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Trac3r-rust/src/main.rs

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13 KiB

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#![allow(dead_code)]
#![allow(unused_variables)]
#![allow(unused_mut)]
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extern crate cgmath;
extern crate hprof;
extern crate image;
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extern crate nalgebra as na;
extern crate rand;
extern crate time;
use std::path::Path;
use std::sync::Arc;
use gilrs::{Button, Event as GilEvent, Gamepad, GamepadId, Gilrs};
use vulkano::instance::debug::DebugCallback;
use vulkano::instance::Instance;
use vulkano::sync;
use vulkano::sync::GpuFuture;
use vulkano_win::VkSurfaceBuild;
use winit::dpi::LogicalSize;
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use winit::event::{DeviceEvent, ElementState, Event, MouseButton, StartCause, VirtualKeyCode, WindowEvent};
use winit::event_loop::{ControlFlow, EventLoop, EventLoopProxy};
use winit::platform::unix::WindowBuilderExtUnix;
use winit::window::{WindowBuilder, Window};
use crate::canvas::canvas_frame::{CanvasFrame, Drawable, Eventable, Updatable};
use crate::canvas::canvas_state::CanvasState;
use crate::canvas::managed::handles::{CanvasFontHandle, CanvasTextureHandle, Handle};
use canvas::compu_frame::CompuFrame;
use crate::canvas::managed::handles::{CompuBufferHandle, CompuKernelHandle};
use crate::drawables::compu_sprite::CompuSprite;
use crate::drawables::rect::Rect;
use crate::drawables::sprite::Sprite;
use crate::drawables::text::Text;
use crate::util::load_raw;
use crate::util::timer::Timer;
use crate::util::tr_event::TrEvent;
use crate::util::vertex::{TextureVertex3D, VertexTypeContainer};
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use crate::vkprocessor::VkProcessor;
use crate::drawables::slider::Slider;
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pub mod util;
pub mod vkprocessor;
pub mod drawables;
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pub mod canvas;
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extern crate specs;
use specs::prelude::*;
use vulkano::swapchain::Surface;
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struct Draws(Sprite);
impl Component for Draws {
type Storage = VecStorage<Self>;
}
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struct Vel {
x: f32,
y: f32,
}
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impl Component for Vel {
type Storage = VecStorage<Self>;
}
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struct Pos {
x: f32,
y: f32
}
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impl Component for Pos {
type Storage = VecStorage<Self>;
}
#[derive(Default)]
struct PersistentState {
surface: Option<Arc<Surface<Window>>>,
window_size: (u32, u32),
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delta_time: f32,
canvas_frame: CanvasFrame,
compu_frame: CompuFrame,
}
struct RenderSystem;
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impl<'a> System<'a> for RenderSystem {
type SystemData = (
WriteStorage<'a, Pos>,
WriteStorage<'a, Vel>,
WriteStorage<'a, Draws>,
Write<'a, PersistentState>,
Write<'a, VkProcessor>,
);
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fn run(&mut self, (mut pos, vel, mut draw, mut state, mut vk_processor): Self::SystemData) {
state.canvas_frame = CanvasFrame::new(state.window_size);
state.compu_frame = CompuFrame::new(state.window_size);
// compu_frame.add_with_image_swap(compute_buffer.clone(), compute_kernel.clone(), &compu_sprite1);
// compu_frame.add(compute_buffer.clone(), compute_kernel.clone());
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for (vel, pos, draw) in (&vel, &mut pos, &mut draw).join() {
pos.x += vel.x * state.delta_time;
pos.y += vel.y * state.delta_time;
draw.0.position = (pos.x, pos.y);
}
for draw_data in (&draw).join() {
let size = state.window_size.clone();
state.canvas_frame.add(draw_data.0.get(size))
}
vk_processor.run(&state.surface.clone().unwrap(),
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&state.canvas_frame,
&state.compu_frame);
}
}
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pub fn main() {
hprof::start_frame();
let q1 = hprof::enter("setup");
let instance = {
let extensions = vulkano_win::required_extensions();
Instance::new(None, &extensions, None).unwrap()
};
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let _callback = DebugCallback::errors_and_warnings(&instance, |msg| {
println!("Debug callback: {:?}", msg.description);
}).ok();
let mut events_loop = EventLoop::<TrEvent>::with_user_event();
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let mut surface = WindowBuilder::new()
.with_inner_size(LogicalSize::new(800, 800))
.build_vk_surface(&events_loop, instance.clone()).unwrap();
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let mut processor = VkProcessor::new(instance.clone(), surface.clone());
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{
let g = hprof::enter("vulkan preload");
processor.create_swapchain(instance.clone(), surface.clone());
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processor.preload_kernels();
processor.preload_shaders();
processor.preload_textures();
processor.preload_fonts();
}
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let q2 = hprof::enter("Game Objects");
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let mut timer = Timer::new();
let mut frame_future: Box<dyn GpuFuture> =
Box::new(sync::now(processor.device.clone().unwrap())) as Box<dyn GpuFuture>;
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let step_size: f32 = 0.005;
let mut elapsed_time: f32 = timer.elap_time();
let mut delta_time: f32 = 0.0;
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let mut accumulator_time: f32 = 0.0;
let mut current_time: f32 = timer.elap_time();
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let image_data = load_raw(String::from("ford2.jpg"));
let image_dimensions_f: (f32, f32) = ((image_data.1).clone().0 as f32, (image_data.1).clone().1 as f32);
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let image_dimensions_u: (u32, u32) = image_data.1;
let compu_sprite1: CompuSprite =
CompuSprite::new((-1.0, -1.0), (1.0, 1.0), 0, image_dimensions_f,
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// Swap image to render the result to. Must match dimensions
processor.new_swap_image(image_dimensions_u));
// Need to
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let compute_buffer: Arc<CompuBufferHandle> =
processor.new_compute_buffer(image_data.0.clone(), image_data.1, 4);
let first_output_buffer: Arc<CompuBufferHandle> =
processor.new_compute_buffer(image_data.0.clone(), image_data.1.clone(), 4);
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let compute_kernel: Arc<CompuKernelHandle> =
processor.get_kernel_handle(String::from("simple-edge.compute"))
.expect("Can't find that kernel");
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// Get the handles for the assets
let funky_handle: Arc<CanvasTextureHandle> =
processor.get_texture_handle(String::from("funky-bird.jpg")).unwrap();
let sfml_handle: Arc<CanvasTextureHandle> =
processor.get_texture_handle(String::from("sfml.png")).unwrap();
//let font_handle : Arc<CanvasFontHandle> =
// processor.get_font_handle(String::from("sansation.ttf")).unwrap();
// So I would have to go full in on the ECS in order to do rendering...
// That would probably look like a canvasFrame and compuFrame component which would
// be added to the world.
// Though canvasFrame and compuFrame have to share the command_buffer
// which means I should just keep the vk processor lol
// The `World` is our
// container for components
// and other resources.
let mut world = World::new();
world.register::<Pos>();
world.register::<Vel>();
world.register::<Draws>();
world.insert::<VkProcessor>(processor);
world.insert::<PersistentState>(PersistentState {
surface: Some(surface.clone()),
window_size: (0, 0),
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delta_time,
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canvas_frame: CanvasFrame::new((0, 0)),
compu_frame: CompuFrame::new((0, 0)),
});
// An entity may or may not contain some component.
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world.create_entity()
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.with(Vel { x: 0.0, y: 0.0 })
.with(Pos{ x: 0.0, y: 0.0 })
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.with(Draws(
Sprite::new(
(200.0, 200.0),
(100.0, 150.0), 10, funky_handle.clone())))
.build();
let mut dispatcher = DispatcherBuilder::new()
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// .with(SysA, "sys_a", &[])
.with(RenderSystem, "render_s", &[]).build();
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let sfml_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone());
let slider = Slider::new((300.0, 50.0), (550.0, 100.0), 30000);
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drop(q2);
drop(q1);
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let l = hprof::enter("Loop");
let event_loop_proxy = events_loop.create_proxy();
std::thread::spawn(move || {
let mut gilrs = Gilrs::new().unwrap();
// Iterate over all connected gamepads
let mut gamepad: Option<Gamepad> = None;
for (_id, gamepad_) in gilrs.gamepads() {
if gamepad_.name() == "PS4" {
gamepad = Some(gamepad_);
}
println!("{} is {:?} {:?}", gamepad_.name(), gamepad_.power_info(), gamepad_.id());
}
let mut active_gamepad = None;
loop {
while let Some(GilEvent { id, event, time }) = gilrs.next_event() {
println!("{:?} New event from {}: {:?}", time, id, event);
active_gamepad = Some(id);
event_loop_proxy.send_event(TrEvent::GamepadEvent {
gil_event: GilEvent { id, event, time }
}).ok();
}
// // You can also use cached gamepad state
// if let Some(gamepad) = active_gamepad.map(|id| gilrs.gamepad(id)) {
// if gamepad.is_pressed(Button::South) {
// println!("Button South is pressed (XBox - A, PS - X)");
// }
// }
std::thread::sleep(std::time::Duration::from_millis(50));
}
});
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// What would the component for a sprite be...
// Drawable with the vertex format in one rendering system
// position + velocity could then be two more in one system
// maybe some sort of input system
//
// let mut big_container = vec![
// Box::new(Slider::new((0.1, 0.1), (0.9, 0.9), 5000)),
// Box::new(Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone())),
// ];
//container.push(Sprite::new((0.1)));
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// Events loop is borrowed from the surface
events_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Poll;
// for eventable in &mut big_container {
// eventable.notify(&event);
// }
//
// for drawable in &mut big_container {
// canvas_frame.draw(&drawable);
// }
match event {
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Event::NewEvents(cause) => {
if cause == StartCause::Init {
world.write_resource::<PersistentState>()
.window_size = surface.window().inner_size().into();
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}
elapsed_time = timer.elap_time();
delta_time = elapsed_time - current_time;
current_time = elapsed_time;
if delta_time > 0.02 {
delta_time = 0.02;
}
accumulator_time += delta_time;
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// This dispatches all the systems in parallel (but blocking).
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world.write_resource::<PersistentState>().delta_time = delta_time;
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dispatcher.dispatch(&mut world);
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}
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
*control_flow = ControlFlow::Exit
}
Event::WindowEvent { event: WindowEvent::Resized(new_size), .. } => {
world.write_resource::<VkProcessor>()
.swapchain_recreate_needed = true;
let size = (new_size.width, new_size.height);
}
Event::WindowEvent {
event: WindowEvent::MouseInput {
device_id, state, button, modifiers
}, ..
} => {}
Event::UserEvent(TrEvent::KeyHeldEvent {}) => {}
Event::UserEvent(TrEvent::MouseHeldEvent {}) => {}
Event::UserEvent(TrEvent::GamepadEvent { gil_event }) => {}
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Event::DeviceEvent { device_id, event } => {
match event {
DeviceEvent::Key(keyboard_input) => {
match keyboard_input.virtual_keycode.unwrap() {
VirtualKeyCode::A => {
if keyboard_input.state == ElementState::Pressed {}
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}
VirtualKeyCode::S => {
if keyboard_input.state == ElementState::Pressed {}
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}
VirtualKeyCode::P => {
if keyboard_input.state == ElementState::Pressed {
let data = world.write_resource::<VkProcessor>().read_compute_buffer(compute_buffer.clone());
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image::save_buffer(&Path::new("image.png"), data.as_slice(), (image_data.1).0, (image_data.1).1, image::RGBA(8));
}
}
_ => ()
}
}
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_ => {}
}
}
Event::MainEventsCleared => {
// while (accumulator_time - step_size) >= step_size {
// accumulator_time -= step_size;
// }
}
_ => ()
}
// bucket the events out, but not really
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// match
// event {
// Event::NewEvents(_) => {}
// Event::WindowEvent { window_id, event } => {}
// Event::DeviceEvent { device_id, event } => {}
// Event::UserEvent(tr_event) => {}
// Event::Suspended => {}
// Event::Resumed => {}
// Event::MainEventsCleared => {}
// Event::RedrawRequested(_) => {}
// Event::RedrawEventsCleared => {}
// Event::LoopDestroyed => {}
// }
});
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drop(l);
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hprof::end_frame();
hprof::profiler().print_timing();
}
pub fn click_test(event_loop_proxy: EventLoopProxy<TrEvent>, canvas_state: &CanvasState) {
// for i in canvas_state. {
// event_loop_proxy.send_event(TrEvent::MouseClickEvent {
// position: (0.0, 0.0),
// button: MouseButton::Left,
// }).ok();
// }
}