1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
use super::RenderPipeline;
use crate::{model::ModelHandleMessage, Game, GameState};
use std::sync::mpsc::{channel, Receiver};
use vulkano::{
    device::{Device, DeviceExtensions, Features},
    instance::{Instance, PhysicalDevice, QueueFamily, Version},
};
use vulkano_win::VkSurfaceBuild;
use winit::{
    event::{ElementState, Event, KeyboardInput, WindowEvent},
    event_loop::{ControlFlow, EventLoop},
    window::WindowBuilder,
};

/// A handle to the window and the game state. This will be your main entrypoint of the game.
pub struct Window<GAME: Game + 'static> {
    dimensions: [f32; 2],
    pipeline: RenderPipeline,
    events_loop: Option<EventLoop<()>>,
    game_state: GameState,
    model_handle_receiver: Receiver<ModelHandleMessage>,
    game: GAME,
}

impl<GAME: Game + 'static> Window<GAME> {
    /// Create a new instance of the window. This will immediately instantiate an instance of [Game].
    pub fn new(width: f32, height: f32) -> Self {
        let instance = {
            let extensions = vulkano_win::required_extensions();
            Instance::new(None, &extensions, None).expect("failed to create Vulkan instance")
        };

        let mut physical = None;
        let mut queue_family = None;
        for device in PhysicalDevice::enumerate(&instance) {
            let picked = if physical.is_none() {
                physical = Some(device);
                queue_family = Some(
                    device
                        .queue_families()
                        .find(|q| q.supports_graphics())
                        .unwrap(),
                );
                true
            } else {
                false
            };
            print_physical_device_info(&device, picked, if picked { queue_family } else { None });
        }
        let physical = physical.expect("no device available");
        let queue_family = queue_family.expect("Couldn't find a graphical queue family");

        let (device, queue) = {
            let (device, mut queues) = Device::new(
                physical,
                &Features::none(),
                &DeviceExtensions {
                    khr_storage_buffer_storage_class: true,
                    khr_swapchain: true,
                    ..DeviceExtensions::none()
                },
                [(queue_family, 0.5)].iter().cloned(),
            )
            .expect("Could not create device");
            (device, queues.next().unwrap())
        };
        let events_loop = EventLoop::new();
        let surface = WindowBuilder::new()
            .build_vk_surface(&events_loop, instance.clone())
            .unwrap();

        let pipeline = RenderPipeline::create(
            device.clone(),
            queue.clone(),
            surface.clone(),
            physical,
            [width, height],
        );

        let (sender, receiver) = channel();

        let mut game_state = GameState::new(device, queue, sender, surface);

        let game = GAME::init(&mut game_state);

        Window {
            dimensions: [width, height],
            pipeline,
            events_loop: Some(events_loop),
            model_handle_receiver: receiver,
            game_state,
            game,
        }
    }

    pub(crate) fn update_size(&mut self, width: f32, height: f32) {
        self.dimensions = [width, height];
        self.pipeline.resize(self.dimensions);
    }

    fn update(&mut self) {
        self.game.update(&mut self.game_state);

        while let Ok(msg) = self.model_handle_receiver.try_recv() {
            match msg {
                ModelHandleMessage::Dropped(id) => self.game_state.remove_model_handle(id),
                ModelHandleMessage::NewClone(new_id, data) => {
                    self.game_state.add_model_data(new_id, data)
                }
            }
        }
    }

    fn render_and_update(&mut self) {
        let future = self.pipeline.render(
            self.game_state.camera,
            self.dimensions,
            self.game_state.model_handles.values(),
            self.game_state.light.directional.to_shader_value(),
        );
        self.update();
        self.pipeline.finish_render(future);
    }

    /// Take control of the main loop and run the game. Periodically [Game::update] will be called, allowing you to modify the game world.
    pub fn run(mut self) {
        let events_loop = self.events_loop.take().unwrap();
        events_loop.run(move |event, _, control_flow| {
            match event {
                Event::WindowEvent {
                    event: WindowEvent::Resized(newsize),
                    ..
                } => {
                    self.update_size(newsize.width as f32, newsize.height as f32);
                }
                Event::WindowEvent {
                    event: WindowEvent::CloseRequested,
                    ..
                } if self.game.can_shutdown(&mut self.game_state) => {
                    *control_flow = ControlFlow::Exit
                }
                Event::RedrawEventsCleared => {
                    self.render_and_update();
                }
                _ => {}
            }
            if let Event::WindowEvent { event, .. } = event {
                self.game.event(&mut self.game_state, &event);
                if let WindowEvent::KeyboardInput {
                    input:
                        KeyboardInput {
                            state,
                            virtual_keycode: Some(key),
                            ..
                        },
                    ..
                } = event
                {
                    if state == ElementState::Pressed {
                        self.game_state.keyboard.pressed.insert(key);
                        self.game.keydown(&mut self.game_state, key);
                    } else {
                        self.game_state.keyboard.pressed.remove(&key);
                        self.game.keyup(&mut self.game_state, key);
                    }
                }
            }

            if !self.game_state.is_running {
                *control_flow = ControlFlow::Exit;
            }
        });
    }
}

fn print_physical_device_info(
    device: &PhysicalDevice,
    picked: bool,
    queue_family: Option<QueueFamily>,
) {
    println!(
        "{} {}",
        if picked { "\u{2192}" } else { "-" },
        device.name(),
    );
    println!("  - api verison: {}", device.api_version());
    println!(
        "  - driver version: {} (0x{:08X})",
        Version::from_vulkan_version(device.driver_version()),
        device.driver_version()
    );
    println!("  Queue families:");
    for family in device.queue_families() {
        let picked = queue_family.as_ref() == Some(&family);
        println!(
            "  {} {}, queue count: {:2}, graphics: {:5}, compute: {:5}",
            if picked { "\u{2192}" } else { "-" },
            family.id(),
            family.queues_count(),
            family.supports_graphics(),
            family.supports_compute(),
        );
    }
}