use std::time::Instant; use winit::{ dpi::PhysicalSize, event::{Event, WindowEvent}, event_loop::{ControlFlow, EventLoop}, }; use super::camera; use crate::{ render::{self, Renderer}, voxel, }; pub struct App { window: winit::window::Window, event_loop: EventLoop<()>, render_ctx: render::Context, } impl App { pub async fn new(width: u32, height: u32, title: &str) -> Self { log::info!("Initialising window..."); let size = PhysicalSize::new(width, height); let event_loop = EventLoop::new(); let window = winit::window::WindowBuilder::new() .with_title(title) .with_inner_size(size) .build(&event_loop) .unwrap(); let render_ctx = render::Context::new( &window, wgpu::Limits { max_storage_buffer_binding_size: 1 << 29, max_buffer_size: 1 << 29, ..Default::default() }, ) .await; Self { window, event_loop, render_ctx, } } pub fn run(self) { let mut camera_controller = camera::CameraController::new( &self.render_ctx, camera::Camera::new( glam::Vec3 { x: 4.01, y: 4.01, z: 20.0, }, -90.0_f32.to_radians(), 0.0_f32.to_radians(), ), camera::Projection::new( self.render_ctx.size.width, self.render_ctx.size.height, 90.0_f32.to_radians(), 0.01, 100.0, ), 10.0, 0.25, ); let mut renderer = voxel::VoxelRenderer::new(&self.render_ctx, &camera_controller); let mut cumulative_dt = 0.0; let mut frames_accumulated = 0.0; let mut last_render_time = Instant::now(); self.event_loop .run(move |event, _, control_flow| match event { Event::WindowEvent { ref event, window_id, } if window_id == self.window.id() => match event { WindowEvent::CloseRequested => *control_flow = ControlFlow::Exit, _ => { camera_controller.process_events(&event); } }, Event::MainEventsCleared => { self.window.request_redraw(); } Event::RedrawRequested(_) => { let now = Instant::now(); let dt = now - last_render_time; last_render_time = now; camera_controller.update(dt); camera_controller.update_buffer(&self.render_ctx); renderer.render(&self.render_ctx); renderer.update(&dt, &self.render_ctx); // Simple framerate tracking cumulative_dt += dt.as_secs_f32(); frames_accumulated += 1.0; if cumulative_dt >= 1.0 { let fps = frames_accumulated * 1.0 / cumulative_dt; let frame_time = cumulative_dt * 1000.0 / frames_accumulated; log::info!("FPS: {}, Frame Time: {}", fps.floor(), frame_time); cumulative_dt = 0.0; frames_accumulated = 0.0; } } _ => {} }); } }