feat: Added swappability of the renderer and added a Renderer trait to make custom renderers if needed. Also renamed Renderer2D component to Render2D because it is a "render component" and not a renderer (but also name to avoid name clashes)

This commit is contained in:
lisk77 2024-11-29 01:29:57 +01:00
parent 29355335e6
commit a3df3f4f17
5 changed files with 133 additions and 129 deletions

View file

@ -1,8 +1,8 @@
use std::sync::Arc;
use std::sync::{Arc, Mutex};
use std::time::{Duration, Instant};
use comet_ecs::{Component, ComponentSet, Render, Renderer2D, Transform2D, World};
use comet_ecs::{Component, ComponentSet, Render, Transform2D, World};
use comet_resources::{ResourceManager, Vertex};
use comet_renderer::{Renderer};
use comet_renderer::{Renderer2D};
use winit::{
event::{self, *},
@ -19,6 +19,7 @@ use winit::platform::windows::WindowBuilderExtWindows;
use winit_input_helper::WinitInputHelper;
use comet_input::input_handler::InputHandler;
use comet_input::keyboard::Key;
use comet_renderer::renderer::Renderer;
pub enum ApplicationType {
App2D,
@ -30,7 +31,6 @@ pub struct App<'a> {
icon: Option<Icon>,
size: Option<LogicalSize<u32>>,
clear_color: Option<LinearRgba>,
setup: Option<fn(&mut World)>,
input_manager: WinitInputHelper,
delta_time: f32,
update_timer: f32,
@ -51,7 +51,6 @@ impl<'a> App<'a> {
icon: None,
size: None,
clear_color: None,
setup: None,
input_manager: WinitInputHelper::new(),
delta_time: 0.0,
update_timer: 0.0166667,
@ -81,11 +80,6 @@ impl<'a> App<'a> {
self
}
pub fn with_setup(mut self, setup: fn(&mut World)) -> Self {
self.setup = Some(setup);
self
}
fn load_icon(path: &std::path::Path) -> Option<Icon> {
let image = image::open(path).expect("Failed to open icon image");
let rgba_image = image.to_rgba8();
@ -117,114 +111,97 @@ impl<'a> App<'a> {
self.input_manager.key_released(key)
}
pub fn dt(&self) -> f32 {
self.delta_time
}
pub fn quit(&mut self) {
self.should_quit = true;
}
pub fn get_time_step(&self) -> f32 {
pub fn dt(&self) -> f32 {
self.update_timer
}
pub fn set_time_step(&mut self, time_step: f32) {
self.update_timer = time_step;
pub fn set_update_rate(&mut self, update_rate: u32) {
if update_rate == 0 {
self.update_timer = f32::INFINITY;
return;
}
self.update_timer = 1.0/update_rate as f32;
}
fn create_window(app_title: &str, app_icon: &Option<Icon>, window_size: &Option<LogicalSize<u32>>, event_loop: &EventLoop<()>) -> winit::window::Window {
fn create_window(app_title: &str, app_icon: &Option<Icon>, window_size: &Option<LogicalSize<u32>>, event_loop: &EventLoop<()>) -> Window {
let winit_window = winit::window::WindowBuilder::new()
.with_title(app_title);
let winit_window = if let Some(icon) = app_icon.clone() {
winit_window.with_window_icon(Some(icon))
}
else {
winit_window
};
let winit_window = if let Some(icon) = app_icon.clone() {
winit_window.with_taskbar_icon(Some(icon))
}
else {
} else {
winit_window
};
let winit_window = if let Some(size) = window_size.clone() {
winit_window.with_inner_size(size)
}
else {
} else {
winit_window
};
winit_window.build(event_loop).unwrap()
}
async fn run_app<U: Fn(&mut App, &mut Renderer, f32)>(mut self, update: U) {
let event_loop = EventLoop::new().unwrap();
let window = Self::create_window(self.title, &self.icon, &self.size ,&event_loop);
let mut renderer = Renderer::new(&window, self.clear_color.clone()).await.unwrap();
window.set_maximized(true);
pub fn run<R: Renderer>(mut self, setup: fn(&mut App, &mut R), update: fn(&mut App, &mut R, f32)) {
pollster::block_on(async {
let event_loop = EventLoop::new().unwrap();
let window = Arc::new(Self::create_window(self.title, &self.icon, &self.size ,&event_loop));
let mut renderer = R::new(window.clone(), self.clear_color.clone()).await; // Pass Arc<Mutex<Window>> to renderer
window.set_maximized(true); // Lock window to set maximized
if let Some(setup) = self.setup {
setup(&mut self.world);
}
setup(&mut self, &mut renderer);
renderer.initialize_atlas();
let mut time_stack = 0.0;
let mut time_stack = 0.0;
event_loop.run(|event, elwt| {
self.delta_time = renderer.update();
event_loop.run(|event, elwt| {
self.delta_time = renderer.update();
if self.should_quit {
elwt.exit()
}
if self.should_quit {
elwt.exit()
}
self.input_manager.update(&event);
self.input_manager.update(&event);
time_stack += self.delta_time;
while time_stack > self.update_timer {
let time = self.get_time_step();
update(&mut self, &mut renderer, time);
time_stack -= self.update_timer;
}
renderer.render_scene_2d(self.world());
match event {
Event::WindowEvent { ref event, window_id, }
if window_id == renderer.window().id() => {
match event {
WindowEvent::CloseRequested {} => elwt.exit(),
WindowEvent::Resized(physical_size) => {
renderer.resize(*physical_size);
}
WindowEvent::RedrawRequested => {
renderer.window().request_redraw();
match renderer.render() {
Ok(_) => {}
Err(
wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated,
) => renderer.resize(renderer.size()),
Err(wgpu::SurfaceError::OutOfMemory) => {
error!("OutOfMemory");
elwt.exit();
}
Err(wgpu::SurfaceError::Timeout) => {
warn!("Surface timeout")
}
}
}
_ => {}
if self.dt() != f32::INFINITY {
time_stack += self.delta_time;
while time_stack > self.update_timer {
let time = self.dt();
update(&mut self, &mut renderer, time);
time_stack -= self.update_timer;
}
}
_ => {}
}
}).unwrap();
}
pub fn run<U: Fn(&mut App, &mut Renderer, f32)>(mut self, update: U) {
pollster::block_on(self.run_app(update));
match event {
Event::WindowEvent { ref event, window_id, } =>
match event {
WindowEvent::CloseRequested {} => elwt.exit(),
WindowEvent::Resized(physical_size) => {
renderer.resize(*physical_size);
}
WindowEvent::RedrawRequested => {
window.request_redraw();
match renderer.render() {
Ok(_) => {}
Err(wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated) => renderer.resize(renderer.size()),
Err(wgpu::SurfaceError::OutOfMemory) => {
error!("OutOfMemory");
elwt.exit();
}
Err(wgpu::SurfaceError::Timeout) => {
warn!("Surface timeout")
}
}
}
_ => {}
}
_ => {}
}
}).unwrap()
}
);
}
}

View file

@ -39,7 +39,7 @@ pub struct Rectangle2D{
}
#[derive(Component)]
pub struct Renderer2D {
pub struct Render2D {
is_visible: bool,
texture: &'static str,
scale: Vec2
@ -196,7 +196,7 @@ impl Collider for Rectangle2D {
}
}
impl Render for Renderer2D {
impl Render for Render2D {
fn is_visible(&self) -> bool {
self.is_visible
}

View file

@ -1,9 +1,10 @@
mod camera;
pub mod renderer;
use core::default::Default;
use std::iter;
use std::path::PathBuf;
use std::sync::Arc;
use std::sync::{Arc, Mutex};
use std::time::Instant;
use cgmath::num_traits::FloatConst;
use image::GenericImageView;
@ -15,13 +16,14 @@ use winit::{
};
use winit::dpi::Position;
use comet_colors::LinearRgba;
use comet_ecs::{Component, ComponentSet, Render, Renderer2D, Transform2D, World};
use comet_ecs::{Component, ComponentSet, Render, Renderer2D as R2D, Transform2D, World};
use comet_log::*;
use comet_math;
use comet_math::{Mat4, Point3, Vec2, Vec3};
use comet_resources::{ResourceManager, texture, Vertex, Texture};
use comet_resources::texture_atlas::TextureRegion;
use crate::camera::{Camera, CameraUniform};
use crate::renderer::Renderer;
pub struct Projection {
aspect: f32,
@ -47,8 +49,7 @@ impl Projection {
}
}
pub struct Renderer<'a> {
window: &'a Window,
pub struct Renderer2D<'a> {
surface: wgpu::Surface<'a>,
device: wgpu::Device,
queue: wgpu::Queue,
@ -73,15 +74,13 @@ pub struct Renderer<'a> {
camera_bind_group: wgpu::BindGroup,
}
impl<'a> Renderer<'a> {
pub async fn new(window: &'a Window, clear_color: Option<LinearRgba>) -> anyhow::Result<Renderer<'a>> {
impl<'a> Renderer2D<'a> {
pub async fn new(window: Arc<Window>, clear_color: Option<LinearRgba>) -> Renderer2D<'a> {
let vertex_data: Vec<Vertex> = vec![];
let index_data: Vec<u16> = vec![];
let size = PhysicalSize::<u32>::new(1920, 1080); //window.inner_size();
let size = PhysicalSize::<u32>::new(1920, 1080);
// The instance is a handle to our GPU
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
backends: wgpu::Backends::PRIMARY,
..Default::default()
@ -103,8 +102,6 @@ impl<'a> Renderer<'a> {
&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
// WebGL doesn't support all of wgpu's features, so if
// we're building for the web we'll have to disable some.
required_limits: wgpu::Limits::default(),
memory_hints: Default::default(),
},
@ -114,9 +111,6 @@ impl<'a> Renderer<'a> {
.unwrap();
let surface_caps = surface.get_capabilities(&adapter);
// Shader code in this tutorial assumes an Srgb surface texture. Using a different
// one will result all the colors comming out darker. If you want to support non
// Srgb surfaces, you'll need to account for that when drawing to the frame.
let surface_format = surface_caps
.formats
.iter()
@ -279,12 +273,8 @@ impl<'a> Renderer<'a> {
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw,
cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::POLYGON_MODE_LINE
// or Features::POLYGON_MODE_POINT
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLIP_CONTROL
unclipped_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None,
@ -293,10 +283,7 @@ impl<'a> Renderer<'a> {
mask: !0,
alpha_to_coverage_enabled: false,
},
// If the pipeline will be used with a multiview render pass, this
// indicates how many array layers the attachments will have.
multiview: None,
// Useful for optimizing shader compilation on Android
cache: None,
});
@ -310,8 +297,7 @@ impl<'a> Renderer<'a> {
}
};
Ok(Self {
window,
Self {
surface,
device,
queue,
@ -334,7 +320,7 @@ impl<'a> Renderer<'a> {
camera_uniform,
camera_buffer,
camera_bind_group,
})
}
}
pub fn dt(&self) -> f32 {
@ -570,12 +556,12 @@ impl<'a> Renderer<'a> {
}
pub fn render_scene_2d(&mut self, world: &World) {
let entities = world.get_entities_with(ComponentSet::from_ids(vec![Renderer2D::type_id()]));
let entities = world.get_entities_with(ComponentSet::from_ids(vec![R2D::type_id()]));
let mut vertex_buffer: Vec<Vertex> = Vec::new();
let mut index_buffer: Vec<u16> = Vec::new();
for entity in entities {
let renderer_component = world.get_component::<Renderer2D>(entity as usize);
let renderer_component = world.get_component::<R2D>(entity as usize);
let transform_component = world.get_component::<Transform2D>(entity as usize);
if renderer_component.is_visible() {
@ -608,10 +594,6 @@ impl<'a> Renderer<'a> {
self.set_buffers(vertex_buffer, index_buffer);
}
pub fn window(&self) -> &Window {
&self.window
}
pub fn size(&self) -> PhysicalSize<u32> {
self.size
}
@ -674,4 +656,26 @@ impl<'a> Renderer<'a> {
Ok(())
}
}
impl<'a> Renderer for Renderer2D<'a> {
async fn new(window: Arc<Window>, clear_color: Option<LinearRgba>) -> Renderer2D<'a> {
Self::new(window.clone(), clear_color).await
}
fn size(&self) -> PhysicalSize<u32> {
self.size()
}
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>) {
self.resize(new_size)
}
fn update(&mut self) -> f32 {
self.update()
}
fn render(&mut self) -> Result<(), wgpu::SurfaceError> {
self.render()
}
}

View file

@ -0,0 +1,12 @@
use std::sync::Arc;
use winit::dpi::PhysicalSize;
use winit::window::Window;
use comet_colors::LinearRgba;
pub trait Renderer: Sized {
async fn new(window: Arc<Window>, clear_color: Option<LinearRgba>) -> Self;
fn size(&self) -> PhysicalSize<u32>;
fn resize(&mut self, new_size: winit::dpi::PhysicalSize<u32>);
fn update(&mut self) -> f32;
fn render(&mut self) -> Result<(), wgpu::SurfaceError>;
}

View file

@ -3,8 +3,13 @@ use comet::{
App,
ApplicationType::*
},
renderer::Renderer,
ecs::*,
renderer::Renderer2D,
ecs::{
Render2D,
Transform2D,
Component,
Render
},
math::*,
input::keyboard::*,
log::*
@ -44,11 +49,14 @@ fn update_position(input: WinitInputHelper, transform: &mut Transform2D, dt: f32
}
}
fn setup(world: &mut World) {
world.register_component::<Renderer2D>();
fn setup(app: &mut App, renderer: &mut Renderer2D) {
renderer.initialize_atlas();
let world = app.world_mut();
world.register_component::<Render2D>();
//world.register_component::<Rectangle2D>();
let mut renderer2d = Renderer2D::new();
let mut renderer2d = Render2D::new();
renderer2d.set_texture(r"resources/textures/comet_icon.png");
renderer2d.set_visibility(true);
@ -71,10 +79,14 @@ fn setup(world: &mut World) {
}
fn update(app: &mut App, renderer: &mut Renderer, dt: f32) {
fn update(app: &mut App, renderer: &mut Renderer2D, dt: f32) {
if app.key_pressed(Key::Escape) { app.quit() }
if app.key_pressed(Key::KeyC) { app.set_time_step(0.0016667) }
if app.key_pressed(Key::KeyV) { app.set_time_step(0.0166667) }
if app.key_pressed(Key::KeyP) {
if app.dt() == f32::INFINITY { app.set_update_rate(60) }
else {
app.set_update_rate(0);
}
}
if app.key_pressed(Key::KeyE) { app.world_mut().get_component_mut::<Transform2D>(0).translate([0f32,0f32].into()) }
if app.key_held(Key::KeyW)
|| app.key_held(Key::KeyA)
@ -86,7 +98,7 @@ fn update(app: &mut App, renderer: &mut Renderer, dt: f32) {
let mut transform = app.world_mut().get_component_mut::<Transform2D>(0);
renderer.render_scene_2d(app.world());
}
fn main() {
@ -94,7 +106,6 @@ fn main() {
.with_title("Comet App")
.with_icon(r"resources/textures/comet_icon.png")
.with_size(1920, 1080)
.with_setup(setup)
.run(update)
.run::<Renderer2D>(setup, update)
;
}