halfway through imgui, the context is really not ergonomic

This commit is contained in:
2021-02-14 18:07:26 -08:00
parent 60ab3bebd8
commit 2370ce4974
6 changed files with 209 additions and 94 deletions

View File

@@ -1,3 +1,6 @@
extern crate imgui;
extern crate imgui_wgpu;
extern crate imgui_winit_support;
extern crate tobj;
extern crate winit;
@@ -8,9 +11,17 @@ use std::sync::Arc;
use std::time::{Duration, Instant};
use bytemuck::__core::ops::Range;
use cgmath::{Decomposed, Deg, Euler, InnerSpace, Quaternion, Rotation3, SquareMatrix, Point3, Rad};
use cgmath::{
Decomposed, Deg, Euler, InnerSpace, Point3, Quaternion, Rad, Rotation3, SquareMatrix,
};
use futures::executor::block_on;
use futures::task::LocalSpawn;
use gilrs::{Gamepad, Gilrs};
use gilrs::Event as GilEvent;
use imgui::*;
use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
use legion::*;
use rapier3d::counters::Timer;
use rapier3d::dynamics::{
IntegrationParameters, JointSet, RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet,
};
@@ -20,30 +31,27 @@ use rapier3d::na::{Isometry, Isometry3, Vector, Vector3};
use rapier3d::pipeline::PhysicsPipeline;
use wgpu::{BindGroup, Buffer, TextureView};
use wgpu_subscriber;
use winit::event::DeviceEvent::MouseMotion;
use winit::platform::unix::x11::ffi::Time;
use winit::{
event::{self, WindowEvent},
event_loop::{ControlFlow, EventLoop},
};
use winit::event::DeviceEvent::MouseMotion;
use winit::platform::unix::x11::ffi::Time;
use winit::window::Window;
use gilrs::Event as GilEvent;
use crate::camera::{CameraController, Camera};
use crate::components::{Collider, Color, Physics, Position, LoopState};
use crate::camera::{Camera, CameraController};
use crate::components::{Collider, Color, LoopState, Physics, Position};
use crate::owned_event::{OwnedEvent, OwnedEventExtension};
use crate::physics::PhysicsState;
use crate::render::Renderer;
use crate::owned_event::{OwnedEventExtension, OwnedEvent};
use gilrs::{Gamepad, Gilrs};
use rapier3d::counters::Timer;
mod camera;
mod components;
mod geometry;
mod light;
mod owned_event;
mod physics;
mod render;
mod owned_event;
/*
@@ -104,38 +112,36 @@ fn main() {
let mut builder = winit::window::WindowBuilder::new();
builder = builder.with_title("MVGE");
// I don't know what they are doing here
#[cfg(windows_OFF)] // TODO
{
use winit::platform::windows::WindowBuilderExtWindows;
builder = builder.with_no_redirection_bitmap(true);
}
let window = builder.build(&event_loop).unwrap();
// Load up the renderer (and the resources)
let mut renderer = {
let mut renderer = render::Renderer::init(&window);
entity_loading(&mut world, &mut renderer);
renderer
};
let mut resources = Resources::default();
resources.insert(renderer);
let (physics_state, physics_pipeline) =
PhysicsState::build(rapier3d::math::Vector::new(0.0, -9.81, 0.05));
resources.insert(physics_state);
resources.insert(physics_pipeline);
// Load up all the resources
{
resources.insert(LoopState {
delta_time: Default::default(),
start_time: Instant::now(),
step_size: 0.01666, // 60hz
});
// The renderer
let mut renderer = render::Renderer::init(&window, &mut imgui_context);
entity_loading(&mut world, &mut renderer);
resources.insert(renderer);
resources.insert(window);
// Physics
let (physics_state, physics_pipeline) =
PhysicsState::build(rapier3d::math::Vector::new(0.0, -9.81, 0.05));
resources.insert(physics_state);
resources.insert(physics_pipeline);
resources.insert(Vec::<OwnedEvent<OwnedEventExtension>>::new());
// Loop data
resources.insert(LoopState {
delta_time: Default::default(),
start_time: Instant::now(),
step_size: 0.01666, // 60hz
});
// And our event stack
resources.insert(Vec::<OwnedEvent<OwnedEventExtension>>::new());
};
let event_loop_proxy = event_loop.create_proxy();
@@ -147,7 +153,12 @@ fn main() {
if gamepad_.name() == "PS4" {
gamepad = Some(gamepad_);
}
println!("{} is {:?} {:?}", gamepad_.name(), gamepad_.power_info(), gamepad_.id());
println!(
"{} is {:?} {:?}",
gamepad_.name(),
gamepad_.power_info(),
gamepad_.id()
);
}
let mut active_gamepad = None;
@@ -155,9 +166,11 @@ fn main() {
while let Some(GilEvent { id, event, time }) = gilrs.next_event() {
println!("{:?} New event from {}: {:?}", time, id, event);
active_gamepad = Some(id);
event_loop_proxy.send_event(OwnedEventExtension::GamepadEvent {
gil_event: GilEvent { id, event, time }
}).ok();
event_loop_proxy
.send_event(OwnedEventExtension::GamepadEvent {
gil_event: GilEvent { id, event, time },
})
.ok();
}
// // You can also use cached gamepad state
@@ -171,29 +184,35 @@ fn main() {
}
});
let mut elapsed_time: f32 = { // deltatime since last frame
let mut elapsed_time: f32 = {
// deltatime since last frame
let loop_state = resources.get::<LoopState>().unwrap();
loop_state.start_time.elapsed()
}.as_secs_f32();
}
.as_secs_f32();
let mut delta_time: f32 = 0.0;
let mut accumulator_time: f32 = 0.0;
let mut current_time: f32 = elapsed_time;
event_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Poll;
match event {
event::Event::NewEvents(cause) => {
event_schedule.execute(&mut world, &mut resources);
resources.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
.unwrap().clear();
resources
.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
.unwrap()
.clear();
}
event::Event::MainEventsCleared => {
let (step_size, elapsed_time) = { // deltatime since last frame
let (step_size, elapsed_time) = {
// deltatime since last frame
let loop_state = resources.get::<LoopState>().unwrap();
(loop_state.step_size, loop_state.start_time.elapsed().as_secs_f32())
(
loop_state.step_size,
loop_state.start_time.elapsed().as_secs_f32(),
)
};
delta_time = elapsed_time - current_time;
current_time = elapsed_time;
@@ -225,9 +244,10 @@ fn main() {
.unwrap()
.resize(width, height);
}
event::Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
*control_flow = ControlFlow::Exit
}
event::Event::WindowEvent {
event: WindowEvent::CloseRequested,
..
} => *control_flow = ControlFlow::Exit,
event::Event::RedrawRequested(_) => {
// Call the render system
render_schedule.execute(&mut world, &mut resources);
@@ -235,11 +255,14 @@ fn main() {
_ => {}
}
resources.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
.unwrap().push(event.into());
resources
.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
.unwrap()
.push(event.into());
});
}
pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
let monkey_mesh = renderer.load_mesh_to_buffer("./resources/monkey.obj");
@@ -248,10 +271,10 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
position: Point3 {
x: 0.0,
y: 0.0,
z: 10.0
z: 10.0,
},
yaw: Rad(-PI),
pitch: Rad(PI/2.0)
pitch: Rad(PI / 2.0),
},
Color {
r: 1.0,
@@ -272,8 +295,8 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
rot: Euler {
x: Deg(0.0),
y: Deg(-25.0),
z: Deg(0.0)
}
z: Deg(0.0),
},
},
Color {
r: 1.0,
@@ -323,17 +346,11 @@ pub fn entity_loading(world: &mut World, renderer: &mut Renderer) {
));
let mut dynamic_ball_body = RigidBodyBuilder::new_dynamic()
.position(Isometry3::new(
Vector3::new(0.0, 0.0, 0.0),
Vector::y(),
))
.position(Isometry3::new(Vector3::new(0.0, 0.0, 0.0), Vector::y()))
.build();
let mut static_floor_body = RigidBodyBuilder::new_static()
.position(Isometry3::new(
Vector3::new(0.0, -8.0, 0.0),
Vector::y(),
))
.position(Isometry3::new(Vector3::new(0.0, -8.0, 0.0), Vector::y()))
.build();
let ball_collider = ColliderBuilder::ball(1.5).build();