raidillon/glium_platform/src/platform.rs
reo 0c0d5cdb2a Fix imgui renderer once and for all
Finally solved the problems with the imgui renderer after a long chat with clankers. Fixed some other stuff as well.

Reminder to keep the rendered_this_frame check as that's what solved it. Probably a deeper issue down there that caused us to render twice, but whatever.
2025-09-10 01:31:43 +03:00

123 lines
4.6 KiB
Rust

use std::cell::RefCell;
use std::rc::Rc;
use std::str::FromStr;
use std::sync::{Arc, RwLock};
use raidillon_platform::{Platform, PlatformContext};
use glium::winit::event_loop::EventLoop;
use glium::winit::window::Window;
use glium::backend::glutin::Display;
use glium::glutin::surface::WindowSurface;
use glium::backend::glutin::SimpleWindowBuilder;
use glium::Surface;
use crate::system::{RenderingSystemManager, RenderingSystem, RenderingContext, SystemID};
use winit::event::{Event, WindowEvent};
use raidillon_assets::{ModelManager, ModelManagerRef};
use raidillon_core::engine::EngineTrait;
use raidillon_engine::Engine;
use crate::{GliumAssetManager};
use crate::render::debug_ui::ImguiBridge;
use crate::render::BasicMeshRenderingSystem;
pub const MESH_RENDERER: &str = "mesh_renderer";
pub const DEBUG_UI_RENDERER: &str = "debug_ui_renderer";
pub struct GliumPlatform<E: EngineTrait> {
event_loop: EventLoop<()>,
window: Window,
display: Display<WindowSurface>,
rendering_system_manager: RenderingSystemManager,
asset_manager: ModelManagerRef,
engine: E,
}
impl<E: EngineTrait> Platform<E> for GliumPlatform<E> {
fn initialize(mut engine: E, title: String, width: u32, height: u32) -> Self {
let event_loop = glium::winit::event_loop::EventLoop::builder()
.build()
.expect("create event-loop");
let (window, display) = SimpleWindowBuilder::new()
.with_title(title.as_str())
.with_inner_size(width, height)
.build(&event_loop);
let asset_manager: ModelManagerRef = Rc::new(RefCell::new(Box::new(GliumAssetManager::new(Box::new(display.clone())))));
let mut rendering_system_manager = RenderingSystemManager::new();
// Install rendering systems
rendering_system_manager.add_system(
MESH_RENDERER,
Box::new(BasicMeshRenderingSystem::initialize(&display, &window))
);
rendering_system_manager.add_system(
DEBUG_UI_RENDERER,
Box::new(ImguiBridge::initialize(&display, &window)),
);
Self {
event_loop,
window,
display,
rendering_system_manager,
asset_manager,
engine,
}
}
fn run(mut self) {
let (w, h): (u32, u32) = self.window.inner_size().into();
let ctx = PlatformContext {
current_event: Event::AboutToWait,
asset_manager: self.asset_manager.clone(),
frame_width: w as f32,
frame_height: h as f32,
};
self.engine.initialize(ctx.clone());
let _ = &self.event_loop.run(move |event, el| {
self.rendering_system_manager
.systems
.iter_mut()
.for_each(|(_, system)| system.handle_event(&mut self.window, event.clone()));
match event {
Event::WindowEvent { event, .. } => match event {
WindowEvent::CloseRequested => {
// TODO: Run uninitialize on renderer and engine
el.exit();
},
WindowEvent::RedrawRequested => {
let mut target = self.display.draw();
target.clear_color_and_depth((0.1, 0.1, 0.15, 1.0), 1.0);
let (scene_mut, debug_ui_buffer) = self.engine.scene_and_debug_ui_buffer_mut();
let mut context = RenderingContext {
scene: scene_mut,
target: &mut target,
asset_manager: self.asset_manager.clone(),
window: &mut self.window,
debug_ui_buffer,
};
self.rendering_system_manager
.systems
.iter_mut()
.for_each(|(_, system)| system.render(&mut context));
target.finish().unwrap();
}
_ => {},
},
Event::AboutToWait => {
let mut ctx2 = ctx.clone();
ctx2.current_event = event.clone();
self.engine.update(ctx2);
self.rendering_system_manager
.systems
.iter_mut()
.for_each(|(_, system)| system.prepare_frame(&mut self.window));
self.window.request_redraw();
}
_ => {},
}
});
}
}