I like the way this renders, but the implementation is an absolute disaster...
This commit is contained in:
43
src/main.rs
43
src/main.rs
@@ -59,7 +59,7 @@ 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::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
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use crate::owned_event::{OwnedEvent, OwnedEventExtension};
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use crate::owned_event::{OwnedEvent, OwnedEventExtension};
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use crate::physics::state::PhysicsState;
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use crate::physics::state::PhysicsState;
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use crate::render::system::ImguiPerformanceProfiler;
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use crate::render::system::ImguiPerformanceProfilerLine;
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use crate::runtime::state::RuntimeState;
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use crate::runtime::state::RuntimeState;
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mod camera;
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mod camera;
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@@ -118,6 +118,8 @@ pub unsafe fn current_ui<'a>() -> Option<&'a imgui::Ui<'a>> {
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CURRENT_UI.as_ref()
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CURRENT_UI.as_ref()
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}
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}
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fn main() {
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fn main() {
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let logger = env_logger::builder()
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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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.filter(Some("minimal_viable_game_engine"), LevelFilter::Info)
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@@ -158,44 +160,7 @@ fn main() {
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let mut resources = Resources::default();
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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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// Load up all the resources
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{
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{
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@@ -335,6 +300,7 @@ fn main() {
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event: winit_24::event::DeviceEvent::Key(keyboard_input),
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event: winit_24::event::DeviceEvent::Key(keyboard_input),
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..
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..
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} => {
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} => {
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if keyboard_input.virtual_keycode.is_some() {
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match keyboard_input.virtual_keycode.unwrap() {
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match keyboard_input.virtual_keycode.unwrap() {
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VirtualKeyCode::Escape => {
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VirtualKeyCode::Escape => {
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if keyboard_input.state == ElementState::Pressed {
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if keyboard_input.state == ElementState::Pressed {
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@@ -346,6 +312,7 @@ fn main() {
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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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}
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event::Event::WindowEvent {
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event::Event::WindowEvent {
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event: WindowEvent::CloseRequested,
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event: WindowEvent::CloseRequested,
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..
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..
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@@ -31,6 +31,8 @@ use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
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use crate::light::{DirectionalLight, LightRaw};
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use crate::light::{DirectionalLight, LightRaw};
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use crate::render::state::{RenderState};
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use crate::render::state::{RenderState};
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use crate::render::{push_debug_group_checked, insert_debug_marker_checked, pop_debug_group_checked, EntityUniforms};
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use crate::render::{push_debug_group_checked, insert_debug_marker_checked, pop_debug_group_checked, EntityUniforms};
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use std::iter::Chain;
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use std::slice::Iter;
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#[system]
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#[system]
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@@ -55,13 +57,13 @@ pub fn imgui_prepare(
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/// Go through each "global" window-data component and render it's data
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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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#[system]
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#[write_component(ImguiWindow<ImguiPerformanceProfiler>)]
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#[write_component(ImguiWindow<ImguiPerformanceProfilerLine>)]
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#[write_component(ImguiPerformanceProfiler)]
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#[write_component(ImguiPerformanceProfilerLine)]
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pub fn render_imgui(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
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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 ui = unsafe { crate::current_ui().unwrap() };
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let mut query = <(&ImguiPerformanceProfiler, &mut ImguiWindow<ImguiPerformanceProfiler>)>::query();
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let mut query = <(&ImguiPerformanceProfilerLine, &mut ImguiWindow<ImguiPerformanceProfilerLine>)>::query();
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for (state, mut window) in query.iter_mut(world) {
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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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let new_window = (window.window)();
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new_window.build(&ui, || { (window.func)(ui, state) });
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new_window.build(&ui, || { (window.func)(ui, state) });
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@@ -71,17 +73,56 @@ pub fn render_imgui(world: &mut SubWorld, #[resource] loop_state: &mut LoopState
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// This would be the shared state for all imgui performance window things
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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 struct ImguiPerformanceProfilerLine {
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pub top_text: String,
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pub label: String,
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pub list_of_fps: [f32; 400],
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list_of_fps: [f32; 400],
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pub index: usize
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index: usize,
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scale_min: f32,
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pub scale_max: f32,
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}
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}
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impl ImguiPerformanceProfilerLine {
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fn add_sample(&mut self, sample: f32) {
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self.list_of_fps[self.index] = sample;
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if self.index >= 399 {
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self.scale_max = self.list_of_fps.iter().cloned().fold(0./0., f32::max);
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self.index = 0;
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} else {
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self.index += 1;
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}
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if self.scale_max < sample {
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self.scale_max = sample;
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}
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}
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pub fn iter_data_from_head(&self) -> Chain<Iter<f32>, Iter<f32>> {
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let (left, right) = self.list_of_fps.split_at(self.index);
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right.iter().chain(left.iter())
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}
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pub fn current_average_label(&self) -> (f32, String) {
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let (left, right) = self.list_of_fps.split_at(self.index);
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((left.iter().rev().chain(right.iter().rev()).take(50).sum::<f32>() / 50.0), "FPS".to_string())
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}
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pub fn new(label: String) -> ImguiPerformanceProfilerLine {
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ImguiPerformanceProfilerLine {
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label,
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list_of_fps: [0.0; 400],
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index: 0,
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scale_min: 0.0,
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scale_max: 0.0
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}
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}
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}
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#[system]
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#[system]
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#[write_component(Camera)]
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#[write_component(Camera)]
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#[write_component(Position)]
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#[write_component(Position)]
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#[write_component(ImguiPerformanceProfiler)]
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#[write_component(ImguiPerformanceProfilerLine)]
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#[write_component(Point3<f32>)]
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#[write_component(Point3<f32>)]
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#[write_component(Mesh)]
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#[write_component(Mesh)]
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#[write_component(DirectionalLight)]
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#[write_component(DirectionalLight)]
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@@ -94,21 +135,10 @@ pub fn render_test(
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#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
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#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
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) {
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) {
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let mut query = <(&mut ImguiPerformanceProfiler)>::query();
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let mut query = <(&mut ImguiPerformanceProfilerLine)>::query();
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for (mut profiler) in query.iter_mut(world) {
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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 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.add_sample(delta_time);
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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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}
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let mut encoder = renderer
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let mut encoder = renderer
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@@ -3,7 +3,8 @@ use std::path::PathBuf;
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use std::time::Instant;
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use std::time::Instant;
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use cgmath::{Deg, Euler, Point3, Quaternion, Rad};
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use cgmath::{Deg, Euler, Point3, Quaternion, Rad};
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use imgui::FontSource;
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use imgui::*;
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use imgui::{Condition, FontSource, Ui};
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use legion::systems::CommandBuffer;
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use legion::systems::CommandBuffer;
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use legion::world::SubWorld;
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use legion::world::SubWorld;
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use legion::IntoQuery;
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use legion::IntoQuery;
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@@ -17,16 +18,76 @@ use rapier3d::na::{Isometry3, Vector, Vector3};
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use rapier3d::pipeline::{ChannelEventCollector, PhysicsPipeline};
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use rapier3d::pipeline::{ChannelEventCollector, PhysicsPipeline};
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use crate::camera::{Camera, CameraController};
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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::components::{Collider, ImguiWindow, LoopState, Mesh, Physics, Position};
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use crate::geometry::RawMesh;
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use crate::geometry::RawMesh;
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use crate::physics::state::PhysicsState;
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use crate::physics::state::PhysicsState;
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use crate::render::state::RenderState;
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use crate::render::state::RenderState;
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use crate::render::system::ImguiPerformanceProfilerLine;
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use crate::runtime::state::RuntimeState;
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use crate::runtime::state::RuntimeState;
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pub fn quad_color(color: [f32; 4]) -> [[f32; 4]; 4] {
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[color, color, color, color]
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}
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#[system]
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#[system]
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#[write_component(Mesh)]
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#[write_component(Mesh)]
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pub fn runtime_load(world: &mut SubWorld, #[resource] runtime_state: &mut RuntimeState) {
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pub fn runtime_load(
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cmd: &mut CommandBuffer,
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world: &mut SubWorld,
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#[resource] runtime_state: &mut RuntimeState,
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) {
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runtime_state.preload_meshes(PathBuf::from("./resources"));
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runtime_state.preload_meshes(PathBuf::from("./resources"));
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let entity: Entity = cmd.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: &ImguiPerformanceProfilerLine| {
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ui.text(im_str!("Performance Graph"));
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let draw_list = ui.get_window_draw_list();
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let top_left = ui.cursor_screen_pos();
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let region_size = ui.content_region_avail();
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// Fill rect
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let qcolor = quad_color([0.5, 0.5, 1.0, 0.1]);
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draw_list.add_rect_filled_multicolor(
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top_left,
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[top_left[0] + (region_size[0] - region_size[0]/5.0), top_left[1] + region_size[1]],
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qcolor[0],
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qcolor[1],
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qcolor[2],
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qcolor[3],
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);
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let x_scale = (region_size[0] - region_size[0]/5.0) / 400.0;
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let y_scale = region_size[1] / a.scale_max;
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a.iter_data_from_head()
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.fold((0, 0.0f32), |accum, &fps_val| {
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let x1 = accum.0 as f32 * x_scale + top_left[0];
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let y1 = top_left[1] + region_size[1] - accum.1 * y_scale;
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let x2 = (accum.0 as f32 + 1.0) * x_scale + top_left[0];
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let y2 = top_left[1] + region_size[1] - fps_val * y_scale;
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let p1 = [x1, y1];
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let p2 = [x2, y2];
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draw_list
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.add_line(p1, p2, [1.0, 1.0, 0.0])
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.thickness(1.0)
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.build();
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(accum.0 + 1, fps_val)
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});
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let text_x = (region_size[0] - region_size[0]/5.0 + 75.0);
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let text_y = top_left[1] + region_size[1] - a.current_average_label().0 * y_scale;
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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));
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},
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},
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ImguiPerformanceProfilerLine::new("RenderFFS".to_string()),
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));
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}
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}
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#[system]
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#[system]
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Reference in New Issue
Block a user