mirror of
https://github.com/vulkano-rs/vulkano.git
synced 2024-11-22 06:45:23 +00:00
db4657d0f0
* See if 0 (but not None) timeout would solve crash * Try 1 sec timeout
232 lines
7.2 KiB
Rust
232 lines
7.2 KiB
Rust
// A multi windowed game of life application. You could use this to learn:
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//
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// - how to handle multiple window inputs,
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// - how to draw on a canvas,
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// - how to organize compute shader with graphics,
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// - how to do a cellular automata simulation using compute shaders.
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//
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// The possibilities are limitless. ;)
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mod app;
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mod game_of_life;
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mod pixels_draw;
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mod render_pass;
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use crate::app::{App, RenderPipeline};
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use glam::{f32::Vec2, IVec2};
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use std::{
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error::Error,
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time::{Duration, Instant},
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};
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use vulkano_util::renderer::VulkanoWindowRenderer;
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use winit::{
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event::{ElementState, Event, MouseButton, WindowEvent},
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event_loop::{ControlFlow, EventLoop},
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};
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pub const WINDOW_WIDTH: f32 = 1024.0;
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pub const WINDOW_HEIGHT: f32 = 1024.0;
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pub const WINDOW2_WIDTH: f32 = 512.0;
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pub const WINDOW2_HEIGHT: f32 = 512.0;
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pub const SCALING: f32 = 2.0;
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fn main() -> Result<(), impl Error> {
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println!("Welcome to Vulkano Game of Life\nUse the mouse to draw life on the grid(s)\n");
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// Create event loop.
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let event_loop = EventLoop::new().unwrap();
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// Create app with vulkano context.
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let mut app = App::default();
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app.open(&event_loop);
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// Time & inputs...
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let mut time = Instant::now();
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let mut cursor_pos = Vec2::ZERO;
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// An extremely crude way to handle input state... but works for this example.
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let mut mouse_is_pressed_w1 = false;
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let mut mouse_is_pressed_w2 = false;
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event_loop.run(move |event, elwt| {
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elwt.set_control_flow(ControlFlow::Poll);
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if process_event(
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&event,
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&mut app,
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&mut cursor_pos,
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&mut mouse_is_pressed_w1,
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&mut mouse_is_pressed_w2,
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) {
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elwt.exit();
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return;
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} else if event == Event::AboutToWait {
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for (_, renderer) in app.windows.iter() {
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renderer.window().request_redraw();
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}
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}
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// Draw life on windows if mouse is down.
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draw_life(
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&mut app,
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cursor_pos,
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mouse_is_pressed_w1,
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mouse_is_pressed_w2,
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);
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// Compute life & render 60fps.
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if (Instant::now() - time).as_secs_f64() > 1.0 / 60.0 {
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compute_then_render_per_window(&mut app);
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time = Instant::now();
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}
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})
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}
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/// Processes a single event for an event loop.
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/// Returns true only if the window is to be closed.
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pub fn process_event(
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event: &Event<()>,
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app: &mut App,
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cursor_pos: &mut Vec2,
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mouse_pressed_w1: &mut bool,
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mouse_pressed_w2: &mut bool,
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) -> bool {
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if let Event::WindowEvent {
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event, window_id, ..
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} = &event
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{
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match event {
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WindowEvent::CloseRequested => {
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if *window_id == app.windows.primary_window_id().unwrap() {
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return true;
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} else {
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// Destroy window by removing its renderer.
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app.windows.remove_renderer(*window_id);
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app.pipelines.remove(window_id);
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}
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}
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// Resize window and its images.
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WindowEvent::Resized(..) | WindowEvent::ScaleFactorChanged { .. } => {
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let vulkano_window = app.windows.get_renderer_mut(*window_id).unwrap();
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vulkano_window.resize();
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}
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// Handle mouse position events.
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WindowEvent::CursorMoved { position, .. } => {
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*cursor_pos = Vec2::new(position.x as f32, position.y as f32)
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}
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// Handle mouse button events.
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WindowEvent::MouseInput { state, button, .. } => {
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let mut mouse_pressed = false;
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if button == &MouseButton::Left && state == &ElementState::Pressed {
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mouse_pressed = true;
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}
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if button == &MouseButton::Left && state == &ElementState::Released {
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mouse_pressed = false;
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}
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if window_id == &app.windows.primary_window_id().unwrap() {
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*mouse_pressed_w1 = mouse_pressed;
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} else {
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*mouse_pressed_w2 = mouse_pressed;
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}
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}
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_ => (),
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}
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}
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false
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}
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fn draw_life(
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app: &mut App,
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cursor_pos: Vec2,
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mouse_is_pressed_w1: bool,
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mouse_is_pressed_w2: bool,
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) {
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let primary_window_id = app.windows.primary_window_id().unwrap();
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for (id, window) in app.windows.iter_mut() {
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if id == &primary_window_id && !mouse_is_pressed_w1 {
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continue;
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}
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if id != &primary_window_id && !mouse_is_pressed_w2 {
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continue;
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}
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let window_size = window.window_size();
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let compute_pipeline = &mut app.pipelines.get_mut(id).unwrap().compute;
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let mut normalized_pos = Vec2::new(
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(cursor_pos.x / window_size[0]).clamp(0.0, 1.0),
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(cursor_pos.y / window_size[1]).clamp(0.0, 1.0),
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);
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// Flip y.
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normalized_pos.y = 1.0 - normalized_pos.y;
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let image_extent = compute_pipeline.color_image().image().extent();
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compute_pipeline.draw_life(IVec2::new(
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(image_extent[0] as f32 * normalized_pos.x) as i32,
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(image_extent[1] as f32 * normalized_pos.y) as i32,
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))
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}
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}
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/// Compute and render per window.
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fn compute_then_render_per_window(app: &mut App) {
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let primary_window_id = app.windows.primary_window_id().unwrap();
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for (window_id, window_renderer) in app.windows.iter_mut() {
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let pipeline = app.pipelines.get_mut(window_id).unwrap();
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if *window_id == primary_window_id {
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compute_then_render(window_renderer, pipeline, [1.0, 0.0, 0.0, 1.0], [0.0; 4]);
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} else {
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compute_then_render(window_renderer, pipeline, [0.0, 0.0, 0.0, 1.0], [1.0; 4]);
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}
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}
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}
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/// Compute game of life, then display result on target image.
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fn compute_then_render(
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window_renderer: &mut VulkanoWindowRenderer,
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pipeline: &mut RenderPipeline,
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life_color: [f32; 4],
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dead_color: [f32; 4],
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) {
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// Skip this window when minimized.
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match window_renderer.window_size() {
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[w, h] => {
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if w == 0.0 || h == 0.0 {
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return;
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}
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}
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}
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// Start the frame.
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let before_pipeline_future =
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match window_renderer.acquire(Some(Duration::from_millis(1000)), |swapchain_image_views| {
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pipeline
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.place_over_frame
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.recreate_framebuffers(swapchain_image_views)
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}) {
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Err(e) => {
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println!("{e}");
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return;
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}
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Ok(future) => future,
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};
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// Compute.
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let after_compute = pipeline
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.compute
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.compute(before_pipeline_future, life_color, dead_color);
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// Render.
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let color_image = pipeline.compute.color_image();
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let target_image = window_renderer.swapchain_image_view();
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let after_render = pipeline.place_over_frame.render(
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after_compute,
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color_image,
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target_image,
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window_renderer.image_index(),
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);
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// Finish the frame. Wait for the future so resources are not in use when we render.
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window_renderer.present(after_render, true);
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}
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