extern crate gaclen;
mod shaders;
use gaclen::graphics;
use gaclen::winit;
use winit::event_loop::{ControlFlow, EventLoop};
use winit::event::{Event, WindowEvent};
use winit::window::WindowBuilder;
#[derive(Default, Debug, Clone)]
struct Vertex {
position: [f32; 3],
color: [f32; 4],
}
gaclen::graphics::impl_vertex!(Vertex, position, color);
fn main() {
let mut frame_count: u64 = 0;
let start_time = std::time::Instant::now();
let event_loop = EventLoop::new();
let window = std::sync::Arc::new(
WindowBuilder::new()
.with_title("Quad example")
.with_inner_size(winit::dpi::PhysicalSize::new(1280, 720))
.with_min_inner_size(winit::dpi::PhysicalSize::new(1280, 720))
.build(&event_loop).unwrap()
);
let context = graphics::context::Context::new().unwrap();
let device = graphics::device::Device::new(&context).unwrap();
println!("Initialized device: {:?}", device);
let mut swapchain = graphics::swapchain::Swapchain::new(&context, &device, window.clone(), graphics::swapchain::PresentMode::Immediate, graphics::image::Format::D16Unorm).expect("Failed to create swapchain!");
let pass = {
let vs = shaders::vertex::Shader::load(&device).unwrap();
let fs = shaders::fragment::Shader::load(&device).unwrap();
graphics::pass::GraphicalPass::start()
.single_buffer_input::<Vertex>()
.vertex_shader(vs.main_entry_point(), ())
.fragment_shader(fs.main_entry_point(), ())
.add_image_attachment_swapchain_cleared(&swapchain)
.add_depth_attachment_swapchain_discard(&swapchain, graphics::pass::LoadOp::Clear).unwrap()
.build(&device).unwrap()
};
let triangle_buffer = graphics::buffer::CpuAccessibleBuffer::from_data(
device.logical_device(),
graphics::buffer::BufferUsage::all(),
false,
[
Vertex { position: [-0.5, 0.5, 0.0 ], color: [ 0.25, 0.75, 0.25, 1.0 ] },
Vertex { position: [ 0.5,-0.5, 0.0 ], color: [ 0.75, 0.25, 0.25, 1.0 ] },
Vertex { position: [ 0.5, 0.5, 0.0 ], color: [ 0.75, 0.75, 0.25, 0.0 ] },
Vertex { position: [-0.5,-0.5, 0.0 ], color: [ 0.0, 0.0, 0.0, 1.0 ] },
Vertex { position: [ 0.5,-0.5, 0.0 ], color: [ 1.0, 0.0, 0.0, 1.0 ] },
Vertex { position: [-0.5, 0.5, 0.0 ], color: [ 0.0, 1.0, 0.0, 1.0 ] },
]
).unwrap();
let mut recreate_swapchain = false;
let mut device = Some(device);
event_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Poll;
match event {
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
*control_flow = ControlFlow::Exit;
let run_duration = start_time.elapsed().as_secs_f64();
let fps: f64 = frame_count as f64 / run_duration;
println!("Produced {} frames over {:.2} seconds ({:.2} avg fps)", frame_count, run_duration, fps);
},
Event::WindowEvent { event: WindowEvent::Resized(_), .. } => recreate_swapchain = true,
Event::RedrawEventsCleared => {
if recreate_swapchain {
let dimensions = window.inner_size();
match swapchain.resize(dimensions.into()) {
Ok(()) => (),
Err(graphics::ResizeError::Swapchain(_)) => {
println!("Failed to resize window, skipping frame!");
return;
},
Err(err) => panic!(err),
};
recreate_swapchain = false;
}
let clear_color = [0.0, 0.0, 0.0, 1.0];
let push_constants = push_constants_from_time(start_time.elapsed().as_secs_f32(), window.inner_size().into());
let frame = graphics::frame::Frame::begin(device.take().unwrap(), &swapchain).unwrap();
let framebuffer = std::sync::Arc::new(pass.start_framebuffer()
.add(swapchain.get_color_image_for(&frame)).unwrap()
.add(swapchain.get_depth_image_for(&frame)).unwrap()
.build().unwrap()
);
let after_frame = frame.begin_pass(&pass, framebuffer, swapchain.default_viewport(), vec![clear_color.into(), 1.0f32.into()])
.draw(vec![triangle_buffer.clone()], (), push_constants)
.finish_pass()
.finish();
device = match after_frame {
Ok(device) => Some(device),
Err((device, err)) => {
if err == graphics::frame::FrameFinishError::Flush(gaclen::graphics::vulkano::sync::FlushError::OutOfDate) { recreate_swapchain = true; };
Some(device)
},
};
frame_count += 1;
}
_ => ()
}
});
}
fn push_constants_from_time(time: f32, window_resolution: (u32, u32)) -> shaders::vertex::ty::PushConstantData {
let time = time / 5.0;
let x = time.cos();
let y = time.sin();
let view = cgmath::Matrix4::look_at(
cgmath::Point3 { x, y, z: 1.0 },
cgmath::Point3 { x: 0.0, y: 0.0, z: 0.0 },
cgmath::Vector3 { x: 0.0, y: 0.0, z: -1.0 });
let aspect = window_resolution.0 as f32 / window_resolution.1 as f32;
let proj: cgmath::Matrix4<f32> = cgmath::PerspectiveFov { fovy: cgmath::Deg(60.0).into(), aspect, near: 0.1, far: 4.0 }.into();
let mvp = proj * view;
shaders::vertex::ty::PushConstantData { MVP: mvp.into() }
}