diff options
Diffstat (limited to 'src/main.rs')
-rw-r--r-- | src/main.rs | 61 |
1 files changed, 42 insertions, 19 deletions
diff --git a/src/main.rs b/src/main.rs index c13574a..1a7c726 100644 --- a/src/main.rs +++ b/src/main.rs @@ -1,6 +1,5 @@ /* @TODO: -- redraw SDF even when paused if settings or window resolution is changed - flash error on bad string (see @TODO(error handling)) - RnToRn functions (& add back in RToR) - also add PerComponent(Box<RToR>,Box<RToR>,Box<RToR>) in R3ToR3 @@ -104,9 +103,16 @@ impl View { fn unpause(&mut self, rewind: bool) { self.time_speed = if rewind { -1.0 } else { 1.0 }; } - - fn pass_time(&mut self, dt: f64) { - self.time += self.time_speed * dt; + + /// returns true if the current time is modified + fn pass_time(&mut self, dt: f64) -> bool { + let dt = self.time_speed * dt; + if dt == 0.0 { + false + } else { + self.time += dt; + true + } } fn yaw_by(&mut self, yaw: f32) { @@ -280,6 +286,9 @@ struct State { fullscreen: bool, esc_menu: bool, quit: bool, + /// set to true when the view/window size/settings/etc. is changed, + /// and we need to redraw the SDF + needs_redraw: bool, frame_time: Instant, programs: Programs, config: sdf::SceneConfig, @@ -408,6 +417,7 @@ impl State { test_array, esc_menu: false, quit: false, + needs_redraw: true, post_array, scene_list, settings, @@ -470,9 +480,10 @@ impl State { self.view = initial_view; } Err(e) => { - eprintln!("Error: {e}") + eprintln!("Error: {e}"); } - }; + } + self.needs_redraw = true; } fn flash(&mut self, icon: Icon) { @@ -539,8 +550,6 @@ impl State { ); window.uniform3x3f("u_rotation", view.rotation().as_slice()); window.uniform3f_slice("u_translation", view.pos.as_slice()); - window.uniform4f_color("u_flash", self.flash); - window.uniform1i("u_flash_icon", self.flash_icon as i32); self.main_array.draw(); } @@ -555,9 +564,11 @@ impl State { window.use_program(&self.programs.post); window.active_texture(0, &self.main_framebuffer_texture); window.active_texture(1, &self.menu_texture); - window.uniform1f("u_paused", if self.esc_menu { 1.0 } else { 0.0 }); window.uniform_texture("u_main_texture", 0); window.uniform_texture("u_menu_texture", 1); + window.uniform1f("u_paused", if self.esc_menu { 1.0 } else { 0.0 }); + window.uniform4f_color("u_flash", self.flash); + window.uniform1i("u_flash_icon", self.flash_icon as i32); window.uniform1f( "u_aspect_ratio", render_resolution.0 as f32 / render_resolution.1 as f32, @@ -639,7 +650,9 @@ impl State { // returns false if we should quit fn frame(&mut self) -> bool { - self.settings.reload_if_modified(); + if self.settings.reload_if_modified() { + self.needs_redraw = true; + } if let Some(max_framerate) = self.settings.get_f32("max-framerate") { if max_framerate > 0.0 { @@ -743,6 +756,7 @@ impl State { .yaw_by(-xrel as f32 * mouse_sensitivity * frame_dt); self.view .pitch_by(-yrel as f32 * mouse_sensitivity * frame_dt); + self.needs_redraw = true; } } MouseButtonDown { button: MouseButton::Left, x, y, .. } => { @@ -757,7 +771,9 @@ impl State { } if !self.esc_menu { - self.view.pass_time(frame_dt.into()); + if self.view.pass_time(frame_dt.into()) { + self.needs_redraw = true; + } } if !self.esc_menu { @@ -809,6 +825,7 @@ impl State { let dt = dt * speed_multiplier; self.view.pause(); self.view.time += f64::from(dt); + self.needs_redraw = true; } let motion = Vec3::new(dx, dy, dz); @@ -817,10 +834,14 @@ impl State { let motion = motion * move_amount; let motion = self.view.rotation() * motion; self.view.pos += motion; + self.needs_redraw = true; + } + + if dl != 0.0 { + let level_set_amount = 1.0 * speed_multiplier; + self.view.level_set += dl * level_set_amount; + self.needs_redraw = true; } - - let level_set_amount = 1.0 * speed_multiplier; - self.view.level_set += dl * level_set_amount; } let render_resolution = self.get_render_resolution(); @@ -842,13 +863,15 @@ impl State { &self.main_framebuffer_texture, ); self.main_framebuffer_size = render_resolution; + self.needs_redraw = true; } - - // if the escape menu is open, stop rendering the SDF. - // the framebuffer contents will stay the same. - // this lowers GPU usage (and increases framerate). - if !self.esc_menu { + + // this needs_redraw check stops the SDF from being rendered when + // the escape menu is open for example (unless window dimensions/settings are changed) + // this reduces GPU usage and gives a higher framerate + if self.needs_redraw { self.render_main(); + self.needs_redraw = false; } self.flash.a = f32::max(self.flash.a - frame_dt * (2.0 - 1.0 * self.flash.a), 0.0); |