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synced 2024-11-21 22:38:41 -06:00
add fullscreen mode, release shader compiler after loading shader prefabs
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f15d2b1510
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@ -97,4 +97,5 @@ pub fn load_prefabs(
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&renderer.display
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)
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));
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renderer.display.release_shader_compiler();
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}
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@ -4,12 +4,12 @@ use glium::{
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Version, Api,
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glutin::{
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event_loop::EventLoop,
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window::WindowBuilder,
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ContextBuilder, GlProfile
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window::{WindowBuilder, Fullscreen},
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ContextBuilder, GlProfile,
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},
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};
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use glam::{Vec3, UVec2};
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use crate::{events::WindowResizedEvent, settings::GameSettings};
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use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
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pub mod primitives;
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pub mod world;
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@ -31,19 +31,67 @@ pub struct Renderer {
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impl Renderer {
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pub fn init(event_loop: &EventLoop<()>, settings: &GameSettings) -> Self {
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log::info!("initializing display");
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let wb = WindowBuilder::new()
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.with_title("uwu")
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.with_fullscreen({
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if let Some(fs_settings) = &settings.fullscreen {
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let monitor = event_loop.primary_monitor().or_else(|| {
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event_loop.available_monitors().next()
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});
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if let Some(monitor) = monitor {
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log::info!("monitor: {}", monitor.name().unwrap_or_else(|| "generic".into()));
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match fs_settings.mode {
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FullscreenMode::Borderless => {
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log::info!("starting in borderless fullscreen mode");
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Some(Fullscreen::Borderless(Some(monitor)))
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},
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FullscreenMode::Exclusive => {
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log::info!("starting in exclusive fullscreen mode");
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//TODO: grabbing the first video mode is probably not the best idea...
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monitor.video_modes().next()
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.map(|vmode| {
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log::info!("video mode: {}", vmode.to_string());
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Some(Fullscreen::Exclusive(vmode))
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})
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.unwrap_or_else(|| {
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log::warn!("no valid video modes found, falling back to windowed mode instead");
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None
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})
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}
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}
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} else {
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log::warn!("no monitors found, falling back to windowed mode");
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None
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}
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} else {
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log::info!("starting in windowed mode");
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None
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}
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})
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.with_maximized(true);
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let cb = ContextBuilder::new()
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.with_depth_buffer(24)
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.with_multisampling(settings.msaa.unwrap_or_default())
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.with_gl_profile(GlProfile::Core);
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let display = Display::new(wb, cb, event_loop)
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.expect("Failed to create a glium Display");
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log::info!("Vendor: {}", display.get_opengl_vendor_string());
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log::info!("Renderer: {}", display.get_opengl_renderer_string());
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log::info!("OpenGL {}", display.get_opengl_version_string());
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log::info!("Supports GLES {:?}", display.get_supported_glsl_version());
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log::info!("Supports GLSL {:?}", display.get_supported_glsl_version());
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if display.is_context_loss_possible() {
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log::warn!("ogl context loss possible");
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}
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if display.is_robust() {
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log::warn!("ogl implementation is not robust");
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}
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assert!(display.is_glsl_version_supported(&Version(Api::GlEs, 3, 0)), "GLES 3.0 is not supported");
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Self { display }
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}
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}
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@ -1,7 +1,17 @@
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use shipyard::{Unique, AllStoragesView};
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pub enum FullscreenMode {
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Borderless,
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Exclusive,
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}
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pub struct FullscreenSettings {
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pub mode: FullscreenMode,
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}
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#[derive(Unique)]
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pub struct GameSettings {
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pub fullscreen: Option<FullscreenSettings>,
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pub msaa: Option<u16>,
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pub max_anisotropy: Option<u16>,
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/// there's a 1 chunk border of loaded but invisible around this
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@ -12,6 +22,7 @@ pub struct GameSettings {
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impl Default for GameSettings {
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fn default() -> Self {
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Self {
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fullscreen: None,
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msaa: Some(4), //not used yet
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max_anisotropy: Some(16),
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render_distance: 6,
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