mutzing about with a fps renderer. I am satisfied with this imgui thing I have going on. But it's a bit bone headed to have these two components so tightly coupled
This commit is contained in:
@@ -5,7 +5,8 @@ use cgmath::{Decomposed, InnerSpace, Matrix4, Point3, Rad, Vector3};
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use winit_24::dpi::{LogicalPosition, PhysicalPosition};
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use winit_24::event::{ElementState, MouseScrollDelta, VirtualKeyCode};
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use crate::render::OPENGL_TO_WGPU_MATRIX;
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use imgui::Condition;
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use imgui::*;
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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Camera {
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@@ -150,6 +151,7 @@ impl CameraController {
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}
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pub fn update_camera(&mut self, camera: &mut Camera, dt: f32) {
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// Move forward/backward and left/right
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let view_vector = Vector3::new(
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(1.0 * camera.pitch.0.sin() * camera.yaw.0.sin()),
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@@ -8,11 +8,13 @@ use rapier3d::geometry::ColliderHandle;
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use wgpu::{BindGroup, Buffer, TextureView};
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use crate::runtime::state::{TomlPositionDescription, TomlRotationDescription};
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use imgui::Ui;
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// a component is any type that is 'static, sized, send and sync
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pub struct ImguiWindow<'a> {
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pub window: imgui::Window<'a>,
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pub struct ImguiWindow<'a, T> {
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pub window: fn() -> imgui::Window<'a>,
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pub func: fn(&Ui, &T),
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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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@@ -30,6 +32,21 @@ pub struct Position {
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pub rot: cgmath::Euler<Deg<f32>>,
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}
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impl Default for Position {
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fn default() -> Self {
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Position {
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x: 0.0,
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y: 0.0,
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z: 0.0,
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rot: Euler {
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x: Deg(0.0),
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y: Deg(0.0),
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z: Deg(0.0),
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},
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}
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}
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}
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impl From<TomlPositionDescription> for Position {
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fn from(pos: TomlPositionDescription) -> Self {
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let euler = match pos.rot {
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86
src/main.rs
86
src/main.rs
@@ -1,16 +1,17 @@
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extern crate env_logger;
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extern crate imgui;
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extern crate imgui_wgpu;
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#[macro_use]
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extern crate lazy_static;
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extern crate tobj;
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extern crate winit_24;
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extern crate env_logger;
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extern crate toml;
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#[macro_use]
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extern crate serde_derive;
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extern crate tobj;
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extern crate toml;
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extern crate winit_24;
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use std::collections::HashMap;
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use std::f32::consts::PI;
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use std::fs;
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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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@@ -20,6 +21,7 @@ use cgmath::{
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};
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use futures::executor::block_on;
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use futures::task::LocalSpawn;
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use futures::FutureExt;
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use gilrs::Event as GilEvent;
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use gilrs::{Gamepad, Gilrs};
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use imgui::FontSource;
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@@ -28,6 +30,7 @@ use imgui::*;
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use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
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use legion::systems::{SyncResources, UnsafeResources};
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use legion::*;
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use log::LevelFilter;
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use rapier3d::counters::Timer;
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use rapier3d::dynamics::{
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IntegrationParameters, JointSet, RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet,
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@@ -40,6 +43,8 @@ use rapier3d::pipeline::PhysicsPipeline;
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use wgpu::{BindGroup, Buffer, TextureView};
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use wgpu_subscriber;
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use winit_24::event::DeviceEvent::MouseMotion;
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use winit_24::event::{ElementState, VirtualKeyCode};
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use winit_24::event_loop::EventLoopProxy;
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use winit_24::platform::unix::x11::ffi::Time;
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use winit_24::window::Window;
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use winit_24::{
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@@ -54,13 +59,8 @@ use crate::imgui_supp::extended_winit_imgui_support;
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use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
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use crate::owned_event::{OwnedEvent, OwnedEventExtension};
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use crate::physics::state::PhysicsState;
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use std::fs;
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use winit_24::event::{VirtualKeyCode, ElementState};
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use std::collections::HashMap;
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use futures::FutureExt;
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use log::LevelFilter;
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use crate::render::system::ImguiPerformanceProfiler;
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use crate::runtime::state::RuntimeState;
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use winit_24::event_loop::EventLoopProxy;
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mod camera;
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mod components;
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@@ -112,15 +112,16 @@ Todo:
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//log::info!("");
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// ImGUI works on more or less a global state. which is MegaLame
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// ImGUI works on more or less an unsafe global state. which is MegaLame
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static mut CURRENT_UI: Option<imgui::Ui<'static>> = None;
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pub unsafe fn current_ui<'a>() -> Option<&'a imgui::Ui<'a>> {
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CURRENT_UI.as_ref()
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}
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fn main() {
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let logger = env_logger::builder().filter(Some("minimal_viable_game_engine"), LevelFilter::Info).init();
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let logger = env_logger::builder()
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.filter(Some("minimal_viable_game_engine"), LevelFilter::Info)
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.init();
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let mut world = World::default();
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@@ -134,6 +135,7 @@ fn main() {
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.build();
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let mut render_schedule = Schedule::builder()
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.add_system(render::system::render_imgui_system())
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.add_system(render::system::render_test_system())
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.build();
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@@ -156,6 +158,45 @@ fn main() {
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let mut resources = Resources::default();
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let entity: Entity = world.push((
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ImguiWindow {
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// a window that does everything for the performance profiler
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window: || {
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imgui::Window::new(im_str!("Performance Profiler"))
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.size([400.0, 500.0], Condition::FirstUseEver)
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.position([50.0, 50.0], Condition::FirstUseEver)
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},
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func: |ui: &Ui, a: &ImguiPerformanceProfiler| {
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ui.plot_lines(im_str!("blah"), &a.list_of_fps)
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.graph_size([200.0, 200.0])
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.scale_min(0.0)
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.scale_min(0.01).build();
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ui.text(im_str!("blah blah blah {:?}", a.top_text));
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let draw_list = ui.get_window_draw_list();
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let o = ui.cursor_screen_pos();
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let ws = ui.content_region_avail();
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a.list_of_fps.iter().fold((0, 0.0f32), |accum, &b| {
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let b = b / 10.0;
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let x1 = accum.0 as f32 * 1.0 + o[0];
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let x2 = (accum.0 as f32 + 1.0) * 1.0 + o[0];
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let p1 = [x1, accum.1 + o[1]];
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let p2 = [x2, accum.1 + b + o[1]];
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draw_list
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.add_line(p1, p2, [128.0,64.0,0.0])
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.thickness(1.0)
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.build();
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(accum.0 + 1, b)
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});
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},
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},
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ImguiPerformanceProfiler {
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top_text: "FPS".to_string(),
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list_of_fps: [0.0; 400],
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index: 0,
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},
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));
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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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@@ -242,21 +283,26 @@ fn main() {
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// conditionally, and run the fps locked renderer
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event::Event::MainEventsCleared => {
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event_schedule.execute(&mut world, &mut resources);
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imgui_prepare_schedule.execute(&mut world, &mut resources);
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resources
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.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
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.unwrap()
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.clear();
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imgui_prepare_schedule.execute(&mut world, &mut resources);
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let (step_size, elapsed_time) = {
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// deltatime since last frame
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let loop_state = resources.get::<LoopState>().unwrap();
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let mut loop_state = resources.get_mut::<LoopState>().unwrap();
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(
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loop_state.step_size,
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loop_state.start_time.elapsed().as_secs_f32(),
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)
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};
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delta_time = elapsed_time - current_time;
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{
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let mut loop_state = resources.get_mut::<LoopState>().unwrap();
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loop_state.delta_time = Duration::from_secs_f32(delta_time);
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}
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current_time = elapsed_time;
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if delta_time > 0.02 {
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delta_time = 0.02;
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@@ -265,10 +311,10 @@ fn main() {
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while accumulator_time - step_size >= step_size {
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accumulator_time -= step_size;
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// ==== DELTA TIME LOCKED ====
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update_schedule.execute(&mut world, &mut resources);
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}
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// ==== FPS LOCKED ====
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render_schedule.execute(&mut world, &mut resources);
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}
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@@ -297,7 +343,7 @@ fn main() {
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//d
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}
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}
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_ => ()
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_ => (),
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}
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}
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event::Event::WindowEvent {
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@@ -320,7 +366,6 @@ fn main() {
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}
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pub fn setup_gamepad(event_loop: &EventLoop<OwnedEventExtension>) {
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let event_loop_proxy = event_loop.create_proxy();
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std::thread::spawn(move || {
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@@ -362,4 +407,3 @@ pub fn setup_gamepad(event_loop: &EventLoop<OwnedEventExtension>) {
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}
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});
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}
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@@ -10,8 +10,9 @@ use rapier3d::geometry::{BroadPhase, ColliderSet, NarrowPhase};
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use rapier3d::pipeline::{PhysicsPipeline, ChannelEventCollector};
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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 imgui::FontSource;
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use crate::components::{Collider, LoopState, Mesh, Physics, Position, ImguiWindow};
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use imgui::{FontSource, Condition};
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use imgui::*;
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use crate::physics::state::PhysicsState;
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@@ -73,10 +74,12 @@ pub fn run_physics(
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}
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}
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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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@@ -24,7 +24,7 @@ use winit_24::platform::unix::x11::ffi::Time;
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use winit_24::window::Window;
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use crate::camera::{Camera, CameraController};
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use crate::components::{Mesh, Position, RangeCopy};
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use crate::components::{Mesh, Position, RangeCopy, LoopState, ImguiWindow};
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use crate::current_ui;
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use crate::geometry::{load_obj, Vertex};
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use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
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@@ -53,19 +53,64 @@ pub fn imgui_prepare(
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unsafe { crate::CURRENT_UI = Some(std::mem::transmute(imgui_context.frame())) }
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}
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/// Go through each "global" window-data component and render it's data
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#[system]
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#[write_component(ImguiWindow<ImguiPerformanceProfiler>)]
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#[write_component(ImguiPerformanceProfiler)]
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pub fn render_imgui(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
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let ui = unsafe { crate::current_ui().unwrap() };
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let mut query = <(&ImguiPerformanceProfiler, &mut ImguiWindow<ImguiPerformanceProfiler>)>::query();
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for (state, mut window) in query.iter_mut(world) {
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let new_window = (window.window)();
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new_window.build(&ui, || { (window.func)(ui, state) });
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}
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}
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// This would be the shared state for all imgui performance window things
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pub struct ImguiPerformanceProfiler {
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pub top_text: String,
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pub list_of_fps: [f32; 400],
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pub index: usize
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}
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#[system]
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#[write_component(Camera)]
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#[write_component(Position)]
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#[write_component(ImguiPerformanceProfiler)]
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#[write_component(Point3<f32>)]
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#[write_component(Mesh)]
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#[write_component(DirectionalLight)]
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pub fn render_test(
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world: &mut SubWorld,
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#[resource] loop_state: &mut LoopState,
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#[resource] renderer: &mut RenderState,
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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 query = <(&mut ImguiPerformanceProfiler)>::query();
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for (mut profiler) in query.iter_mut(world) {
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let delta_time = loop_state.delta_time.as_secs_f32();
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let profiler :&mut ImguiPerformanceProfiler = profiler; // trick clion into giving me the type, ugh
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profiler.top_text = (profiler.list_of_fps.iter().sum::<f32>() / profiler.list_of_fps.len() as f32).to_string();
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profiler.list_of_fps[profiler.index] = 1.0 / delta_time;
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if profiler.index >= 399 {
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profiler.index = 0;
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} else {
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profiler.index += 1;
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}
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}
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let mut encoder = renderer
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.device
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.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
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@@ -221,16 +266,8 @@ pub fn render_test(
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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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//imgui_state.context.io_mut().update_delta_time(Duration::new(0,160));
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let ui = unsafe { crate::current_ui().unwrap() };
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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, 100.0], Condition::FirstUseEver)
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.position([50.0, 50.0], 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 true);
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imgui_platform.prepare_render(&ui, &winit_window);
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Reference in New Issue
Block a user