got stuff on the screen, but imgui aint happy
This commit is contained in:
55
src/main.rs
55
src/main.rs
@@ -6,7 +6,7 @@ extern crate winit;
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use std::f32::consts::PI;
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use std::rc::Rc;
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use std::sync::Arc;
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use std::sync::{Arc, Mutex};
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#[cfg(not(target_arch = "wasm32"))]
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use std::time::{Duration, Instant};
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@@ -44,6 +44,10 @@ use crate::components::{Collider, Color, LoopState, Physics, Position};
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use crate::owned_event::{OwnedEvent, OwnedEventExtension};
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use crate::physics::PhysicsState;
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use crate::render::Renderer;
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use legion::systems::{UnsafeResources, SyncResources};
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use std::borrow::Borrow;
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use imgui::__core::convert::TryInto;
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use imgui_winit_support::WinitPlatform;
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mod camera;
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mod components;
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@@ -84,20 +88,26 @@ ECS
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//log::info!("");
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pub struct ImguiContext {
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pub context: imgui::Context,
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}
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unsafe impl Send for ImguiContext {}
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pub struct ImguiPlatform {
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pub platform: WinitPlatform,
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}
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unsafe impl Send for ImguiPlatform {}
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fn main() {
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let mut world = World::default();
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let (mut pool, spawner) = {
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let local_pool = futures::executor::LocalPool::new();
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let spawner = local_pool.spawner();
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(local_pool, spawner)
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};
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let mut render_schedule = Schedule::builder()
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.add_system(render::render_test_system())
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.build();
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let mut update_schedule = Schedule::builder()
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.add_system(physics::test_unsafe_system())
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.add_system(physics::update_camera_system())
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.add_system(physics::run_physics_system())
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.add_system(physics::update_models_system())
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@@ -118,11 +128,41 @@ fn main() {
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// Load up all the resources
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{
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let mut imgui_context = imgui::Context::create();
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let mut platform = imgui_winit_support::WinitPlatform::init(&mut imgui_context);
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platform.attach_window(
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imgui_context.io_mut(),
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&window,
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imgui_winit_support::HiDpiMode::Default,
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);
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// imgui rendering context
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let mut imgui_context = ImguiContext {
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context: imgui_context,
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};
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let mut imgui_platform = ImguiPlatform {
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platform: platform,
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};
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let font_size = 10.0 as f32;
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imgui_context.context.io_mut().font_global_scale = 10.0 as f32;
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imgui_context.context.fonts().add_font(&[FontSource::DefaultFontData {
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config: Some(imgui::FontConfig {
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oversample_h: 1,
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pixel_snap_h: true,
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size_pixels: font_size,
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..Default::default()
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}),
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}]);
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imgui_context.context.set_ini_filename(None);
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// The renderer
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let mut renderer = render::Renderer::init(&window, &mut imgui_context);
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entity_loading(&mut world, &mut renderer);
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resources.insert(renderer);
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resources.insert(Arc::new(Mutex::new(imgui_context)));
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resources.insert(Arc::new(Mutex::new(imgui_platform)));
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resources.insert(window);
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// Physics
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@@ -140,7 +180,6 @@ fn main() {
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// And our event stack
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resources.insert(Vec::<OwnedEvent<OwnedEventExtension>>::new());
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};
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let event_loop_proxy = event_loop.create_proxy();
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@@ -12,6 +12,7 @@ use rapier3d::pipeline::PhysicsPipeline;
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use crate::camera::{Camera, CameraController};
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use crate::components::{Collider, LoopState, Mesh, Physics, Position};
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use crate::render::{EntityUniforms, Renderer};
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use imgui::FontSource;
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pub struct PhysicsState {
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gravity: rapier3d::math::Vector<f32>,
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@@ -88,22 +89,20 @@ pub fn run_physics(
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#[system]
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#[write_component(Camera)]
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#[write_component(CameraController)]
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pub fn update_camera(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
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let mut query = <(&mut Camera, &mut CameraController)>::query();
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for (mut camera, controller) in query.iter_mut(world) {
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controller.update_camera(&mut camera, loop_state.step_size)
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}
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pub fn test_unsafe(world: &mut SubWorld,
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#[resource] loop_state: &mut LoopState,
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// #[resource] imgui_context: &mut imgui::Context,
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) {
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}
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#[system]
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#[write_component(Camera)]
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pub fn update_imgui(
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world: &mut SubWorld,
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#[resource] loop_state: &mut LoopState,
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#[resource] renderer: &mut Renderer,
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) {
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#[write_component(CameraController)]
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pub fn update_camera(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
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let mut query = <(&mut Camera, &mut CameraController)>::query();
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for (mut camera, controller) in query.iter_mut(world) {
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controller.update_camera(&mut camera, loop_state.step_size)
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154
src/render.rs
154
src/render.rs
@@ -1,4 +1,4 @@
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use std::sync::Arc;
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use std::sync::{Arc, Mutex};
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use std::{iter, num::NonZeroU32, ops::Range, rc::Rc};
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use bytemuck::__core::mem;
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@@ -29,6 +29,9 @@ use imgui_winit_support::WinitPlatform;
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use imgui::*;
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use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
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use std::cell::RefCell;
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use imgui::sys::ImGuiContext;
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use crate::{ImguiContext, ImguiPlatform};
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use std::time::Duration;
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#[cfg_attr(rustfmt, rustfmt_skip)]
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#[allow(unused)]
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@@ -88,6 +91,8 @@ pub fn render_test(
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world: &mut SubWorld,
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#[resource] renderer: &mut Renderer,
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#[resource] winit_window: &mut Window,
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#[resource] imgui_context: &mut Arc<Mutex<ImguiContext>>,
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#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
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) {
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let mut encoder = renderer
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@@ -98,91 +103,8 @@ pub fn render_test(
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let frame = renderer.get_current_frame();
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// set up imgui for rendering
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// update delta time and prepare the frame
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//renderer.imgui_platform.io_mut().update_delta_time(now - last_frame);
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{
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let mut imgui_context = imgui::Context::create();
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imgui_context.set_ini_filename(None);
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let font_size = 10.0 as f32;
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//imgui_context.io_mut().font_global_scale = 10.0 as f32;
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imgui_context.fonts().add_font(&[FontSource::DefaultFontData {
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config: Some(imgui::FontConfig {
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oversample_h: 1,
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pixel_snap_h: true,
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size_pixels: font_size,
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..Default::default()
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}),
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}]);
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// The imgui context lives as a resource for the render system to use
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let mut platform = imgui_winit_support::WinitPlatform::init(imgui_context);
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platform.attach_window(
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imgui_context.io_mut(),
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window,
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imgui_winit_support::HiDpiMode::Default,
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);
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let clear_color = wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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};
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let renderer_config = ImguiRendererConfig {
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texture_format: sc_desc.format,
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..Default::default()
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};
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let mut renderer = ImguiRenderer::new(imgui_context, &device, &queue, renderer_config);
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renderer.imgui_platform
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.prepare_frame(imgui_context.io_mut(), &winit_window)
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.expect("Failed to prepare frame");
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// get the frame and build a ui window
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let ui = imgui_context.frame();
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let window = imgui::Window::new(im_str!("Hello too"));
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window
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.size([400.0, 200.0], Condition::FirstUseEver)
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.position([400.0, 200.0], Condition::FirstUseEver)
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.build(&ui, || {
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ui.text(im_str!("Frametime: {:?}", 10.0));
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});
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//ui.show_demo_window(&mut demo_open);
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renderer.imgui_platform.prepare_render(&ui, &winit_window);
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let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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label: None,
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color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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attachment: &frame.output.view,
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resolve_target: None,
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ops: wgpu::Operations {
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load: wgpu::LoadOp::Clear(wgpu::Color {
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r: 0.1,
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g: 0.2,
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b: 0.3,
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a: 1.0,
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}),
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store: true,
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},
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}],
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depth_stencil_attachment: None,
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});
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renderer.imgui_renderer
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.render(ui.render(), &renderer.queue, &renderer.device, &mut rpass)
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.expect("Rendering failed");
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drop(rpass);
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}
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// Update the camera uniform buffers, need to make it support selection of
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// cameras
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let mut query = <(&mut Camera)>::query();
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@@ -322,9 +244,59 @@ pub fn render_test(
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encoder.pop_debug_group();
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encoder.pop_debug_group();
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{
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// let mut imgui_context = &mut imgui_context.lock().unwrap().context;
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// let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
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//
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// //imgui_state.context.io_mut().update_delta_time(Duration::new(0,160));
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// imgui_platform
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// .prepare_frame(imgui_context.io_mut(), &winit_window)
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// .expect("Failed to prepare frame");
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//
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// // get the frame and build a ui window
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// let ui = imgui_context.frame();
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// let window = imgui::Window::new(im_str!("Hello too"));
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// window
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// .size([400.0, 200.0], Condition::FirstUseEver)
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// .position([400.0, 200.0], Condition::FirstUseEver)
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// .build(&ui, || {
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// ui.text(im_str!("Frametime: {:?}", 10.0));
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// });
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//
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//
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// //ui.show_demo_window(&mut demo_open);
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// imgui_platform.prepare_render(&ui, &winit_window);
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//
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// let mut rpass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
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// label: None,
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// color_attachments: &[wgpu::RenderPassColorAttachmentDescriptor {
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// attachment: &frame.output.view,
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// resolve_target: None,
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// ops: wgpu::Operations {
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// load: wgpu::LoadOp::Clear(wgpu::Color {
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// r: 0.1,
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// g: 0.2,
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// b: 0.3,
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// a: 1.0,
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// }),
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// store: true,
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// },
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// }],
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// depth_stencil_attachment: None,
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// });
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// renderer.imgui_renderer
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// .render(ui.render(), &renderer.queue, &renderer.device, &mut rpass)
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// .expect("Rendering failed");
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//
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}
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renderer.queue.submit(iter::once(encoder.finish()));
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}
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pub struct Renderer {
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swapchain: SwapChain,
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swapchain_description: SwapChainDescriptor,
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@@ -349,7 +321,6 @@ pub struct Renderer {
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camera_projection: Matrix4<f32>,
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imgui_platform: WinitPlatform,
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imgui_renderer: ImguiRenderer,
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}
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@@ -492,7 +463,7 @@ impl Renderer {
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}
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}
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pub fn init(window: &Window, imgui_context: &mut imgui::Context) -> Renderer {
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pub fn init(window: &Window, imgui_context: &mut ImguiContext) -> Renderer {
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// Grab the GPU instance, and query its features
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let instance = wgpu::Instance::new(wgpu::BackendBit::PRIMARY);
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@@ -905,6 +876,14 @@ impl Renderer {
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});
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// Imgui renderer
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let renderer_config = ImguiRendererConfig {
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texture_format: sc_desc.format,
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..Default::default()
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};
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let mut imgui_renderer = ImguiRenderer::new(&mut imgui_context.context, &device, &queue, renderer_config);
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Renderer {
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swapchain: swap_chain,
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queue: queue,
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@@ -922,8 +901,7 @@ impl Renderer {
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instance: Arc::new(instance),
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views_given: 0,
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camera_projection: mx_projection,
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imgui_platform: platform,
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imgui_renderer: renderer
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imgui_renderer
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}
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}
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