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Trac3r-rust/src/main.rs

390 lines
13 KiB

#![allow(dead_code)]
#![allow(unused_variables)]
#![allow(unused_mut)]
extern crate cgmath;
extern crate hprof;
extern crate image;
extern crate nalgebra as na;
extern crate rand;
extern crate specs;
extern crate time;
#[macro_use]
extern crate nom;
use std::path::Path;
use std::sync::Arc;
use gilrs::{Button, Event as GilEvent, Gamepad, GamepadId, Gilrs};
use specs::prelude::*;
use vulkano::instance::debug::DebugCallback;
use vulkano::instance::Instance;
use vulkano::swapchain::Surface;
use vulkano::sync;
use vulkano::sync::GpuFuture;
use vulkano_win::VkSurfaceBuild;
use winit::dpi::LogicalSize;
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::{Window, WindowBuilder};
use canvas::compu_frame::CompuFrame;
use crate::canvas::canvas_frame::{CanvasFrame, Drawable};
use crate::canvas::canvas_state::CanvasState;
use crate::canvas::managed::handles::{CanvasFontHandle, CanvasTextureHandle, Handle};
use crate::canvas::managed::handles::{CompuBufferHandle, CompuKernelHandle};
use crate::drawables::compu_sprite::CompuSprite;
use crate::drawables::rect::Rect;
use crate::drawables::slider::Slider;
use crate::drawables::sprite::Sprite;
use crate::drawables::text::Text;
use crate::render_system::{Geometry, Images, Position, RenderSystem, Textures};
use crate::util::load_raw;
use crate::util::timer::Timer;
use crate::util::tr_event::{TrEvent, TrEventExtension};
use crate::util::vertex::{TextureVertex3D, VertexTypeContainer};
use crate::vkprocessor::VkProcessor;
use crate::compu_system::{CompuSystem, Compu};
use crate::event_system::{EventSystem, Evented};
use petgraph::Graph;
use petgraph::graph::NodeIndex;
pub mod util;
pub mod vkprocessor;
pub mod drawables;
pub mod canvas;
pub mod render_system;
pub mod compu_system;
pub mod event_system;
pub mod parser;
#[derive(Default)]
pub struct PersistentState {
surface: Option<Arc<Surface<Window>>>,
window_size: (u32, u32),
delta_time: f32,
canvas_frame: CanvasFrame,
compu_frame: CompuFrame,
}
struct TrSprite {
entity: Entity,
}
use std::fs;
use nom::sequence::{preceded, tuple};
use nom::bytes::complete::{take_while1, tag, take_while_m_n};
use nom::character::complete::line_ending;
use nom::error::ErrorKind;
use nom::combinator::map_res;
use nom::IResult;
use crate::parser::parser::{Color, hex_color, parse_script};
pub fn main() {
//https://dylanede.github.io/cassowary-rs/cassowary/index.html
let input_string = fs::read_to_string("./resources/scripts/scratch").unwrap();
parse_script::<(&str, ErrorKind)>(&input_string);
return;
//hprof::start_frame();
//let g = hprof::enter("vulkan preload");
let instance = {
let extensions = vulkano_win::required_extensions();
Instance::new(None, &extensions, None).unwrap()
};
let _callback = DebugCallback::errors_and_warnings(&instance, |msg| {
println!("Debug callback: {:?}", msg.description);
}).ok();
let mut events_loop = EventLoop::<TrEventExtension>::with_user_event();
let mut surface = WindowBuilder::new()
.with_inner_size(LogicalSize::new(800, 800))
.build_vk_surface(&events_loop, instance.clone()).unwrap();
let mut processor = VkProcessor::new(instance.clone(), surface.clone());
processor.create_swapchain(instance.clone(), surface.clone());
processor.preload_kernels();
processor.preload_shaders();
processor.preload_textures();
processor.preload_fonts();
let mut timer = Timer::new();
let mut frame_future: Box<dyn GpuFuture> =
Box::new(sync::now(processor.device.clone().unwrap())) as Box<dyn GpuFuture>;
let step_size: f32 = 0.005;
let mut elapsed_time: f32 = timer.elap_time();
let mut delta_time: f32 = 0.0;
let mut accumulator_time: f32 = 0.0;
let mut current_time: f32 = timer.elap_time();
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);
let image_dimensions_u: (u32, u32) = image_data.1;
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);
let compute_kernel: Arc<CompuKernelHandle> =
processor.get_kernel_handle(String::from("simple-edge.compute"))
.expect("Can't find that kernel");
let compu_image = processor.new_swap_image(image_dimensions_u);
// 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 mut world = World::new();
world.register::<Evented>();
world.register::<Compu>();
world.register::<Position>();
world.register::<Geometry>();
world.register::<Textures>();
world.register::<Images>();
world.insert::<VkProcessor>(processor);
world.insert::<Vec<TrEvent<TrEventExtension>>>(Vec::new());
world.insert::<PersistentState>(PersistentState {
surface: Some(surface.clone()),
window_size: (0, 0),
delta_time,
canvas_frame: CanvasFrame::new((0, 0)),
compu_frame: CompuFrame::new((0, 0)),
});
/*
let mut g = Graph::new();
let mut matrix : Vec<Vec<NodeIndex<u32>>> = vec![vec![NodeIndex::new(1); 20]; 20];
for x in 0..20 {
for y in 0..20 {
matrix[x][y] = g.add_node(((x, y), 0.));
}
}
for x in 0..20 {
for y in 0..20 {
matrix[x][y] = g.add_node(((x, y), 0.));
}
}
g.extend_with_edges(&[
(a, b, 1),
(a, d, 1),
(b, c, 1),
(b, f, 1),
(c, e, 1),
(e, f, 1),
(d, e, 1),
]);*/
// and the thing that renders it
world.create_entity()
.with(Compu { kernels: vec![compute_kernel], buffers: vec![compute_buffer] })// just a drawable
.with(Position { x: 900.0, y: 900.0, z: 0 })
.with(Geometry { size_x: 600.0, size_y: 600.0, rotation: 0.0 })
.with(Images { images: vec![compu_image], image_resolutions: vec![image_dimensions_u] })
.build();
let sprite = world.create_entity()
.with(Evented { subscribed: |event| {true} })
.with(Position { x: 0.0, y: 0.0, z: 0 })
.with(Geometry { size_x: 300.0, size_y: 300.0, rotation: 0.0 })
.with(Textures { textures: vec![funky_handle] })
.build();
// call the run method for the following systems & deps
let mut dispatcher = DispatcherBuilder::new()
// .with(SysA, "sys_a", &[])
.with(EventSystem, "event_s", &[])
.with(CompuSystem, "compu_s", &["event_s"])
.with(RenderSystem, "render_s", &["event_s", "compu_s"]).build();
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(TrEventExtension::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));
}
});
// Events loop is borrowed from the surface
events_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Poll;
// The incoming event type will indicate what section of the event loop we are in
match event {
Event::NewEvents(cause) => {
if cause == StartCause::Init {
world.write_resource::<PersistentState>()
.window_size = surface.window().inner_size().into();
} else {
// println!("{}", world.write_resource::<Vec<TrEvent<TrEventExtension>>>().len());
world.write_resource::<Vec<TrEvent<TrEventExtension>>>().clear();
}
}
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } => {
*control_flow = ControlFlow::Exit
}
Event::WindowEvent { event: WindowEvent::MouseInput { device_id, state, button, modifiers }, .. } => {
match button {
MouseButton::Left => {
if state == ElementState::Pressed {}
}
_ => {}
}
}
Event::WindowEvent { event: WindowEvent::Resized(new_size), .. } => {
world.write_resource::<VkProcessor>()
.swapchain_recreate_needed = true;
world.write_resource::<PersistentState>()
.window_size = (new_size.width, new_size.height);
}
Event::MainEventsCleared => {
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;
// This dispatches all the systems in parallel (but blocking).
world.write_resource::<PersistentState>()
.delta_time = delta_time;
dispatcher.dispatch(&mut world);
// while (accumulator_time - step_size) >= step_size {
// accumulator_time -= step_size;
// }
}
_ => {}
}
// Each NewEvents event will clear this event stack
world.write_resource::<Vec<TrEvent<TrEventExtension>>>().push(event.into());
/*
match event {
Event::UserEvent(TrEventExtension::KeyHeldEvent {}) => {}
Event::UserEvent(TrEventExtension::MouseHeldEvent {}) => {}
Event::UserEvent(TrEventExtension::GamepadEvent { gil_event }) => {}
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 {}
}
VirtualKeyCode::S => {
if keyboard_input.state == ElementState::Pressed {}
}
VirtualKeyCode::P => {
if keyboard_input.state == ElementState::Pressed {
let data = world.write_resource::<VkProcessor>().read_compute_buffer(compute_buffer.clone());
image::save_buffer(&Path::new("image.png"), data.as_slice(), (image_data.1).0, (image_data.1).1, image::RGBA(8));
}
}
_ => ()
}
}
_ => {}
}
}
_ => ()
}
bucket the events out, but not really
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 => {}
}*/
});
// hprof::end_frame();
// hprof::profiler().print_timing();
}