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main.rs
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159 lines (137 loc) · 4.75 KB
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use log::{info, trace, warn};
use winit::{
dpi::LogicalSize,
event::{DeviceEvent, Event, MouseButton},
event_loop::{ControlFlow, EventLoop},
window::WindowBuilder,
};
use crate::{
app_input::AppInput, app_timer::AppTimer, app_ui::AppUI, config::Config,
gpu_profiler::GpuProfiler, render_graph::RenderGraph, scene::load_scene,
vk_ctx::vk_ctx_initialize,
};
mod app_input;
mod app_timer;
mod app_ui;
mod config;
mod gpu_profiler;
mod render_graph;
mod scene;
mod utils;
mod vk_ctx;
mod vk_utils;
fn main() {
simple_logger::SimpleLogger::new()
.with_module_level("imgui_rs_vulkan_renderer", log::LevelFilter::Debug)
.init()
.unwrap();
log::set_max_level(log::LevelFilter::Trace);
info!("-- Start --");
// config
let mut config = Config::new();
let mut timer = AppTimer::new();
// init window
let event_loop = EventLoop::new();
let window = WindowBuilder::new()
.with_title("Rust TressFX")
.with_transparent(Config::TEST_ALPHA_COMPOSITE) // error - see capabilities
.with_decorations(!Config::TEST_ALPHA_COMPOSITE) // no decorations for alpha compose
// .with_position(winit::dpi::PhysicalPosition { x: 2500, y: 100 })
.with_resizable(false)
.with_inner_size(LogicalSize::new(config.window_width, config.window_height))
.build(&event_loop)
.unwrap();
let mut app_input = AppInput::new();
info!("Window init: OK!");
// init vulkan: create device, init structures etc.
let mut vk_app = vk_ctx_initialize(&window, !config.is_release(), config.vsync());
info!("Vulkan init: OK!");
let mut profiler = GpuProfiler::new(&vk_app);
// scene
let mut scene = load_scene(&vk_app, &config);
info!("Scene init: OK!");
// render graph
let mut render_graph = RenderGraph::new(&vk_app, &config);
info!("Render Graph init: OK!");
// ui
let mut app_ui = AppUI::new(&window, &vk_app, render_graph.get_ui_draw_render_pass());
info!("ui init: OK!");
// last pre-run ops
info!("Starting event loop");
// start event loop
event_loop.run(move |event, _, control_flow| {
// https://docs.rs/winit/0.25.0/winit/#event-handling
// *control_flow = ControlFlow::Wait;
*control_flow = ControlFlow::Poll;
app_ui.handle_event(&window, &event);
let imgui_intercepted = app_ui.intercepted_event();
app_input.handle_event(&event, imgui_intercepted);
match event {
// cursor moved - part of rotate. Has to be here, as update inside render loop
// can get janky and error prone (e.g. some events are skipped 'between' frames?).
Event::DeviceEvent {
event: DeviceEvent::MouseMotion { delta, .. },
..
} if !imgui_intercepted => {
if app_input.is_mouse_button_pressed(MouseButton::Left) {
// info!("Mouse delta {:?}", delta);
scene
.camera
.rotate_yaw_pitch(delta.0 as f32, delta.1 as f32);
}
}
// redraw
Event::MainEventsCleared if !app_input.is_minimized => {
// https://github.com/EmbarkStudios/kajiya/blob/main/crates/lib/kajiya-simple/src/main_loop.rs#L308
timer.mark_start_frame();
profiler.set_enabled(config.profile_next_frame);
config.profile_next_frame = false;
// apply events since last frame. "Game logic" in render loop.
app_input.update_camera_position(&mut scene.camera);
if config.reset_tfx_simulation_next_frame {
for tfx_entity in &scene.tressfx_objects {
tfx_entity.reset_simulation(&vk_app);
}
}
config.reset_tfx_simulation_next_frame = false;
render_graph.execute_render_graph(
&window,
&vk_app,
&mut config,
&mut scene,
&mut app_ui,
&timer,
&mut profiler,
);
// clear input events after processed
app_input.reset_transient_state();
if config.only_first_frame {
warn!("Closing app as `Config.only_first_frame` is set to true!");
*control_flow = ControlFlow::Exit;
}
}
// before destroy
Event::LoopDestroyed => {
info!("EventLoop is shutting down");
let device = vk_app.vk_device();
unsafe {
// wait to finish current in-flight
device.device_wait_idle().unwrap();
// destroy resources as all frames finished rendering
trace!("Destroying scene objects");
scene.destroy(vk_app.vk_device(), &vk_app.allocator);
trace!("Destroying render graph objects");
render_graph.destroy(&vk_app);
profiler.destroy(vk_app.vk_device());
trace!("Destroying vulkan objects");
vk_app.destroy();
}
}
// default
_ => (),
}
if app_input.close_requested {
*control_flow = ControlFlow::Exit;
}
});
}