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e376241aae
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ebf5aa0ac4
| Author | SHA1 | Date | |
|---|---|---|---|
| ebf5aa0ac4 | |||
| 4a041cc833 |
@@ -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::dpi::{LogicalPosition, PhysicalPosition};
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use winit_24::event::{ElementState, MouseScrollDelta, VirtualKeyCode};
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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 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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#[derive(Clone, Copy, Debug, PartialEq)]
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pub struct Camera {
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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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}
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pub fn update_camera(&mut self, camera: &mut Camera, dt: f32) {
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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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// Move forward/backward and left/right
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let view_vector = Vector3::new(
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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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(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 wgpu::{BindGroup, Buffer, TextureView};
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use crate::runtime::state::{TomlPositionDescription, TomlRotationDescription};
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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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// 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 struct ImguiWindow<'a, T> {
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pub window: imgui::Window<'a>,
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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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}
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#[derive(Clone, Copy, Debug, PartialEq)]
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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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pub rot: cgmath::Euler<Deg<f32>>,
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}
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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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impl From<TomlPositionDescription> for Position {
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fn from(pos: TomlPositionDescription) -> Self {
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fn from(pos: TomlPositionDescription) -> Self {
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let euler = match pos.rot {
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let euler = match pos.rot {
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53
src/main.rs
53
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;
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extern crate imgui_wgpu;
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extern crate imgui_wgpu;
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#[macro_use]
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#[macro_use]
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extern crate lazy_static;
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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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#[macro_use]
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extern crate serde_derive;
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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::f32::consts::PI;
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use std::fs;
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use std::sync::{Arc, Mutex};
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use std::sync::{Arc, Mutex};
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#[cfg(not(target_arch = "wasm32"))]
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#[cfg(not(target_arch = "wasm32"))]
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use std::time::{Duration, Instant};
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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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};
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use futures::executor::block_on;
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use futures::executor::block_on;
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use futures::task::LocalSpawn;
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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::Event as GilEvent;
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use gilrs::{Gamepad, Gilrs};
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use gilrs::{Gamepad, Gilrs};
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use imgui::FontSource;
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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 imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
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use legion::systems::{SyncResources, UnsafeResources};
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use legion::systems::{SyncResources, UnsafeResources};
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use legion::*;
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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::counters::Timer;
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use rapier3d::dynamics::{
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use rapier3d::dynamics::{
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IntegrationParameters, JointSet, RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet,
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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::{BindGroup, Buffer, TextureView};
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use wgpu_subscriber;
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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::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::platform::unix::x11::ffi::Time;
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use winit_24::window::Window;
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use winit_24::window::Window;
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use winit_24::{
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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::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 std::fs;
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use crate::render::system::ImguiPerformanceProfilerLine;
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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::runtime::state::RuntimeState;
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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 camera;
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mod components;
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mod components;
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@@ -112,15 +112,18 @@ Todo:
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//log::info!("");
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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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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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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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let logger = env_logger::builder().filter(Some("minimal_viable_game_engine"), LevelFilter::Info).init();
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fn main() {
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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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let mut world = World::default();
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@@ -134,6 +137,7 @@ fn main() {
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.build();
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.build();
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let mut render_schedule = Schedule::builder()
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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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.add_system(render::system::render_test_system())
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.build();
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.build();
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@@ -156,6 +160,8 @@ fn main() {
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let mut resources = Resources::default();
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let mut resources = Resources::default();
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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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let mut imgui_context = imgui::Context::create();
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let mut imgui_context = imgui::Context::create();
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@@ -242,21 +248,26 @@ fn main() {
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// conditionally, and run the fps locked renderer
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// conditionally, and run the fps locked renderer
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event::Event::MainEventsCleared => {
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event::Event::MainEventsCleared => {
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event_schedule.execute(&mut world, &mut resources);
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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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resources
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.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
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.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
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.unwrap()
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.unwrap()
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.clear();
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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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let (step_size, elapsed_time) = {
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// deltatime since last frame
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let mut loop_state = resources.get_mut::<LoopState>().unwrap();
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let loop_state = resources.get::<LoopState>().unwrap();
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(
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(
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loop_state.step_size,
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loop_state.step_size,
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loop_state.start_time.elapsed().as_secs_f32(),
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loop_state.start_time.elapsed().as_secs_f32(),
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)
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)
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};
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};
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delta_time = elapsed_time - current_time;
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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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current_time = elapsed_time;
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if delta_time > 0.02 {
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if delta_time > 0.02 {
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delta_time = 0.02;
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delta_time = 0.02;
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@@ -265,10 +276,10 @@ fn main() {
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|
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while accumulator_time - step_size >= step_size {
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while accumulator_time - step_size >= step_size {
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accumulator_time -= step_size;
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accumulator_time -= step_size;
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// ==== DELTA TIME LOCKED ====
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// ==== DELTA TIME LOCKED ====
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update_schedule.execute(&mut world, &mut resources);
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update_schedule.execute(&mut world, &mut resources);
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}
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}
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// ==== FPS LOCKED ====
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// ==== FPS LOCKED ====
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render_schedule.execute(&mut world, &mut resources);
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render_schedule.execute(&mut world, &mut resources);
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}
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}
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@@ -289,6 +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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@@ -297,7 +309,8 @@ fn main() {
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//d
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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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}
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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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@@ -320,7 +333,6 @@ fn main() {
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}
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}
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|
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pub fn setup_gamepad(event_loop: &EventLoop<OwnedEventExtension>) {
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pub fn setup_gamepad(event_loop: &EventLoop<OwnedEventExtension>) {
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|
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let event_loop_proxy = event_loop.create_proxy();
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let event_loop_proxy = event_loop.create_proxy();
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|
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std::thread::spawn(move || {
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std::thread::spawn(move || {
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@@ -362,4 +374,3 @@ pub fn setup_gamepad(event_loop: &EventLoop<OwnedEventExtension>) {
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}
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}
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});
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});
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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 rapier3d::pipeline::{PhysicsPipeline, ChannelEventCollector};
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|
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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, LoopState, Mesh, Physics, Position, ImguiWindow};
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use imgui::FontSource;
|
use imgui::{FontSource, Condition};
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|
use imgui::*;
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use crate::physics::state::PhysicsState;
|
use crate::physics::state::PhysicsState;
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|
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|
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@@ -73,10 +74,12 @@ pub fn run_physics(
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}
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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(CameraController)]
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#[write_component(CameraController)]
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pub fn update_camera(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
|
pub fn update_camera(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
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|
|
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let mut query = <(&mut Camera, &mut CameraController)>::query();
|
let mut query = <(&mut Camera, &mut CameraController)>::query();
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for (mut camera, controller) in query.iter_mut(world) {
|
for (mut camera, controller) in query.iter_mut(world) {
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controller.update_camera(&mut camera, loop_state.step_size)
|
controller.update_camera(&mut camera, loop_state.step_size)
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||||||
|
|||||||
@@ -24,13 +24,15 @@ use winit_24::platform::unix::x11::ffi::Time;
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|||||||
use winit_24::window::Window;
|
use winit_24::window::Window;
|
||||||
|
|
||||||
use crate::camera::{Camera, CameraController};
|
use crate::camera::{Camera, CameraController};
|
||||||
use crate::components::{Mesh, Position, RangeCopy};
|
use crate::components::{Mesh, Position, RangeCopy, LoopState, ImguiWindow};
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use crate::current_ui;
|
use crate::current_ui;
|
||||||
use crate::geometry::{load_obj, Vertex};
|
use crate::geometry::{load_obj, Vertex};
|
||||||
use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
|
use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
|
||||||
use crate::light::{DirectionalLight, LightRaw};
|
use crate::light::{DirectionalLight, LightRaw};
|
||||||
use crate::render::state::{RenderState};
|
use crate::render::state::{RenderState};
|
||||||
use crate::render::{push_debug_group_checked, insert_debug_marker_checked, pop_debug_group_checked, EntityUniforms};
|
use crate::render::{push_debug_group_checked, insert_debug_marker_checked, pop_debug_group_checked, EntityUniforms};
|
||||||
|
use std::iter::Chain;
|
||||||
|
use std::slice::Iter;
|
||||||
|
|
||||||
|
|
||||||
#[system]
|
#[system]
|
||||||
@@ -53,19 +55,92 @@ pub fn imgui_prepare(
|
|||||||
unsafe { crate::CURRENT_UI = Some(std::mem::transmute(imgui_context.frame())) }
|
unsafe { crate::CURRENT_UI = Some(std::mem::transmute(imgui_context.frame())) }
|
||||||
}
|
}
|
||||||
|
|
||||||
|
/// Go through each "global" window-data component and render it's data
|
||||||
|
#[system]
|
||||||
|
#[write_component(ImguiWindow<ImguiPerformanceProfilerLine>)]
|
||||||
|
#[write_component(ImguiPerformanceProfilerLine)]
|
||||||
|
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) });
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
|
||||||
|
// 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]
|
#[system]
|
||||||
#[write_component(Camera)]
|
#[write_component(Camera)]
|
||||||
#[write_component(Position)]
|
#[write_component(Position)]
|
||||||
|
#[write_component(ImguiPerformanceProfilerLine)]
|
||||||
#[write_component(Point3<f32>)]
|
#[write_component(Point3<f32>)]
|
||||||
#[write_component(Mesh)]
|
#[write_component(Mesh)]
|
||||||
#[write_component(DirectionalLight)]
|
#[write_component(DirectionalLight)]
|
||||||
pub fn render_test(
|
pub fn render_test(
|
||||||
world: &mut SubWorld,
|
world: &mut SubWorld,
|
||||||
|
#[resource] loop_state: &mut LoopState,
|
||||||
#[resource] renderer: &mut RenderState,
|
#[resource] renderer: &mut RenderState,
|
||||||
#[resource] winit_window: &mut Window,
|
#[resource] winit_window: &mut Window,
|
||||||
#[resource] imgui_context: &mut Arc<Mutex<ImguiContext>>,
|
#[resource] imgui_context: &mut Arc<Mutex<ImguiContext>>,
|
||||||
#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
|
#[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);
|
||||||
|
}
|
||||||
|
|
||||||
let mut encoder = renderer
|
let mut encoder = renderer
|
||||||
.device
|
.device
|
||||||
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
.create_command_encoder(&wgpu::CommandEncoderDescriptor { label: None });
|
||||||
@@ -221,16 +296,8 @@ pub fn render_test(
|
|||||||
let mut imgui_context = &mut imgui_context.lock().unwrap().context;
|
let mut imgui_context = &mut imgui_context.lock().unwrap().context;
|
||||||
let mut imgui_platform = &mut imgui_platform.lock().unwrap().platform;
|
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 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);
|
// ui.show_demo_window(&mut true);
|
||||||
imgui_platform.prepare_render(&ui, &winit_window);
|
imgui_platform.prepare_render(&ui, &winit_window);
|
||||||
|
|||||||
@@ -3,7 +3,8 @@ use std::path::PathBuf;
|
|||||||
use std::time::Instant;
|
use std::time::Instant;
|
||||||
|
|
||||||
use cgmath::{Deg, Euler, Point3, Quaternion, Rad};
|
use cgmath::{Deg, Euler, Point3, Quaternion, Rad};
|
||||||
use imgui::FontSource;
|
use imgui::*;
|
||||||
|
use imgui::{Condition, FontSource, Ui};
|
||||||
use legion::systems::CommandBuffer;
|
use legion::systems::CommandBuffer;
|
||||||
use legion::world::SubWorld;
|
use legion::world::SubWorld;
|
||||||
use legion::IntoQuery;
|
use legion::IntoQuery;
|
||||||
@@ -17,16 +18,76 @@ use rapier3d::na::{Isometry3, Vector, Vector3};
|
|||||||
use rapier3d::pipeline::{ChannelEventCollector, PhysicsPipeline};
|
use rapier3d::pipeline::{ChannelEventCollector, PhysicsPipeline};
|
||||||
|
|
||||||
use crate::camera::{Camera, CameraController};
|
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::geometry::RawMesh;
|
||||||
use crate::physics::state::PhysicsState;
|
use crate::physics::state::PhysicsState;
|
||||||
use crate::render::state::RenderState;
|
use crate::render::state::RenderState;
|
||||||
|
use crate::render::system::ImguiPerformanceProfilerLine;
|
||||||
use crate::runtime::state::RuntimeState;
|
use crate::runtime::state::RuntimeState;
|
||||||
|
|
||||||
|
pub fn quad_color(color: [f32; 4]) -> [[f32; 4]; 4] {
|
||||||
|
[color, color, color, color]
|
||||||
|
}
|
||||||
|
|
||||||
#[system]
|
#[system]
|
||||||
#[write_component(Mesh)]
|
#[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"));
|
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, 500.0], Condition::FirstUseEver)
|
||||||
|
.position([50.0, 50.0], Condition::FirstUseEver)
|
||||||
|
},
|
||||||
|
func: |ui: &Ui, a: &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();
|
||||||
|
|
||||||
|
// 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]],
|
||||||
|
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()
|
||||||
|
.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])
|
||||||
|
.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));
|
||||||
|
},
|
||||||
|
},
|
||||||
|
ImguiPerformanceProfilerLine::new("RenderFFS".to_string()),
|
||||||
|
));
|
||||||
}
|
}
|
||||||
|
|
||||||
#[system]
|
#[system]
|
||||||
|
|||||||
Reference in New Issue
Block a user