kubi/src/main.rs

157 lines
3.7 KiB
Rust

use shipyard::{
World, Workload, IntoWorkload,
UniqueView, UniqueViewMut,
NonSendSync, Unique
};
use glium::{
glutin::{
event_loop::{EventLoop, ControlFlow},
event::{Event, WindowEvent}
}
};
use glam::vec3;
use std::time::{Instant, Duration};
mod logging;
pub(crate) mod rendering;
pub(crate) mod world;
pub(crate) mod player;
pub(crate) mod prefabs;
pub(crate) mod transform;
pub(crate) mod settings;
pub(crate) mod camera;
pub(crate) mod events;
pub(crate) mod input;
pub(crate) mod fly_controller;
use rendering::{
Renderer,
RenderTarget,
BackgroundColor,
clear_background
};
use world::{
init_game_world,
loading::update_loaded_world_around_player,
raycast::update_player_raycast
};
use player::spawn_player;
use prefabs::load_prefabs;
use settings::GameSettings;
use camera::compute_cameras;
use events::{clear_events, process_glutin_events};
use input::{init_input, process_inputs};
use fly_controller::update_controllers;
use rendering::{
selection_box::render_selection_box,
world::draw_world,
};
#[derive(Unique)]
pub(crate) struct DeltaTime(Duration);
fn startup() -> Workload {
(
load_prefabs,
init_input,
init_game_world,
spawn_player,
).into_workload()
}
fn update() -> Workload {
(
process_inputs,
update_controllers,
update_loaded_world_around_player,
update_player_raycast,
compute_cameras
).into_workload()
}
fn render() -> Workload {
(
clear_background,
draw_world,
render_selection_box,
).into_sequential_workload()
}
fn after_frame_end() -> Workload {
(
clear_events,
).into_workload()
}
fn main() {
logging::init();
//Create event loop
let event_loop = EventLoop::new();
//Create a shipyard world
let mut world = World::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.)));
world.add_unique(DeltaTime(Duration::default()));
world.add_unique(GameSettings::default());
//Register workloads
world.add_workload(startup);
world.add_workload(update);
world.add_workload(render);
world.add_workload(after_frame_end);
//Run startup systems
world.run_workload(startup).unwrap();
//Run the event loop
let mut last_update = Instant::now();
event_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Poll;
process_glutin_events(&mut world, &event);
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::Resized(_size) => {
// todo ...
}
WindowEvent::CloseRequested => {
log::info!("exit requested");
*control_flow = ControlFlow::Exit;
},
_ => (),
},
Event::MainEventsCleared => {
//Update delta time (maybe move this into a system?)
{
let mut dt_view = world.borrow::<UniqueViewMut<DeltaTime>>().unwrap();
let now = Instant::now();
dt_view.0 = now - last_update;
last_update = now;
}
//Run update workflow
world.run_workload(update).unwrap();
//Start rendering (maybe use custom views for this?)
let target = {
let renderer = world.borrow::<NonSendSync<UniqueView<Renderer>>>().unwrap();
renderer.display.draw()
};
world.add_unique_non_send_sync(RenderTarget(target));
//Run render workflow
world.run_workload(render).unwrap();
//Finish rendering
let target = world.remove_unique::<RenderTarget>().unwrap();
target.0.finish().unwrap();
//FrameEnd
world.run_workload(after_frame_end).unwrap();
},
_ => (),
};
});
}