add pre_startup stage, use msaa settings in window init

This commit is contained in:
griffi-gh 2023-05-16 11:30:24 +02:00
parent 46a5da3b26
commit 41a97cbcef
3 changed files with 28 additions and 13 deletions

View file

@ -51,7 +51,7 @@ use world::{
};
use player::{spawn_player, MainPlayer};
use prefabs::load_prefabs;
use settings::load_settings;
use settings::{load_settings, GameSettings};
use camera::compute_cameras;
use events::{
clear_events,
@ -84,11 +84,17 @@ use gui::{render_gui, init_gui, update_gui};
use loading_screen::update_loading_screen;
use connecting_screen::switch_to_loading_if_connected;
/// stuff required to init the renderer and other basic systems
fn pre_startup() -> Workload {
(
load_settings,
).into_sequential_workload()
}
fn startup() -> Workload {
(
initial_resize_event,
init_window_size,
load_settings,
load_prefabs,
init_primitives,
insert_lock_state,
@ -170,19 +176,26 @@ fn main() {
//Create a shipyard world
let mut world = World::new();
//Create event loop
let event_loop = EventLoop::new();
//Add systems and uniques, Init and load things
world.add_unique_non_send_sync(Renderer::init(&event_loop));
world.add_unique(BackgroundColor(vec3(0.5, 0.5, 1.)));
//Register workloads
world.add_workload(pre_startup);
world.add_workload(startup);
world.add_workload(update);
world.add_workload(render);
world.add_workload(after_frame_end);
//Run pre-startup procedure
world.run_workload(pre_startup).unwrap();
//Create event loop
let event_loop = EventLoop::new();
//Initialize renderer
{
let settings = world.borrow::<UniqueView<GameSettings>>().unwrap();
world.add_unique_non_send_sync(Renderer::init(&event_loop, &settings));
}
world.add_unique(BackgroundColor(vec3(0.5, 0.5, 1.)));
//Save _visualizer.json
#[cfg(feature = "generate_visualizer_data")]

View file

@ -9,7 +9,7 @@ use glium::{
},
};
use glam::{Vec3, UVec2};
use crate::events::WindowResizedEvent;
use crate::{events::WindowResizedEvent, settings::GameSettings};
pub mod primitives;
pub mod world;
@ -29,13 +29,14 @@ pub struct Renderer {
pub display: Display
}
impl Renderer {
pub fn init(event_loop: &EventLoop<()>) -> Self {
pub fn init(event_loop: &EventLoop<()>, settings: &GameSettings) -> Self {
log::info!("initializing display");
let wb = WindowBuilder::new()
.with_title("uwu")
.with_maximized(true);
let cb = ContextBuilder::new()
.with_depth_buffer(24)
.with_multisampling(settings.msaa.unwrap_or_default())
.with_gl_profile(GlProfile::Core);
let display = Display::new(wb, cb, event_loop)
.expect("Failed to create a glium Display");

View file

@ -2,7 +2,7 @@ use shipyard::{Unique, AllStoragesView};
#[derive(Unique)]
pub struct GameSettings {
pub msaa: Option<u8>,
pub msaa: Option<u16>,
pub max_anisotropy: Option<u16>,
/// there's a 1 chunk border of loaded but invisible around this
pub render_distance: u8,
@ -24,6 +24,7 @@ impl Default for GameSettings {
pub fn load_settings(
storages: AllStoragesView
) {
log::info!("loading game settings");
//todo
storages.add_unique(GameSettings::default());
}