9 Commits

11 changed files with 333 additions and 80 deletions

2
.gitignore vendored
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@@ -1 +1,3 @@
/target
Cargo.lock
.idea/*

8
.idea/.gitignore generated vendored Normal file
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@@ -0,0 +1,8 @@
# Default ignored files
/shelf/
/workspace.xml
# Datasource local storage ignored files
/dataSources/
/dataSources.local.xml
# Editor-based HTTP Client requests
/httpRequests/

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@@ -41,6 +41,16 @@ type = "Light"
mesh = "light.obj"
[entities.position]
x = 20.0
y = 20.0
x = 25.0
y = 75.0
z = 20.0
[[entities]]
name = "light.2"
type = "Light"
mesh = "light.obj"
[entities.position]
x = 50.0
y = 75.0
z = 20.0

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@@ -5,7 +5,8 @@ use cgmath::{Decomposed, InnerSpace, Matrix4, Point3, Rad, Vector3};
use winit_24::dpi::{LogicalPosition, PhysicalPosition};
use winit_24::event::{ElementState, MouseScrollDelta, VirtualKeyCode};
use crate::render::OPENGL_TO_WGPU_MATRIX;
use imgui::Condition;
use imgui::*;
#[derive(Clone, Copy, Debug, PartialEq)]
pub struct Camera {
@@ -150,6 +151,7 @@ impl CameraController {
}
pub fn update_camera(&mut self, camera: &mut Camera, dt: f32) {
// Move forward/backward and left/right
let view_vector = Vector3::new(
(1.0 * camera.pitch.0.sin() * camera.yaw.0.sin()),

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@@ -8,11 +8,13 @@ use rapier3d::geometry::ColliderHandle;
use wgpu::{BindGroup, Buffer, TextureView};
use crate::runtime::state::{TomlPositionDescription, TomlRotationDescription};
use imgui::Ui;
// a component is any type that is 'static, sized, send and sync
pub struct ImguiWindow<'a> {
pub window: imgui::Window<'a>,
pub struct ImguiWindow<'a, T> {
pub window: fn() -> imgui::Window<'a>,
pub func: fn(&Ui, Vec<&T>),
}
#[derive(Clone, Copy, Debug, PartialEq)]
@@ -30,6 +32,21 @@ pub struct Position {
pub rot: cgmath::Euler<Deg<f32>>,
}
impl Default for Position {
fn default() -> Self {
Position {
x: 0.0,
y: 0.0,
z: 0.0,
rot: Euler {
x: Deg(0.0),
y: Deg(0.0),
z: Deg(0.0),
},
}
}
}
impl From<TomlPositionDescription> for Position {
fn from(pos: TomlPositionDescription) -> Self {
let euler = match pos.rot {

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@@ -25,15 +25,15 @@ pub struct DirectionalLight {
pub fov: f32,
pub depth: RangeCopy<f32>,
pub target_view: Arc<TextureView>,
pub pos: Position,
}
impl DirectionalLight {
pub fn to_raw(&self) -> LightRaw {
pub fn to_raw(&self, pos: &Position) -> LightRaw {
use cgmath::{Deg, EuclideanSpace, Matrix4, PerspectiveFov, Point3, Vector3};
let point3d = Point3::new(self.pos.x, self.pos.y, self.pos.z);
let mx_view = Matrix4::look_at(point3d, Point3::origin(), Vector3::unit_y());
let point3d = Point3::new(pos.x, pos.y, pos.z);
let point3d_2 = Point3::new(pos.x, pos.y - 1.0, pos.z);
let mx_view = Matrix4::look_at(point3d, point3d_2, Vector3::unit_z());
let projection = PerspectiveFov {
fovy: Deg(self.fov).into(),
@@ -46,7 +46,7 @@ impl DirectionalLight {
mx_correction * cgmath::Matrix4::from(projection.to_perspective()) * mx_view;
LightRaw {
proj: *mx_view_proj.as_ref(),
pos: [self.pos.x, self.pos.y, self.pos.z, 1.0],
pos: [pos.x, pos.y, pos.z, 1.0],
color: [
self.color.r as f32,
self.color.g as f32,

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@@ -1,16 +1,17 @@
extern crate env_logger;
extern crate imgui;
extern crate imgui_wgpu;
#[macro_use]
extern crate lazy_static;
extern crate tobj;
extern crate winit_24;
extern crate env_logger;
extern crate toml;
#[macro_use]
extern crate serde_derive;
extern crate tobj;
extern crate toml;
extern crate winit_24;
use std::collections::HashMap;
use std::f32::consts::PI;
use std::fs;
use std::sync::{Arc, Mutex};
#[cfg(not(target_arch = "wasm32"))]
use std::time::{Duration, Instant};
@@ -20,6 +21,7 @@ use cgmath::{
};
use futures::executor::block_on;
use futures::task::LocalSpawn;
use futures::FutureExt;
use gilrs::Event as GilEvent;
use gilrs::{Gamepad, Gilrs};
use imgui::FontSource;
@@ -28,6 +30,7 @@ use imgui::*;
use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
use legion::systems::{SyncResources, UnsafeResources};
use legion::*;
use log::LevelFilter;
use rapier3d::counters::Timer;
use rapier3d::dynamics::{
IntegrationParameters, JointSet, RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet,
@@ -40,7 +43,8 @@ use rapier3d::pipeline::PhysicsPipeline;
use wgpu::{BindGroup, Buffer, TextureView};
use wgpu_subscriber;
use winit_24::event::DeviceEvent::MouseMotion;
use winit_24::platform::unix::x11::ffi::Time;
use winit_24::event::{ElementState, VirtualKeyCode};
use winit_24::event_loop::EventLoopProxy;
use winit_24::window::Window;
use winit_24::{
event::{self, WindowEvent},
@@ -54,13 +58,9 @@ use crate::imgui_supp::extended_winit_imgui_support;
use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
use crate::owned_event::{OwnedEvent, OwnedEventExtension};
use crate::physics::state::PhysicsState;
use std::fs;
use winit_24::event::{VirtualKeyCode, ElementState};
use std::collections::HashMap;
use futures::FutureExt;
use log::LevelFilter;
use crate::render::system::ImguiPerformanceProfilerLine;
use crate::runtime::state::RuntimeState;
use winit_24::event_loop::EventLoopProxy;
use winit_24::dpi::PhysicalSize;
mod camera;
mod components;
@@ -112,15 +112,18 @@ Todo:
//log::info!("");
// ImGUI works on more or less a global state. which is MegaLame
// ImGUI works on more or less an unsafe global state. which is MegaLame
static mut CURRENT_UI: Option<imgui::Ui<'static>> = None;
pub unsafe fn current_ui<'a>() -> Option<&'a imgui::Ui<'a>> {
CURRENT_UI.as_ref()
}
fn main() {
let logger = env_logger::builder().filter(Some("minimal_viable_game_engine"), LevelFilter::Info).init();
fn main() {
let logger = env_logger::builder()
.filter(Some("minimal_viable_game_engine"), LevelFilter::Info)
.init();
let mut world = World::default();
@@ -131,10 +134,13 @@ 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_performance_flag_system())
.build();
let mut update_schedule = Schedule::builder()
@@ -151,11 +157,14 @@ 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();
let mut resources = Resources::default();
// Load up all the resources
{
let mut imgui_context = imgui::Context::create();
@@ -242,21 +251,26 @@ fn main() {
// conditionally, and run the fps locked renderer
event::Event::MainEventsCleared => {
event_schedule.execute(&mut world, &mut resources);
imgui_prepare_schedule.execute(&mut world, &mut resources);
resources
.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
.unwrap()
.clear();
imgui_prepare_schedule.execute(&mut world, &mut resources);
let (step_size, elapsed_time) = {
// deltatime since last frame
let loop_state = resources.get::<LoopState>().unwrap();
let mut loop_state = resources.get_mut::<LoopState>().unwrap();
(
loop_state.step_size,
loop_state.start_time.elapsed().as_secs_f32(),
)
};
delta_time = elapsed_time - current_time;
{
let mut loop_state = resources.get_mut::<LoopState>().unwrap();
loop_state.delta_time = Duration::from_secs_f32(delta_time);
}
current_time = elapsed_time;
if delta_time > 0.02 {
delta_time = 0.02;
@@ -265,10 +279,10 @@ fn main() {
while accumulator_time - step_size >= step_size {
accumulator_time -= step_size;
// ==== DELTA TIME LOCKED ====
update_schedule.execute(&mut world, &mut resources);
}
// ==== FPS LOCKED ====
render_schedule.execute(&mut world, &mut resources);
}
@@ -289,15 +303,17 @@ fn main() {
event: winit_24::event::DeviceEvent::Key(keyboard_input),
..
} => {
match keyboard_input.virtual_keycode.unwrap() {
VirtualKeyCode::Escape => {
if keyboard_input.state == ElementState::Pressed {
*control_flow = ControlFlow::Exit;
} else {
//d
if keyboard_input.virtual_keycode.is_some() {
match keyboard_input.virtual_keycode.unwrap() {
VirtualKeyCode::Escape => {
if keyboard_input.state == ElementState::Pressed {
*control_flow = ControlFlow::Exit;
} else {
//d
}
}
_ => (),
}
_ => ()
}
}
event::Event::WindowEvent {
@@ -320,7 +336,6 @@ fn main() {
}
pub fn setup_gamepad(event_loop: &EventLoop<OwnedEventExtension>) {
let event_loop_proxy = event_loop.create_proxy();
std::thread::spawn(move || {
@@ -362,4 +377,3 @@ pub fn setup_gamepad(event_loop: &EventLoop<OwnedEventExtension>) {
}
});
}

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@@ -10,9 +10,11 @@ use rapier3d::geometry::{BroadPhase, ColliderSet, NarrowPhase};
use rapier3d::pipeline::{PhysicsPipeline, ChannelEventCollector};
use crate::camera::{Camera, CameraController};
use crate::components::{Collider, LoopState, Mesh, Physics, Position};
use imgui::FontSource;
use crate::components::{Collider, LoopState, Mesh, Physics, Position, ImguiWindow};
use imgui::{FontSource, Condition};
use imgui::*;
use crate::physics::state::PhysicsState;
use crate::render::system::ImguiGenericOutputLine;
#[system]
@@ -73,14 +75,22 @@ 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]
@@ -93,6 +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) {

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@@ -20,7 +20,6 @@ use rapier3d::parry::motion::RigidMotionComposition;
use wgpu::util::DeviceExt;
use wgpu::{BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, Device, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView, VertexState, CommandEncoder};
use winit_24::dpi::PhysicalSize;
use winit_24::platform::unix::x11::ffi::Time;
use winit_24::window::Window;
use crate::camera::{Camera, CameraController};
@@ -74,8 +73,8 @@ impl RenderState {
const MAX_LIGHTS: usize = 10;
const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
width: 512,
height: 512,
width: 1024,
height: 1024,
depth: Self::MAX_LIGHTS as u32,
};
const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
@@ -196,22 +195,12 @@ impl RenderState {
b: 0.5,
a: 1.0,
},
fov: 45.0,
fov: 90.0,
depth: RangeCopy {
start: 1.0,
end: 20.0,
end: 200.0,
},
target_view: target.clone(),
pos: Position {
x: 0.0,
y: 0.0,
z: 0.0,
rot: Euler {
x: Deg(0.0),
y: Deg(-25.0),
z: Deg(0.0),
},
},
}
}

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@@ -1,4 +1,6 @@
use std::cell::RefCell;
use std::iter::Chain;
use std::slice::Iter;
use std::sync::{Arc, Mutex};
use std::thread::current;
use std::time::Duration;
@@ -18,20 +20,24 @@ use legion::world::SubWorld;
use legion::*;
use rapier3d::parry::motion::RigidMotionComposition;
use wgpu::util::DeviceExt;
use wgpu::{BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, Device, FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame, TextureView, VertexState, CommandEncoder};
use wgpu::{
BackendBit, BindGroup, BindGroupLayout, Buffer, BufferBindingType, CommandEncoder, Device,
FragmentState, Instance, Queue, Surface, SwapChain, SwapChainDescriptor, SwapChainFrame,
TextureView, VertexState,
};
use winit_24::dpi::PhysicalSize;
use winit_24::platform::unix::x11::ffi::Time;
use winit_24::window::Window;
use crate::camera::{Camera, CameraController};
use crate::components::{Mesh, Position, RangeCopy};
use crate::components::{ImguiWindow, LoopState, Mesh, Position, RangeCopy};
use crate::current_ui;
use crate::geometry::{load_obj, Vertex};
use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
use crate::light::{DirectionalLight, LightRaw};
use crate::render::state::{RenderState};
use crate::render::{push_debug_group_checked, insert_debug_marker_checked, pop_debug_group_checked, EntityUniforms};
use crate::render::state::RenderState;
use crate::render::{
insert_debug_marker_checked, pop_debug_group_checked, push_debug_group_checked, EntityUniforms,
};
#[system]
#[write_component(Camera)]
@@ -53,14 +59,128 @@ 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() };
// 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,
list_of_fps: [f32; 400],
index: usize,
scale_min: f32,
pub scale_max: f32,
}
impl ImguiPerformanceProfilerLine {
fn add_sample(&mut self, sample: f32) {
self.list_of_fps[self.index] = sample;
if self.index >= 399 {
self.scale_max = self.list_of_fps.iter().cloned().fold(0. / 0., f32::max);
self.index = 0;
} else {
self.index += 1;
}
if self.scale_max < sample {
self.scale_max = sample;
}
}
pub fn iter_data_from_head(&self) -> Chain<Iter<f32>, Iter<f32>> {
let (left, right) = self.list_of_fps.split_at(self.index);
right.iter().chain(left.iter())
}
pub fn current_average_label(&self) -> (f32, String) {
let (left, right) = self.list_of_fps.split_at(self.index);
(
(left
.iter()
.rev()
.chain(right.iter().rev())
.take(50)
.sum::<f32>()
/ 50.0),
"FPS".to_string(),
)
}
pub fn new(label: String) -> ImguiPerformanceProfilerLine {
ImguiPerformanceProfilerLine {
label,
list_of_fps: [0.0; 400],
index: 0,
scale_min: 0.0,
scale_max: 0.0,
}
}
}
#[system]
#[write_component(ImguiPerformanceProfilerLine)]
pub fn render_performance_flag(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
let delta_time = loop_state.delta_time.as_secs_f32();
let mut query = <(&mut ImguiPerformanceProfilerLine)>::query();
for (mut profiler) in query.iter_mut(world) {
profiler.add_sample(delta_time);
}
}
#[system]
#[write_component(Camera)]
#[write_component(Position)]
#[write_component(ImguiPerformanceProfilerLine)]
#[write_component(Point3<f32>)]
#[write_component(Mesh)]
#[write_component(DirectionalLight)]
pub fn render_test(
world: &mut SubWorld,
#[resource] loop_state: &mut LoopState,
#[resource] renderer: &mut RenderState,
#[resource] winit_window: &mut Window,
#[resource] imgui_context: &mut Arc<Mutex<ImguiContext>>,
@@ -72,7 +192,6 @@ 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
@@ -122,7 +241,7 @@ pub fn render_test(
renderer.queue.write_buffer(
&renderer.light_uniform_buf,
(i * mem::size_of::<LightRaw>()) as wgpu::BufferAddress,
bytemuck::bytes_of(&light.to_raw()),
bytemuck::bytes_of(&light.to_raw(&pos)),
);
}
}
@@ -132,8 +251,10 @@ pub fn render_test(
let mut query = <(&mut DirectionalLight, &mut Position)>::query();
for (i, (light, pos)) in query.iter_mut(world).enumerate() {
insert_debug_marker_checked(&format!("shadow pass {} (light at position {:?})", i, pos), &mut encoder);
insert_debug_marker_checked(
&format!("shadow pass {} (light at position {:?})", i, pos),
&mut encoder,
);
// The light uniform buffer already has the projection,
// let's just copy it over to the shadow uniform buffer.
@@ -147,7 +268,6 @@ pub fn render_test(
insert_debug_marker_checked("render entities", &mut encoder);
let mut pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("render pass"),
color_attachments: &[],
@@ -221,17 +341,8 @@ pub fn render_test(
let mut imgui_context = &mut imgui_context.lock().unwrap().context;
let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
//imgui_state.context.io_mut().update_delta_time(Duration::new(0,160));
let ui = unsafe { crate::current_ui().unwrap() };
let window = imgui::Window::new(im_str!("Hello too"));
window
.size([400.0, 100.0], Condition::FirstUseEver)
.position([50.0, 50.0], Condition::FirstUseEver)
.build(&ui, || {
ui.text(im_str!("Frametime: {:?}", 10.0));
});
// ui.show_demo_window(&mut true);
imgui_platform.prepare_render(&ui, &winit_window);

View File

@@ -3,7 +3,8 @@ use std::path::PathBuf;
use std::time::Instant;
use cgmath::{Deg, Euler, Point3, Quaternion, Rad};
use imgui::FontSource;
use imgui::*;
use imgui::{Condition, FontSource, Ui};
use legion::systems::CommandBuffer;
use legion::world::SubWorld;
use legion::IntoQuery;
@@ -17,16 +18,102 @@ use rapier3d::na::{Isometry3, Vector, Vector3};
use rapier3d::pipeline::{ChannelEventCollector, PhysicsPipeline};
use crate::camera::{Camera, CameraController};
use crate::components::{Collider, LoopState, Mesh, Physics, Position};
use crate::components::{Collider, ImguiWindow, LoopState, Mesh, Physics, Position};
use crate::geometry::RawMesh;
use crate::physics::state::PhysicsState;
use crate::render::state::RenderState;
use crate::render::system::{ImguiGenericOutputLine, ImguiPerformanceProfilerLine};
use crate::runtime::state::RuntimeState;
pub fn quad_color(color: [f32; 4]) -> [[f32; 4]; 4] {
[color, color, color, color]
}
#[system]
#[write_component(Mesh)]
pub fn runtime_load(world: &mut SubWorld, #[resource] runtime_state: &mut RuntimeState) {
pub fn runtime_load(
cmd: &mut CommandBuffer,
world: &mut SubWorld,
#[resource] runtime_state: &mut RuntimeState,
) {
runtime_state.preload_meshes(PathBuf::from("./resources"));
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, 200.0], Condition::FirstUseEver)
.position([10.0, 10.0], Condition::FirstUseEver)
},
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]), top_left[1] + region_size[1]],
qcolor[0],
qcolor[1],
qcolor[2],
qcolor[3],
);
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;
let x2 = (accum.0 as f32 + 1.0) * x_scale + top_left[0];
let y2 = top_left[1] + region_size[1] - fps_val * y_scale;
let p1 = [x1, y1];
let p2 = [x2, y2];
draw_list
.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] + 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)
},
func: |ui: &Ui, a: Vec<&ImguiGenericOutputLine>| {
for label in a {
ui.text(im_str!("{}", label.label));
}
},
},));
}
#[system]
@@ -88,6 +175,7 @@ pub fn runtime_spawn(
collider: collider,
collider_handle: None,
},
ImguiGenericOutputLine::new("wahoo! from a physics entity".to_string()),
));
}
"Terrain" => {
@@ -149,10 +237,11 @@ pub fn runtime_spawn(
y: position.y,
z: position.z,
},
yaw: Rad(-PI),
pitch: Rad(PI / 2.0),
yaw: Rad(PI / 2.0),
pitch: Rad(PI / 2.0 + 25.0),
},
CameraController::new(5.0, 1.0),
ImguiGenericOutputLine::new("wahoo! from a camera".to_string()),
));
}
"Light" => {