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// Copyright (C) 2019 Oscar Shrimpton

// This program is free software: you can redistribute it and/or modify it
// under the terms of the GNU General Public License as published by the Free
// Software Foundation, either version 3 of the License, or (at your option)
// any later version.

// This program is distributed in the hope that it will be useful, but WITHOUT
// ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
// FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for
// more details.

// You should have received a copy of the GNU General Public License along
// with this program.  If not, see <http://www.gnu.org/licenses/>.

extern crate core;

#[cfg(feature = "vulkan")]
extern crate gfx_backend_vulkan as back;
extern crate gfx_hal as hal;
extern crate shaderc;
extern crate winit;

extern crate nalgebra_glm as na;
extern crate image;
extern crate log;

extern crate stockton_types;
extern crate stockton_levels;

extern crate arrayvec;

pub mod draw;
mod error;
mod types;
mod culling;

use stockton_types::World;
use stockton_levels::prelude::*;

use error::{CreationError, FrameError};
use draw::RenderingContext;
use culling::get_visible_faces;

/// Renders a world to a window when you tell it to.
pub struct Renderer<'a, T: MinBSPFeatures<VulkanSystem>> {
	world: World<T>,
	pub context: RenderingContext<'a>
}


impl<'a, T: MinBSPFeatures<VulkanSystem>> Renderer<'a, T> {
	/// Create a new Renderer.
	/// This initialises all the vulkan context, etc needed.
	pub fn new(world: World<T>, window: &winit::window::Window) -> Result<Self, CreationError> {
		let context = RenderingContext::new(window, &world.map)?;

		Ok(Renderer {
			world, context
		})
	}

	/// Render a single frame of the world
	pub fn render_frame(&mut self) -> Result<(), FrameError>{
		// Get visible faces
		let faces = get_visible_faces(self.context.camera_pos(), &self.world.map);
		
		// Then draw them
		if let Err(_) = self.context.draw_vertices(&self.world.map, &faces) {
			unsafe {self.context.handle_surface_change().unwrap()};

			// If it fails twice, then error
			self.context.draw_vertices(&self.world.map, &faces).map_err(|_| FrameError::PresentError)?;
		}

		Ok(())
	}
}