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-rw-r--r--stockton-render/src/draw/context.rs132
1 files changed, 67 insertions, 65 deletions
diff --git a/stockton-render/src/draw/context.rs b/stockton-render/src/draw/context.rs
index 139c59a..b65e078 100644
--- a/stockton-render/src/draw/context.rs
+++ b/stockton-render/src/draw/context.rs
@@ -19,7 +19,7 @@
//! In the end, this takes in a depth-sorted list of faces and a map file and renders them.
//! You'll need something else to actually find/sort the faces though.
-use std::{mem::ManuallyDrop, ops::Deref};
+use std::{mem::ManuallyDrop, pin::Pin};
use arrayvec::ArrayVec;
use hal::{pool::CommandPoolCreateFlags, prelude::*};
@@ -30,27 +30,32 @@ use winit::window::Window;
use super::{
buffer::ModifiableBuffer,
- draw_buffers::{DrawBuffers, UVPoint},
+ draw_buffers::{DrawBuffers, UvPoint},
pipeline::CompletePipeline,
render::do_render,
target::{SwapchainProperties, TargetChain},
- texture::TextureStore,
- ui::{do_render as do_render_ui, ensure_textures as ensure_textures_ui, UIPipeline, UIPoint},
+ texture::{resolver::BasicFsResolver, TextureRepo},
+ ui::{
+ do_render as do_render_ui, ensure_textures as ensure_textures_ui, UiPipeline, UiPoint,
+ UiTextures,
+ },
utils::find_memory_type_id,
};
-use crate::{error, types::*, window::UIState};
+use crate::{error, types::*, window::UiState};
use stockton_levels::prelude::*;
/// Contains all the hal related stuff.
/// In the end, this takes in a depth-sorted list of faces and a map file and renders them.
// TODO: Settings for clear colour, buffer sizes, etc
-pub struct RenderingContext<'a> {
+pub struct RenderingContext<'a, M: 'static + MinBspFeatures<VulkanSystem>> {
+ pub map: Pin<Box<M>>,
+
// Parents for most of these things
/// Vulkan Instance
instance: ManuallyDrop<back::Instance>,
/// Device we're using
- device: ManuallyDrop<Device>,
+ device: Pin<Box<Device>>,
/// Adapter we're using
adapter: Adapter,
@@ -66,7 +71,7 @@ pub struct RenderingContext<'a> {
pipeline: ManuallyDrop<CompletePipeline>,
/// 2D Graphics pipeline and associated objects
- ui_pipeline: ManuallyDrop<UIPipeline>,
+ ui_pipeline: ManuallyDrop<UiPipeline>,
// Command pool and buffers
/// The command pool used for our buffers
@@ -75,17 +80,17 @@ pub struct RenderingContext<'a> {
/// The queue group our buffers belong to
queue_group: QueueGroup,
- /// Texture store
- texture_store: ManuallyDrop<TextureStore>,
+ /// Main Texture repo
+ tex_repo: ManuallyDrop<TextureRepo<'a>>,
- /// Texture store for UI
- ui_texture_store: ManuallyDrop<TextureStore>,
+ /// UI Texture repo
+ ui_tex_repo: ManuallyDrop<TextureRepo<'a>>,
/// Buffers used for drawing
- draw_buffers: ManuallyDrop<DrawBuffers<'a, UVPoint>>,
+ draw_buffers: ManuallyDrop<DrawBuffers<'a, UvPoint>>,
/// Buffers used for drawing the UI
- ui_draw_buffers: ManuallyDrop<DrawBuffers<'a, UIPoint>>,
+ ui_draw_buffers: ManuallyDrop<DrawBuffers<'a, UiPoint>>,
/// Memory allocator used for any sort of textures / maps
/// Guaranteed suitable for 2D RGBA images with `Optimal` tiling and `Usage::Sampled`
@@ -97,9 +102,11 @@ pub struct RenderingContext<'a> {
pub(crate) pixels_per_point: f32,
}
-impl<'a> RenderingContext<'a> {
+impl<'a, M: 'static + MinBspFeatures<VulkanSystem>> RenderingContext<'a, M> {
/// Create a new RenderingContext for the given window.
- pub fn new<T: HasTextures>(window: &Window, file: &T) -> Result<Self, error::CreationError> {
+ pub fn new(window: &Window, map: M) -> Result<Self, error::CreationError> {
+ let map = Box::pin(map);
+
// Create surface
let (instance, mut surface, mut adapters) = unsafe {
use hal::Instance;
@@ -115,10 +122,10 @@ impl<'a> RenderingContext<'a> {
};
// TODO: Properly figure out which adapter to use
- let mut adapter = adapters.remove(0);
+ let adapter = adapters.remove(0);
// Device & Queue group
- let (mut device, mut queue_group) = {
+ let (mut device, queue_group) = {
let family = adapter
.queue_families
.iter()
@@ -134,7 +141,7 @@ impl<'a> RenderingContext<'a> {
.unwrap()
};
- (gpu.device, gpu.queue_groups.pop().unwrap())
+ (Box::pin(gpu.device), gpu.queue_groups.pop().unwrap())
};
// Figure out what our swapchain will look like
@@ -159,7 +166,7 @@ impl<'a> RenderingContext<'a> {
let ui_draw_buffers = DrawBuffers::new(&mut device, &adapter)?;
// Memory allocators
- let mut texture_allocator = unsafe {
+ let texture_allocator = unsafe {
use hal::{
format::Format,
image::{Kind, Tiling, Usage, ViewCapabilities},
@@ -204,31 +211,32 @@ impl<'a> RenderingContext<'a> {
)
};
- // Texture store
- let texture_store = TextureStore::new(
- &mut device,
- &mut adapter,
- &mut texture_allocator,
- &mut queue_group.queues[0],
- &mut cmd_pool,
- file,
- )?;
+ // Texture repos
+ let long_device_pointer = unsafe { &mut *(&mut *device as *mut Device) };
+ let long_texs_pointer: &'static M = unsafe { &*(&*map as *const M) };
- // Texture store for UI elements
- let ui_texture_store = TextureStore::new_empty(
- &mut device,
- &mut adapter,
- &mut texture_allocator,
- &mut queue_group.queues[0],
- &mut cmd_pool,
- 1, // TODO
- )?;
+ let tex_repo = TextureRepo::new(
+ long_device_pointer,
+ &adapter,
+ long_texs_pointer,
+ BasicFsResolver::new(std::path::Path::new(".")),
+ )
+ .unwrap(); // TODO
+ let long_device_pointer = unsafe { &mut *(&mut *device as *mut Device) };
+
+ let ui_tex_repo = TextureRepo::new(
+ long_device_pointer,
+ &adapter,
+ &UiTextures,
+ BasicFsResolver::new(std::path::Path::new(".")),
+ )
+ .unwrap(); // TODO
let mut descriptor_set_layouts: ArrayVec<[_; 2]> = ArrayVec::new();
- descriptor_set_layouts.push(texture_store.descriptor_set_layout.deref());
+ descriptor_set_layouts.push(tex_repo.get_ds_layout());
let mut ui_descriptor_set_layouts: ArrayVec<[_; 2]> = ArrayVec::new();
- ui_descriptor_set_layouts.push(ui_texture_store.descriptor_set_layout.deref());
+ ui_descriptor_set_layouts.push(tex_repo.get_ds_layout());
// Graphics pipeline
let pipeline = CompletePipeline::new(
@@ -239,7 +247,7 @@ impl<'a> RenderingContext<'a> {
)?;
// UI pipeline
- let ui_pipeline = UIPipeline::new(
+ let ui_pipeline = UiPipeline::new(
&mut device,
swapchain_properties.extent,
&swapchain_properties,
@@ -260,10 +268,11 @@ impl<'a> RenderingContext<'a> {
.map_err(error::CreationError::TargetChainCreationError)?;
Ok(RenderingContext {
+ map,
instance: ManuallyDrop::new(instance),
surface: ManuallyDrop::new(surface),
- device: ManuallyDrop::new(device),
+ device,
adapter,
queue_group,
@@ -273,13 +282,12 @@ impl<'a> RenderingContext<'a> {
pipeline: ManuallyDrop::new(pipeline),
ui_pipeline: ManuallyDrop::new(ui_pipeline),
- texture_store: ManuallyDrop::new(texture_store),
+ tex_repo: ManuallyDrop::new(tex_repo),
+ ui_tex_repo: ManuallyDrop::new(ui_tex_repo),
draw_buffers: ManuallyDrop::new(draw_buffers),
ui_draw_buffers: ManuallyDrop::new(ui_draw_buffers),
- ui_texture_store: ManuallyDrop::new(ui_texture_store),
-
texture_allocator: ManuallyDrop::new(texture_allocator),
vp_matrix: Mat4::identity(),
@@ -304,7 +312,7 @@ impl<'a> RenderingContext<'a> {
ManuallyDrop::into_inner(read(&self.pipeline)).deactivate(&mut self.device);
self.pipeline = ManuallyDrop::new({
let mut descriptor_set_layouts: ArrayVec<[_; 2]> = ArrayVec::new();
- descriptor_set_layouts.push(self.texture_store.descriptor_set_layout.deref());
+ descriptor_set_layouts.push(self.tex_repo.get_ds_layout());
CompletePipeline::new(
&mut self.device,
@@ -319,9 +327,9 @@ impl<'a> RenderingContext<'a> {
ManuallyDrop::into_inner(read(&self.ui_pipeline)).deactivate(&mut self.device);
self.ui_pipeline = ManuallyDrop::new({
let mut descriptor_set_layouts: ArrayVec<[_; 1]> = ArrayVec::new();
- descriptor_set_layouts.push(self.ui_texture_store.descriptor_set_layout.deref());
+ descriptor_set_layouts.push(self.ui_tex_repo.get_ds_layout());
- UIPipeline::new(
+ UiPipeline::new(
&mut self.device,
properties.extent,
&properties,
@@ -349,15 +357,10 @@ impl<'a> RenderingContext<'a> {
}
/// Draw all vertices in the buffer
- pub fn draw_vertices<M: MinBSPFeatures<VulkanSystem>>(
- &mut self,
- file: &M,
- ui: &mut UIState,
- faces: &[u32],
- ) -> Result<(), &'static str> {
+ pub fn draw_vertices(&mut self, ui: &mut UiState, faces: &[u32]) -> Result<(), &'static str> {
// Ensure UI texture(s) are loaded
ensure_textures_ui(
- &mut self.ui_texture_store,
+ &mut self.ui_tex_repo,
ui,
&mut self.device,
&mut self.adapter,
@@ -366,6 +369,9 @@ impl<'a> RenderingContext<'a> {
&mut self.cmd_pool,
);
+ // Get any textures that just finished loading
+ self.tex_repo.process_responses();
+
// 3D Pass
let cmd_buffer = self.target_chain.prep_next_target(
&mut self.device,
@@ -376,9 +382,9 @@ impl<'a> RenderingContext<'a> {
do_render(
cmd_buffer,
&mut self.draw_buffers,
- &self.texture_store,
+ &mut self.tex_repo,
&self.pipeline.pipeline_layout,
- file,
+ &*self.map,
faces,
);
@@ -390,7 +396,7 @@ impl<'a> RenderingContext<'a> {
cmd_buffer,
&self.ui_pipeline.pipeline_layout,
&mut self.ui_draw_buffers,
- &mut self.ui_texture_store,
+ &mut self.ui_tex_repo,
ui,
);
@@ -427,7 +433,7 @@ impl<'a> RenderingContext<'a> {
}
}
-impl<'a> core::ops::Drop for RenderingContext<'a> {
+impl<'a, M: MinBspFeatures<VulkanSystem>> core::ops::Drop for RenderingContext<'a, M> {
fn drop(&mut self) {
self.device.wait_idle().unwrap();
@@ -436,10 +442,8 @@ impl<'a> core::ops::Drop for RenderingContext<'a> {
ManuallyDrop::into_inner(read(&self.draw_buffers)).deactivate(&mut self.device);
ManuallyDrop::into_inner(read(&self.ui_draw_buffers)).deactivate(&mut self.device);
- ManuallyDrop::into_inner(read(&self.texture_store))
- .deactivate(&mut self.device, &mut self.texture_allocator);
- ManuallyDrop::into_inner(read(&self.ui_texture_store))
- .deactivate(&mut self.device, &mut self.texture_allocator);
+ ManuallyDrop::into_inner(read(&self.tex_repo)).deactivate(&mut self.device);
+ ManuallyDrop::into_inner(read(&self.ui_tex_repo)).deactivate(&mut self.device);
ManuallyDrop::into_inner(read(&self.texture_allocator)).dispose();
@@ -454,8 +458,6 @@ impl<'a> core::ops::Drop for RenderingContext<'a> {
self.instance
.destroy_surface(ManuallyDrop::into_inner(read(&self.surface)));
-
- ManuallyDrop::drop(&mut self.device);
}
}
}