I optimized for rendering, and made a horrific writing API, smh
This commit is contained in:
@@ -14,7 +14,7 @@ use imgui::Ui;
|
||||
|
||||
pub struct ImguiWindow<'a, T> {
|
||||
pub window: fn() -> imgui::Window<'a>,
|
||||
pub func: fn(&Ui, &T),
|
||||
pub func: fn(&Ui, Vec<&T>),
|
||||
}
|
||||
|
||||
#[derive(Clone, Copy, Debug, PartialEq)]
|
||||
|
||||
@@ -61,6 +61,7 @@ use crate::owned_event::{OwnedEvent, OwnedEventExtension};
|
||||
use crate::physics::state::PhysicsState;
|
||||
use crate::render::system::ImguiPerformanceProfilerLine;
|
||||
use crate::runtime::state::RuntimeState;
|
||||
use winit_24::dpi::PhysicalSize;
|
||||
|
||||
mod camera;
|
||||
mod components;
|
||||
@@ -134,11 +135,12 @@ fn main() {
|
||||
let mut load_schedule = Schedule::builder()
|
||||
.add_system(runtime::system::runtime_load_system())
|
||||
.add_system(runtime::system::runtime_spawn_system())
|
||||
.flush()
|
||||
.build();
|
||||
|
||||
let mut render_schedule = Schedule::builder()
|
||||
.add_system(render::system::render_imgui_system())
|
||||
.add_system(render::system::render_test_system())
|
||||
.add_system(render::system::render_test_system(ImguiPerformanceProfilerLine::new("Render system".to_string())))
|
||||
.build();
|
||||
|
||||
let mut update_schedule = Schedule::builder()
|
||||
@@ -155,6 +157,7 @@ fn main() {
|
||||
let event_loop = EventLoop::<OwnedEventExtension>::with_user_event();
|
||||
let mut builder = winit_24::window::WindowBuilder::new();
|
||||
builder = builder.with_title("MVGE");
|
||||
builder = builder.with_inner_size(PhysicalSize::new(1200,900));
|
||||
|
||||
let window = builder.build(&event_loop).unwrap();
|
||||
|
||||
|
||||
@@ -14,6 +14,7 @@ use crate::components::{Collider, LoopState, Mesh, Physics, Position, ImguiWindo
|
||||
use imgui::{FontSource, Condition};
|
||||
use imgui::*;
|
||||
use crate::physics::state::PhysicsState;
|
||||
use crate::render::system::ImguiGenericOutputLine;
|
||||
|
||||
|
||||
#[system]
|
||||
@@ -78,12 +79,18 @@ pub fn run_physics(
|
||||
#[system]
|
||||
#[write_component(Camera)]
|
||||
#[write_component(CameraController)]
|
||||
#[write_component(ImguiGenericOutputLine)]
|
||||
pub fn update_camera(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
|
||||
|
||||
let mut query = <(&mut Camera, &mut CameraController)>::query();
|
||||
for (mut camera, controller) in query.iter_mut(world) {
|
||||
controller.update_camera(&mut camera, loop_state.step_size)
|
||||
}
|
||||
let mut query = <(&mut Camera, &mut CameraController, &mut ImguiGenericOutputLine)>::query();
|
||||
for (mut camera, controller, ui_entry) in query.iter_mut(world) {
|
||||
ui_entry.label = format!("Camera: {:.2}, {:.2}, {:.2}", camera.position.x, camera.position.y, camera.position.z);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#[system]
|
||||
@@ -96,6 +103,7 @@ pub fn update_models(
|
||||
#[resource] physics_state: &mut PhysicsState,
|
||||
#[resource] physics_pipeline: &mut PhysicsPipeline,
|
||||
) {
|
||||
|
||||
// Make sure all the entities we care about are added to the system
|
||||
let mut query = <(&mut Collider, &mut Physics, &mut Mesh, &mut Position)>::query();
|
||||
for (collider, physics, mesh, position) in query.iter_mut(world) {
|
||||
|
||||
@@ -55,23 +55,56 @@ pub fn imgui_prepare(
|
||||
unsafe { crate::CURRENT_UI = Some(std::mem::transmute(imgui_context.frame())) }
|
||||
}
|
||||
|
||||
|
||||
fn run_imgui_render_step<G: 'static + Sized + Send + Sync>(world: &mut SubWorld, ui: &Ui) {
|
||||
|
||||
let mut component_query = <(&G)>::query();
|
||||
let mut window_query = <(&ImguiWindow<G>)>::query();
|
||||
|
||||
let mut window_data = None;
|
||||
let mut window_func = None;
|
||||
for (window) in window_query.iter(world) {
|
||||
window_data = Some((window.window)());
|
||||
window_func = Some(window.func);
|
||||
}
|
||||
|
||||
if window_data.is_some() {
|
||||
let mut v = Vec::new();
|
||||
for (component_state) in component_query.iter(world) {
|
||||
v.push(component_state)
|
||||
}
|
||||
window_data.unwrap().build(&ui, || { (window_func.unwrap())(ui, v) });
|
||||
}
|
||||
}
|
||||
/// Go through each "global" window-data component and render it's data
|
||||
#[system]
|
||||
#[write_component(ImguiWindow<ImguiPerformanceProfilerLine>)]
|
||||
#[write_component(ImguiPerformanceProfilerLine)]
|
||||
#[write_component(ImguiWindow<ImguiGenericOutputLine>)]
|
||||
#[write_component(ImguiGenericOutputLine)]
|
||||
pub fn render_imgui(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
|
||||
|
||||
let ui = unsafe { crate::current_ui().unwrap() };
|
||||
|
||||
let mut query = <(&ImguiPerformanceProfilerLine, &mut ImguiWindow<ImguiPerformanceProfilerLine>)>::query();
|
||||
for (state, mut window) in query.iter_mut(world) {
|
||||
let new_window = (window.window)();
|
||||
new_window.build(&ui, || { (window.func)(ui, state) });
|
||||
|
||||
}
|
||||
// Pull out the window associated with this type, and render each of the components in the sytem
|
||||
run_imgui_render_step::<ImguiGenericOutputLine>(world, &ui);
|
||||
run_imgui_render_step::<ImguiPerformanceProfilerLine>(world, &ui);
|
||||
}
|
||||
|
||||
|
||||
// This would be the shared state for all imgui generic output things
|
||||
pub struct ImguiGenericOutputLine {
|
||||
pub label: String,
|
||||
}
|
||||
|
||||
impl ImguiGenericOutputLine {
|
||||
pub fn new(label: String) -> ImguiGenericOutputLine {
|
||||
ImguiGenericOutputLine {
|
||||
label
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// This would be the shared state for all imgui performance window things
|
||||
pub struct ImguiPerformanceProfilerLine {
|
||||
pub label: String,
|
||||
@@ -128,6 +161,7 @@ impl ImguiPerformanceProfilerLine {
|
||||
#[write_component(DirectionalLight)]
|
||||
pub fn render_test(
|
||||
world: &mut SubWorld,
|
||||
#[state] performance_profiler_line: &mut ImguiPerformanceProfilerLine,
|
||||
#[resource] loop_state: &mut LoopState,
|
||||
#[resource] renderer: &mut RenderState,
|
||||
#[resource] winit_window: &mut Window,
|
||||
@@ -135,11 +169,8 @@ pub fn render_test(
|
||||
#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
|
||||
) {
|
||||
|
||||
let mut query = <(&mut ImguiPerformanceProfilerLine)>::query();
|
||||
for (mut profiler) in query.iter_mut(world) {
|
||||
let delta_time = loop_state.delta_time.as_secs_f32();
|
||||
profiler.add_sample(delta_time);
|
||||
}
|
||||
performance_profiler_line.add_sample(delta_time);
|
||||
|
||||
let mut encoder = renderer
|
||||
.device
|
||||
@@ -147,7 +178,6 @@ pub fn render_test(
|
||||
|
||||
push_debug_group_checked("start render function", &mut encoder);
|
||||
|
||||
|
||||
let frame = renderer.get_current_frame();
|
||||
|
||||
// Update the camera uniform buffers, need to make it support selection of
|
||||
|
||||
@@ -22,7 +22,7 @@ use crate::components::{Collider, ImguiWindow, LoopState, Mesh, Physics, Positio
|
||||
use crate::geometry::RawMesh;
|
||||
use crate::physics::state::PhysicsState;
|
||||
use crate::render::state::RenderState;
|
||||
use crate::render::system::ImguiPerformanceProfilerLine;
|
||||
use crate::render::system::{ImguiGenericOutputLine, ImguiPerformanceProfilerLine};
|
||||
use crate::runtime::state::RuntimeState;
|
||||
|
||||
pub fn quad_color(color: [f32; 4]) -> [[f32; 4]; 4] {
|
||||
@@ -38,35 +38,38 @@ pub fn runtime_load(
|
||||
) {
|
||||
runtime_state.preload_meshes(PathBuf::from("./resources"));
|
||||
|
||||
let entity: Entity = cmd.push((
|
||||
ImguiWindow {
|
||||
let entity: Entity = cmd.push((ImguiWindow {
|
||||
// a window that does everything for the performance profiler
|
||||
window: || {
|
||||
imgui::Window::new(im_str!("Performance Profiler"))
|
||||
.size([400.0, 500.0], Condition::FirstUseEver)
|
||||
.position([50.0, 50.0], Condition::FirstUseEver)
|
||||
.size([400.0, 200.0], Condition::FirstUseEver)
|
||||
.position([10.0, 10.0], Condition::FirstUseEver)
|
||||
},
|
||||
func: |ui: &Ui, a: &ImguiPerformanceProfilerLine| {
|
||||
ui.text(im_str!("Performance Graph"));
|
||||
func: |ui: &Ui, a: Vec<&ImguiPerformanceProfilerLine>| {
|
||||
// ui.text(im_str!("Performance Graph"));
|
||||
|
||||
let draw_list = ui.get_window_draw_list();
|
||||
let top_left = ui.cursor_screen_pos();
|
||||
let region_size = ui.content_region_avail();
|
||||
|
||||
let region_size = [region_size[0] * 0.80, region_size[1]];
|
||||
|
||||
// Fill rect
|
||||
let qcolor = quad_color([0.5, 0.5, 1.0, 0.1]);
|
||||
draw_list.add_rect_filled_multicolor(
|
||||
top_left,
|
||||
[top_left[0] + (region_size[0] - region_size[0]/5.0), top_left[1] + region_size[1]],
|
||||
[top_left[0] + (region_size[0]), top_left[1] + region_size[1]],
|
||||
qcolor[0],
|
||||
qcolor[1],
|
||||
qcolor[2],
|
||||
qcolor[3],
|
||||
);
|
||||
|
||||
let x_scale = (region_size[0] - region_size[0]/5.0) / 400.0;
|
||||
let y_scale = region_size[1] / a.scale_max;
|
||||
a.iter_data_from_head()
|
||||
for profiler_line in a {
|
||||
let x_scale = (region_size[0]) / 400.0;
|
||||
let y_scale = region_size[1] / profiler_line.scale_max;
|
||||
profiler_line
|
||||
.iter_data_from_head()
|
||||
.fold((0, 0.0f32), |accum, &fps_val| {
|
||||
let x1 = accum.0 as f32 * x_scale + top_left[0];
|
||||
let y1 = top_left[1] + region_size[1] - accum.1 * y_scale;
|
||||
@@ -75,19 +78,42 @@ pub fn runtime_load(
|
||||
let p1 = [x1, y1];
|
||||
let p2 = [x2, y2];
|
||||
draw_list
|
||||
.add_line(p1, p2, [1.0, 1.0, 0.0])
|
||||
.add_line(p1, p2, [1.0, 1.0, 0.0, 0.8])
|
||||
.thickness(1.0)
|
||||
.build();
|
||||
(accum.0 + 1, fps_val)
|
||||
});
|
||||
|
||||
let text_x = (region_size[0] - region_size[0]/5.0 + 75.0);
|
||||
let text_y = top_left[1] + region_size[1] - a.current_average_label().0 * y_scale;
|
||||
draw_list.add_text([text_x, text_y], [1.0,1.0,0.0,1.0], format!("{} {:.0}",a.current_average_label().1, 1.0/a.current_average_label().0));
|
||||
let text_x = (region_size[0] + top_left[0]);
|
||||
let text_y = top_left[1] + region_size[1]
|
||||
- profiler_line.current_average_label().0 * y_scale;
|
||||
draw_list.add_text(
|
||||
[text_x, text_y],
|
||||
[1.0, 1.0, 0.0, 1.0],
|
||||
format!(
|
||||
"{} {:.0}",
|
||||
profiler_line.current_average_label().1,
|
||||
1.0 / profiler_line.current_average_label().0
|
||||
),
|
||||
);
|
||||
}
|
||||
},
|
||||
},));
|
||||
let entity: Entity = cmd.push((ImguiPerformanceProfilerLine::new("RenderFPS".to_string()),));
|
||||
|
||||
let entity: Entity = cmd.push((ImguiWindow {
|
||||
// a window that does everything for the performance profiler
|
||||
window: || {
|
||||
imgui::Window::new(im_str!("Generic Output"))
|
||||
.size([400.0, 500.0], Condition::FirstUseEver)
|
||||
.position([50.0, 250.0], Condition::FirstUseEver)
|
||||
},
|
||||
ImguiPerformanceProfilerLine::new("RenderFFS".to_string()),
|
||||
));
|
||||
func: |ui: &Ui, a: Vec<&ImguiGenericOutputLine>| {
|
||||
for label in a {
|
||||
ui.text(im_str!("{}", label.label));
|
||||
}
|
||||
},
|
||||
},));
|
||||
}
|
||||
|
||||
#[system]
|
||||
@@ -149,6 +175,7 @@ pub fn runtime_spawn(
|
||||
collider: collider,
|
||||
collider_handle: None,
|
||||
},
|
||||
ImguiGenericOutputLine::new("wahoo! from a physics entity".to_string()),
|
||||
));
|
||||
}
|
||||
"Terrain" => {
|
||||
@@ -214,6 +241,7 @@ pub fn runtime_spawn(
|
||||
pitch: Rad(PI / 2.0 + 25.0),
|
||||
},
|
||||
CameraController::new(5.0, 1.0),
|
||||
ImguiGenericOutputLine::new("wahoo! from a camera".to_string()),
|
||||
));
|
||||
}
|
||||
"Light" => {
|
||||
|
||||
Reference in New Issue
Block a user