#[cfg(feature = "vulkan")] extern crate gfx_backend_vulkan as back; extern crate gfx_hal as hal; extern crate nalgebra_glm as na; #[macro_use] extern crate derive_builder; pub mod buffers; pub mod builders; pub mod context; pub mod draw_passes; pub mod error; pub mod mem; pub mod queue_negotiator; mod target; pub mod texture; pub mod types; pub mod utils; use std::mem::ManuallyDrop; use context::RenderingContext; use draw_passes::{DrawPass, IntoDrawPass, Singular}; use anyhow::{Context, Result}; use stockton_types::Session; use winit::window::Window; /// Renders a world to a window when you tell it to. /// Also takes ownership of the window and channels window events to be processed outside winit's event loop. pub struct Renderer { /// All the vulkan stuff context: ManuallyDrop, /// The draw pass we're using draw_pass: ManuallyDrop, } impl> Renderer { /// Create a new Renderer. pub fn new>( window: &Window, session: &mut Session, idp: IDP, ) -> Result { let mut context = RenderingContext::new::(window)?; // Draw pass let draw_pass = idp .init(session, &mut context) .context("Error initialising draw pass")?; Ok(Renderer { context: ManuallyDrop::new(context), draw_pass: ManuallyDrop::new(draw_pass), }) } /// Render a single frame of the given session. /// If this returns an error, the whole renderer is dead, hence it takes ownership to ensure it can't be called in that case. pub fn render(mut self, session: &Session) -> Result> { // Safety: If this fails at any point, the ManuallyDrop won't be touched again, as Renderer will be dropped. // Hence, we can always take from the ManuallyDrop unsafe { match ManuallyDrop::take(&mut self.context) .draw_next_frame(session, &mut *self.draw_pass) { Ok(c) => { self.context = ManuallyDrop::new(c); Ok(self) } Err((_e, c)) => { // TODO: Try to detect if the error is actually surface related. let c = c.attempt_recovery()?; match c.draw_next_frame(session, &mut *self.draw_pass) { Ok(c) => { self.context = ManuallyDrop::new(c); Ok(self) } Err((e, _c)) => Err(e), } } } } } /// Recreate the surface, and other derived components. /// This should be called when the window is resized. pub fn recreate_surface(mut self, session: &Session) -> Result> { // Safety: If this fails at any point, the ManuallyDrop won't be touched again, as Renderer will be dropped. // Hence, we can always take from the ManuallyDrop unsafe { let ctx = ManuallyDrop::take(&mut self.context).recreate_surface()?; self.context = ManuallyDrop::new(ctx); let dp = ManuallyDrop::take(&mut self.draw_pass) .handle_surface_change(session, &mut self.context)?; self.draw_pass = ManuallyDrop::new(dp); } Ok(self) } pub fn get_aspect_ratio(&self) -> f32 { let e = self.context.properties().extent; e.width as f32 / e.height as f32 } /// Get a reference to the renderer's context. pub fn context(&self) -> &RenderingContext { &self.context } }