grab(winit::window::CursorGrabMode::Locked){
match self.window.set_cursor_grab(winit::window::CursorGrabMode::Locked){
Ok(())=>(),
Err(_)=>{
match window.set_cursor_grab(winit::window::CursorGrabMode::Confined){
match self.window.set_cursor_grab(winit::window::CursorGrabMode::Confined){
Ok(())=>(),
Err(e)=>{
self.manual_mouse_lock=true;
@ -54,62 +72,62 @@ impl WindowState{
}
}
}
window.set_cursor_visible(s);
self.window.set_cursor_visible(s);
},
Some(winit::event::VirtualKeyCode::F11)=>{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::F11)=>{
if s{
if window.fullscreen().is_some(){
window.set_fullscreen(None);
if self.window.fullscreen().is_some(){
self.window.set_fullscreen(None);
}else{
window.set_fullscreen(Some(winit::window::Fullscreen::Borderless(None)));
self.window.set_fullscreen(Some(winit::window::Fullscreen::Borderless(None)));
}
}
},
Some(winit::event::VirtualKeyCode::Escape)=>{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Escape)=>{
if s{
self.manual_mouse_lock=false;
match window.set_cursor_grab(winit::window::CursorGrabMode::None){
match self.window.set_cursor_grab(winit::window::CursorGrabMode::None){
Ok(())=>(),
Err(e)=>println!("Could not release cursor: {:?}",e),
}
window.set_cursor_visible(true);
self.window.set_cursor_visible(true);
}
},
Some(keycode)=>{
if let Some(input_instruction)=match keycode {
winit::event::VirtualKeyCode::W => Some(InputInstruction::MoveForward(s)),
winit::event::VirtualKeyCode::A => Some(InputInstruction::MoveLeft(s)),
winit::event::VirtualKeyCode::S => Some(InputInstruction::MoveBack(s)),
winit::event::VirtualKeyCode::D => Some(InputInstruction::MoveRight(s)),
winit::event::VirtualKeyCode::E => Some(InputInstruction::MoveUp(s)),
winit::event::VirtualKeyCode::Q => Some(InputInstruction::MoveDown(s)),
winit::event::VirtualKeyCode::Space => Some(InputInstruction::Jump(s)),
winit::event::VirtualKeyCode::Z => Some(InputInstruction::Zoom(s)),
winit::event::VirtualKeyCode::R => if s{Some(InputInstruction::Reset)}else{None},
_ => None,
keycode=>{
if let Some(input_instruction)=match keycode{
winit::keyboard::Key::Named(winit::keyboard::NamedKey::Space)=>Some(InputInstruction::Jump(s)),
winit::keyboard::Key::Character(key)=>match key.as_str(){
"w"=>Some(InputInstruction::MoveForward(s)),
"a"=>Some(InputInstruction::MoveLeft(s)),
"s"=>Some(InputInstruction::MoveBack(s)),
"d"=>Some(InputInstruction::MoveRight(s)),
"e"=>Some(InputInstruction::MoveUp(s)),
"q"=>Some(InputInstruction::MoveDown(s)),
"z"=>Some(InputInstruction::Zoom(s)),
"r"=>if s{Some(InputInstruction::Reset)}else{None},
_=>None,
},
_=>None,
}{
self.physics_thread.send(TimedInstruction{
time,
instruction:input_instruction,
instruction:crate::physics_worker::Instruction::Input(input_instruction),
}).unwrap();
}
},
_=>(),
}
},
_=>(),
}
}
fn device_event(&mut self, window: &winit::window::Window, event: winit::event::DeviceEvent) {
//there's no way this is the best way get a timestamp.
let time=integer::Time::from_nanos(self.start_time.elapsed().as_nanos() as i64);
fn device_event(&mut self,time:crate::integer::Time,event: winit::event::DeviceEvent) {
match event {
winit::event::DeviceEvent::MouseMotion {
delta,//these (f64,f64) are integers on my machine
} => {
if self.manual_mouse_lock{
match window.set_cursor_position(winit::dpi::PhysicalPosition::new(self.graphics.camera.screen_size.x as f32/2.0, self.graphics.camera.screen_size.y as f32/2.0)){
match self.window.set_cursor_position(self.get_middle_of_screen()){
Ok(())=>(),
Err(e)=>println!("Could not set cursor position: {:?}",e),
}
@ -121,7 +139,7 @@ impl WindowState{
self.mouse.pos+=delta;
self.physics_thread.send(TimedInstruction{
time,
instruction:InputInstruction::MoveMouse(self.mouse.pos),
instruction:crate::physics_worker::Instruction::Input(InputInstruction::MoveMouse(self.mouse.pos)),
}).unwrap();
},
winit::event::DeviceEvent::MouseWheel {
@ -131,22 +149,95 @@ impl WindowState{
if false{//self.physics.style.use_scroll{
self.physics_thread.send(TimedInstruction{
time,
instruction:InputInstruction::Jump(true),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
instruction:crate::physics_worker::Instruction::Input(InputInstruction::Jump(true)),//activates the immediate jump path, but the style modifier prevents controls&CONTROL_JUMP bit from being set to auto jump
}).unwrap();
}
}
_=>(),
}
}
}
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);
pub struct WindowContextSetup{
user_settings:crate::settings::UserSettings,
window:winit::window::Window,
physics:crate::physics::PhysicsState,
graphics:crate::graphics::GraphicsState,
}
impl WindowContextSetup{
pub fn new(context:&crate::setup::SetupContext,window:winit::window::Window)->Self{
//wee
let user_settings=crate::settings::read_user_settings();
let args:Vec<String>=std::env::args().collect();
let indexed_model_instances=if args.len()==2{
crate::load_file(std::path::PathBuf::from(&args[1]))
}else{
None
}.unwrap_or(crate::default_models());
let mut physics=crate::physics::PhysicsState::default();
physics.load_user_settings(&user_settings);
physics.generate_models(&indexed_model_instances);
physics.spawn(indexed_model_instances.spawn_point);
let mut graphics=crate::graphics::GraphicsState::new(&context.device,&context.queue,&context.config);
graphics.load_user_settings(&user_settings);
graphics.generate_models(&context.device,&context.queue,indexed_model_instances);
Self{
user_settings,
window,
graphics,
physics,
}
builder.build(event_loop)
}
fn into_context<'a>(self,setup_context:crate::setup::SetupContext)->WindowContext<'a>{
let screen_size=glam::uvec2(setup_context.config.width,setup_context.config.height);
let graphics_thread=crate::graphics_worker::new(self.graphics,setup_context.config,setup_context.surface,setup_context.device,setup_context.queue);
WindowContext{
manual_mouse_lock:false,
mouse:crate::physics::MouseState::default(),
//make sure to update this!!!!!
screen_size,
user_settings:self.user_settings,
window:self.window,
physics_thread:crate::physics_worker::new(self.physics,graphics_thread),
}
}
pub fn into_worker<'a>(self,setup_context:crate::setup::SetupContext)->crate::compat_worker::QNWorker<'a,TimedInstruction<WindowInstruction>>{
let mut window_context=self.into_context(setup_context);
crate::compat_worker::QNWorker::new(move |ins:TimedInstruction<WindowInstruction>|{
match ins.instruction{
WindowInstruction::RequestRedraw=>{
window_context.window.request_redraw();
}
WindowInstruction::WindowEvent(window_event)=>{
window_context.window_event(ins.time,window_event);
},
WindowInstruction::DeviceEvent(device_event)=>{
window_context.device_event(ins.time,device_event);
},
WindowInstruction::Resize(size)=>{
window_context.physics_thread.send(
TimedInstruction{
time:ins.time,
instruction:crate::physics_worker::Instruction::Resize(size,window_context.user_settings.clone())
}
).unwrap();
}
WindowInstruction::Render=>{
window_context.physics_thread.send(
TimedInstruction{
time:ins.time,
instruction:crate::physics_worker::Instruction::Render
}
).unwrap();
}
}
})
}
}

@ -1,6 +1,6 @@
use std::thread;
use std::sync::{mpsc,Arc};
use parking_lot::{Mutex,Condvar};
use parking_lot::Mutex;
//WorkerPool
struct Pool(u32);
@ -104,17 +104,15 @@ QN = WorkerDescription{
}
*/
//None Output Worker does all its work internally from the perspective of the work submitter
pub struct QNWorker<Task:Send> {
pub struct QNWorker<'a,Task:Send>{
sender: mpsc::Sender<Task>,
handle:thread::ScopedJoinHandle<'a,()>,
}
impl<Task:Send+'static> QNWorker<Task>{
pub fn new<F:FnMut(Task)+Send+'static>(mut f:F)->Self{
impl<'a,Task:Send+'a> QNWorker<'a,Task>{
pub fn new<F:FnMut(Task)+Send+'a>(scope:&'a thread::Scope<'a,'_>,mut f:F)->QNWorker<'a,Task>{
let (sender,receiver)=mpsc::channel::<Task>();
let ret=Self {
sender,
};
thread::spawn(move ||{
let handle=scope.spawn(move ||{
loop {
match receiver.recv() {
Ok(task)=>f(task),
@ -125,7 +123,10 @@ impl<Task:Send+'static> QNWorker<Task>{
}
}
});
ret
Self{
sender,
handle,
}
}
pub fn send(&self,task:Task)->Result<(),mpsc::SendError<Task>>{
self.sender.send(task)
@ -139,104 +140,36 @@ IN = WorkerDescription{
}
*/
//Inputs are dropped if the worker is busy
pub struct INWorker<Task:Clone>{
input:Arc<(Mutex<Task>,Condvar)>,
pub struct INWorker<'a,Task:Send>{
sender: mpsc::SyncSender<Task>,
handle:thread::ScopedJoinHandle<'a,()>,
}
impl<Task:Clone+Send+'static> INWorker<Task>{
pub fn new<F:FnMut(Task)+Send+'static>(task:Task,mut f:F)->Self{
let ret=Self {
input:Arc::new((Mutex::new(task),Condvar::new())),
};
let input=ret.input.clone();
thread::spawn(move ||{
impl<'a,Task:Send+'a> INWorker<'a,Task>{
pub fn new<F:FnMut(Task)+Send+'a>(scope:&'a thread::Scope<'a,'_>,mut f:F)->INWorker<'a,Task>{
let (sender,receiver)=mpsc::sync_channel::<Task>(1);
let handle=scope.spawn(move ||{
loop {
input.1.wait(&mut input.0.lock());
f(input.0.lock().clone());
}
});
ret
}
pub fn send(&self,task:Task){
*self.input.0.lock()=task;
self.input.1.notify_one();
}
}
//worker pools work by cloning a mpsc and passing it into the thread, the thread sends its results through that
//worker pools have a master thread that manages the pool so that the work submission thread does not need to implement async
pub struct QQWorkerPool<Task:Send,Value:Send>{
sender:mpsc::Sender<Task>,
queue:Arc<Mutex<std::collections::VecDeque<Value>>>,
}
impl<Task:Send+'static,Value:Send+'static> QQWorkerPool<Task,Value>{
pub fn new<F:Fn(Task)->Value+Send+'static>(pool_size:usize,f:F)->Self{
let (task_sender,task_receiver)=mpsc::channel::<Task>();
let (value_sender,value_receiver)=mpsc::channel::<Value>();
let ret=Self{
sender:task_sender,
queue:Arc::new(Mutex::new(std::collections::VecDeque::new())),
};
let mut queue_collect=ret.queue.clone();
let mut worker_senders=Vec::with_capacity(pool_size);
let mut active_workers_collect=Arc::new(Mutex::new(0usize));
let mut active_workers_dispatch=active_workers_collect.clone();
let mut condvar_collect=Arc::new(Condvar::new());
let mut condvar_dispatch=condvar_collect.clone();
//task dispatch thread
thread::spawn(move ||{
loop{
//block if no workers are available, value collection thread will notify
let n=*active_workers_dispatch.lock();
if n==pool_size{
//wait for notifiy
condvar_dispatch.wait(&mut active_workers_dispatch.lock());
}
match task_receiver.recv(){
Ok(task)=>{
*active_workers_dispatch.lock()+=1;
//workers are never full here
//else if workers busy: spawn a new worker
//else: send task to an available worker
}
match receiver.recv() {
Ok(task)=>f(task),
Err(_)=>{
println!("Dispatch stopping.",);
println!("Worker stopping.",);
break;
}
}
}
});
//value collection thread (bad idea, put this logic in each thread)
thread::spawn(move ||{
loop{
match value_receiver.recv(){
Ok(value)=>{
//maybe I can be smart with this as a signal that a worker finished a task
let n=*active_workers_collect.lock();
*active_workers_collect.lock()-=1;
if n==pool_size{
condvar_collect.notify_one();
}
(*queue_collect.lock()).push_front(value);
}
Err(_)=>{
println!("Collection stopping.",);
break;
}
}
}
});
ret
Self{
sender,
handle,
}
}
pub fn send(&self,task:Task)->Result<(),mpsc::SendError<Task>>{
//blocking!
pub fn blocking_send(&self,task:Task)->Result<(), mpsc::SendError<Task>>{
self.sender.send(task)
}
pub fn get(&self)->Option<Value>{
(*self.queue.lock()).pop_back()
pub fn send(&self,task:Task)->Result<(), mpsc::TrySendError<Task>>{
self.sender.try_send(task)
}
}

@ -2,31 +2,32 @@
use crate::integer::Planar64;
#[inline]
pub fn zeroes2(a0:Planar64,a1:Planar64,a2:Planar64) -> Vec<Planar64>{
pub fn zeroes2(a0:Planar64,a1:Planar64,a2:Planar64)->([Planar64;2],usize){
if a2==Planar64::ZERO{
return zeroes1(a0, a1);
let ([ret],ret_len)=zeroes1(a0,a1);
return ([ret,Planar64::ZERO],ret_len);
}
let radicand=a1.get() as i128*a1.get() as i128-a2.get() as i128*a0.get() as i128*4;
if 0<radicand {
if 0<radicand{
//start with f64 sqrt
let planar_radicand=Planar64::raw(unsafe{(radicand as f64).sqrt().to_int_unchecked()});
//TODO: one or two newtons
if Planar64::ZERO<a2 {
return vec![(-a1-planar_radicand)/(a2*2),(-a1+planar_radicand)/(a2*2)];
} else {
return vec![(-a1+planar_radicand)/(a2*2),(-a1-planar_radicand)/(a2*2)];
if Planar64::ZERO<a2{
([(-a1-planar_radicand)/(a2*2),(-a1+planar_radicand)/(a2*2)],2)
}else{
([(-a1+planar_radicand)/(a2*2),(-a1-planar_radicand)/(a2*2)],2)
}
} else if radicand==0 {
return vec![a1/(a2*-2)];
} else {
return vec![];
}else if radicand==0{
([a1/(a2*-2),Planar64::ZERO],1)
}else{
([Planar64::ZERO,Planar64::ZERO],0)
}
}
#[inline]
pub fn zeroes1(a0:Planar64,a1:Planar64) -> Vec<Planar64> {
pub fn zeroes1(a0:Planar64,a1:Planar64)->([Planar64;1],usize){
if a1==Planar64::ZERO{
return vec![];
} else {
return vec![-a0/a1];
return ([Planar64::ZERO],0);
}else{
return ([-a0/a1],1);
}
}