mutzing about with a fps renderer. I am satisfied with this imgui thing I have going on. But it's a bit bone headed to have these two components so tightly coupled

master
mitchellhansen 4 years ago
parent e376241aae
commit 4a041cc833

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

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

@ -1,16 +1,17 @@
extern crate env_logger;
extern crate imgui; extern crate imgui;
extern crate imgui_wgpu; extern crate imgui_wgpu;
#[macro_use] #[macro_use]
extern crate lazy_static; extern crate lazy_static;
extern crate tobj;
extern crate winit_24;
extern crate env_logger;
extern crate toml;
#[macro_use] #[macro_use]
extern crate serde_derive; 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::f32::consts::PI;
use std::fs;
use std::sync::{Arc, Mutex}; use std::sync::{Arc, Mutex};
#[cfg(not(target_arch = "wasm32"))] #[cfg(not(target_arch = "wasm32"))]
use std::time::{Duration, Instant}; use std::time::{Duration, Instant};
@ -20,6 +21,7 @@ use cgmath::{
}; };
use futures::executor::block_on; use futures::executor::block_on;
use futures::task::LocalSpawn; use futures::task::LocalSpawn;
use futures::FutureExt;
use gilrs::Event as GilEvent; use gilrs::Event as GilEvent;
use gilrs::{Gamepad, Gilrs}; use gilrs::{Gamepad, Gilrs};
use imgui::FontSource; use imgui::FontSource;
@ -28,6 +30,7 @@ use imgui::*;
use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig}; use imgui_wgpu::{Renderer as ImguiRenderer, RendererConfig as ImguiRendererConfig};
use legion::systems::{SyncResources, UnsafeResources}; use legion::systems::{SyncResources, UnsafeResources};
use legion::*; use legion::*;
use log::LevelFilter;
use rapier3d::counters::Timer; use rapier3d::counters::Timer;
use rapier3d::dynamics::{ use rapier3d::dynamics::{
IntegrationParameters, JointSet, RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet, IntegrationParameters, JointSet, RigidBody, RigidBodyBuilder, RigidBodyHandle, RigidBodySet,
@ -40,6 +43,8 @@ use rapier3d::pipeline::PhysicsPipeline;
use wgpu::{BindGroup, Buffer, TextureView}; use wgpu::{BindGroup, Buffer, TextureView};
use wgpu_subscriber; use wgpu_subscriber;
use winit_24::event::DeviceEvent::MouseMotion; use winit_24::event::DeviceEvent::MouseMotion;
use winit_24::event::{ElementState, VirtualKeyCode};
use winit_24::event_loop::EventLoopProxy;
use winit_24::platform::unix::x11::ffi::Time; use winit_24::platform::unix::x11::ffi::Time;
use winit_24::window::Window; use winit_24::window::Window;
use winit_24::{ use winit_24::{
@ -54,13 +59,8 @@ use crate::imgui_supp::extended_winit_imgui_support;
use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform}; use crate::imgui_supp::imgui_support::{ImguiContext, ImguiPlatform};
use crate::owned_event::{OwnedEvent, OwnedEventExtension}; use crate::owned_event::{OwnedEvent, OwnedEventExtension};
use crate::physics::state::PhysicsState; use crate::physics::state::PhysicsState;
use std::fs; use crate::render::system::ImguiPerformanceProfiler;
use winit_24::event::{VirtualKeyCode, ElementState};
use std::collections::HashMap;
use futures::FutureExt;
use log::LevelFilter;
use crate::runtime::state::RuntimeState; use crate::runtime::state::RuntimeState;
use winit_24::event_loop::EventLoopProxy;
mod camera; mod camera;
mod components; mod components;
@ -112,15 +112,16 @@ Todo:
//log::info!(""); //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; static mut CURRENT_UI: Option<imgui::Ui<'static>> = None;
pub unsafe fn current_ui<'a>() -> Option<&'a imgui::Ui<'a>> { pub unsafe fn current_ui<'a>() -> Option<&'a imgui::Ui<'a>> {
CURRENT_UI.as_ref() CURRENT_UI.as_ref()
} }
fn main() { fn main() {
let logger = env_logger::builder()
let logger = env_logger::builder().filter(Some("minimal_viable_game_engine"), LevelFilter::Info).init(); .filter(Some("minimal_viable_game_engine"), LevelFilter::Info)
.init();
let mut world = World::default(); let mut world = World::default();
@ -134,6 +135,7 @@ fn main() {
.build(); .build();
let mut render_schedule = Schedule::builder() let mut render_schedule = Schedule::builder()
.add_system(render::system::render_imgui_system())
.add_system(render::system::render_test_system()) .add_system(render::system::render_test_system())
.build(); .build();
@ -156,6 +158,45 @@ fn main() {
let mut resources = Resources::default(); let mut resources = Resources::default();
let entity: Entity = world.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: &ImguiPerformanceProfiler| {
ui.plot_lines(im_str!("blah"), &a.list_of_fps)
.graph_size([200.0, 200.0])
.scale_min(0.0)
.scale_min(0.01).build();
ui.text(im_str!("blah blah blah {:?}", a.top_text));
let draw_list = ui.get_window_draw_list();
let o = ui.cursor_screen_pos();
let ws = ui.content_region_avail();
a.list_of_fps.iter().fold((0, 0.0f32), |accum, &b| {
let b = b / 10.0;
let x1 = accum.0 as f32 * 1.0 + o[0];
let x2 = (accum.0 as f32 + 1.0) * 1.0 + o[0];
let p1 = [x1, accum.1 + o[1]];
let p2 = [x2, accum.1 + b + o[1]];
draw_list
.add_line(p1, p2, [128.0,64.0,0.0])
.thickness(1.0)
.build();
(accum.0 + 1, b)
});
},
},
ImguiPerformanceProfiler {
top_text: "FPS".to_string(),
list_of_fps: [0.0; 400],
index: 0,
},
));
// Load up all the resources // Load up all the resources
{ {
let mut imgui_context = imgui::Context::create(); let mut imgui_context = imgui::Context::create();
@ -242,21 +283,26 @@ fn main() {
// conditionally, and run the fps locked renderer // conditionally, and run the fps locked renderer
event::Event::MainEventsCleared => { event::Event::MainEventsCleared => {
event_schedule.execute(&mut world, &mut resources); event_schedule.execute(&mut world, &mut resources);
imgui_prepare_schedule.execute(&mut world, &mut resources);
resources resources
.get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>() .get_mut::<Vec<OwnedEvent<OwnedEventExtension>>>()
.unwrap() .unwrap()
.clear(); .clear();
imgui_prepare_schedule.execute(&mut world, &mut resources);
let (step_size, elapsed_time) = { let (step_size, elapsed_time) = {
// deltatime since last frame let mut loop_state = resources.get_mut::<LoopState>().unwrap();
let loop_state = resources.get::<LoopState>().unwrap();
( (
loop_state.step_size, loop_state.step_size,
loop_state.start_time.elapsed().as_secs_f32(), loop_state.start_time.elapsed().as_secs_f32(),
) )
}; };
delta_time = elapsed_time - current_time; 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; current_time = elapsed_time;
if delta_time > 0.02 { if delta_time > 0.02 {
delta_time = 0.02; delta_time = 0.02;
@ -265,10 +311,10 @@ fn main() {
while accumulator_time - step_size >= step_size { while accumulator_time - step_size >= step_size {
accumulator_time -= step_size; accumulator_time -= step_size;
// ==== DELTA TIME LOCKED ==== // ==== DELTA TIME LOCKED ====
update_schedule.execute(&mut world, &mut resources); update_schedule.execute(&mut world, &mut resources);
} }
// ==== FPS LOCKED ==== // ==== FPS LOCKED ====
render_schedule.execute(&mut world, &mut resources); render_schedule.execute(&mut world, &mut resources);
} }
@ -297,7 +343,7 @@ fn main() {
//d //d
} }
} }
_ => () _ => (),
} }
} }
event::Event::WindowEvent { event::Event::WindowEvent {
@ -320,7 +366,6 @@ fn main() {
} }
pub fn setup_gamepad(event_loop: &EventLoop<OwnedEventExtension>) { pub fn setup_gamepad(event_loop: &EventLoop<OwnedEventExtension>) {
let event_loop_proxy = event_loop.create_proxy(); let event_loop_proxy = event_loop.create_proxy();
std::thread::spawn(move || { std::thread::spawn(move || {
@ -362,4 +407,3 @@ pub fn setup_gamepad(event_loop: &EventLoop<OwnedEventExtension>) {
} }
}); });
} }

@ -10,8 +10,9 @@ use rapier3d::geometry::{BroadPhase, ColliderSet, NarrowPhase};
use rapier3d::pipeline::{PhysicsPipeline, ChannelEventCollector}; use rapier3d::pipeline::{PhysicsPipeline, ChannelEventCollector};
use crate::camera::{Camera, CameraController}; use crate::camera::{Camera, CameraController};
use crate::components::{Collider, LoopState, Mesh, Physics, Position}; use crate::components::{Collider, LoopState, Mesh, Physics, Position, ImguiWindow};
use imgui::FontSource; use imgui::{FontSource, Condition};
use imgui::*;
use crate::physics::state::PhysicsState; use crate::physics::state::PhysicsState;
@ -73,10 +74,12 @@ pub fn run_physics(
} }
} }
#[system] #[system]
#[write_component(Camera)] #[write_component(Camera)]
#[write_component(CameraController)] #[write_component(CameraController)]
pub fn update_camera(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) { pub fn update_camera(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
let mut query = <(&mut Camera, &mut CameraController)>::query(); let mut query = <(&mut Camera, &mut CameraController)>::query();
for (mut camera, controller) in query.iter_mut(world) { for (mut camera, controller) in query.iter_mut(world) {
controller.update_camera(&mut camera, loop_state.step_size) controller.update_camera(&mut camera, loop_state.step_size)

@ -24,7 +24,7 @@ use winit_24::platform::unix::x11::ffi::Time;
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};
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};
@ -53,19 +53,64 @@ 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<ImguiPerformanceProfiler>)]
#[write_component(ImguiPerformanceProfiler)]
pub fn render_imgui(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
let ui = unsafe { crate::current_ui().unwrap() };
let mut query = <(&ImguiPerformanceProfiler, &mut ImguiWindow<ImguiPerformanceProfiler>)>::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 ImguiPerformanceProfiler {
pub top_text: String,
pub list_of_fps: [f32; 400],
pub index: usize
}
#[system] #[system]
#[write_component(Camera)] #[write_component(Camera)]
#[write_component(Position)] #[write_component(Position)]
#[write_component(ImguiPerformanceProfiler)]
#[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 ImguiPerformanceProfiler)>::query();
for (mut profiler) in query.iter_mut(world) {
let delta_time = loop_state.delta_time.as_secs_f32();
let profiler :&mut ImguiPerformanceProfiler = profiler; // trick clion into giving me the type, ugh
profiler.top_text = (profiler.list_of_fps.iter().sum::<f32>() / profiler.list_of_fps.len() as f32).to_string();
profiler.list_of_fps[profiler.index] = 1.0 / delta_time;
if profiler.index >= 399 {
profiler.index = 0;
} else {
profiler.index += 1;
}
}
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 +266,8 @@ 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);

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