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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(())
}
}
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