voxel-rs/src/core/app.rs

114 lines
3.5 KiB
Rust

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;
}
}
_ => {}
});
}
}