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357 lines
11 KiB
357 lines
11 KiB
#![allow(dead_code)]
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#![allow(unused_variables)]
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#![allow(unused_mut)]
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extern crate cgmath;
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extern crate hprof;
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extern crate image;
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extern crate nalgebra as na;
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extern crate rand;
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extern crate time;
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use std::sync::Arc;
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use vulkano::instance::debug::DebugCallback;
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use vulkano::instance::Instance;
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use vulkano::sync;
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use vulkano::sync::GpuFuture;
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use vulkano_win::VkSurfaceBuild;
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use winit::dpi::LogicalSize;
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use winit::event::{DeviceEvent, ElementState, Event, VirtualKeyCode, WindowEvent};
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use winit::event_loop::{EventLoop, ControlFlow};
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use winit::platform::unix::WindowBuilderExtUnix;
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use winit::window::WindowBuilder;
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use crate::canvas::canvas_frame::{CanvasFrame, Drawable, Eventable};
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use crate::canvas::managed::handles::{CanvasFontHandle, CanvasTextureHandle, Handle};
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use crate::compute::compu_frame::CompuFrame;
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use crate::compute::managed::handles::{CompuBufferHandle, CompuKernelHandle};
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use crate::drawables::compu_sprite::CompuSprite;
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use crate::drawables::rect::Rect;
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use crate::drawables::sprite::Sprite;
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use crate::drawables::text::Text;
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use crate::util::load_raw;
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use crate::util::timer::Timer;
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use crate::util::vertex::{TextureVertex3D, VertexType};
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use crate::vkprocessor::VkProcessor;
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use std::path::Path;
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use gilrs::{Gilrs, Button, Event as GilEvent, GamepadId, Gamepad};
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use crate::util::tr_event::TrEvent;
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use crate::button_m::Slider;
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pub mod util;
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pub mod vkprocessor;
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pub mod drawables;
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pub mod canvas;
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pub mod compute;
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pub mod button_m {
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use crate::drawables::rect::Rect;
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use crate::drawables::sprite::Sprite;
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use std::collections::HashSet;
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use crate::canvas::canvas_frame::Drawable;
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use crate::util::vertex::VertexType;
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pub struct Slider {
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handle : Rect,
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guide : Vec<Rect>,
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scaler: u32,
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position: (f32, f32),
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size: (f32, f32),
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value: u16,
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}
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impl Slider {
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pub fn new(size: (f32, f32), position : (f32, f32), value: u16) -> Slider {
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// render the guide first
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let left_guide_bar = Rect::new((position.0 as f32, position.1 as f32), (0.1, 0.1), 1);
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let right_guide_bar = Rect::new((position.0 + size.0 as f32, position.1 as f32), (0.1, 0.1), 1);
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let line = Rect::new((position.0 as f32, position.1 - (size.1 / 2.0) as f32), (0.1, 0.1), 1);
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let scale = value as f32 / u16::max_value() as f32;
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let handle = Rect::new((position.0 + (size.0 * scale) as f32, position.1 as f32), (0.3, 0.3), 1);
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Slider {
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handle: handle,
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guide: vec![left_guide_bar, right_guide_bar, line],
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scaler: 255,
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position,
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size,
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value
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}
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}
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}
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impl Drawable for Slider {
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fn get(&self) -> Vec<VertexType> {
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let mut vertices = vec![self.handle.verts.clone()];
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vertices.extend_from_slice(self.guide.iter()
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.map(|x| x.clone().verts).collect::<Vec<VertexType>>().as_slice()
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);
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vertices
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}
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}
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}
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pub fn main() {
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hprof::start_frame();
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let q1 = hprof::enter("setup");
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let instance = {
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let extensions = vulkano_win::required_extensions();
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Instance::new(None, &extensions, None).unwrap()
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};
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let _callback = DebugCallback::errors_and_warnings(&instance, |msg| {
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println!("Debug callback: {:?}", msg.description);
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}).ok();
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let mut events_loop = EventLoop::<TrEvent>::with_user_event();
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let mut surface = WindowBuilder::new()
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.with_inner_size(LogicalSize::new(800, 800))
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.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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{
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let g = hprof::enter("vulkan preload");
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processor.create_swapchain(instance.clone(), surface.clone());
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processor.preload_kernels();
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processor.preload_shaders();
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processor.preload_textures();
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processor.preload_fonts();
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}
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let q2 = hprof::enter("Game Objects");
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let mut timer = Timer::new();
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let mut frame_future: Box<dyn GpuFuture> =
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Box::new(sync::now(processor.device.clone())) as Box<dyn GpuFuture>;
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let step_size: f32 = 0.005;
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let mut elapsed_time: f32;
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let mut delta_time: f32;
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let mut accumulator_time: f32 = 0.0;
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let mut current_time: f32 = timer.elap_time();
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let image_data = load_raw(String::from("ford2.jpg"));
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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;
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let compu_sprite1: CompuSprite =
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CompuSprite::new((0.0, -0.5), (1.0, 1.0), 0, image_dimensions_f,
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// Swap image to render the result to. Must match dimensions
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processor.new_swap_image(image_dimensions_u));
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// Need to
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let compute_buffer: Arc<CompuBufferHandle> =
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processor.new_compute_buffer(image_data.0.clone(), image_data.1, 4);
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let first_output_buffer: Arc<CompuBufferHandle> =
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processor.new_compute_buffer(image_data.0.clone(), image_data.1.clone(), 4);
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let compute_kernel: Arc<CompuKernelHandle> =
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processor.get_kernel_handle(String::from("simple-edge.compute"))
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.expect("Can't find that kernel");
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// Get the handles for the assets
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let funky_handle: Arc<CanvasTextureHandle> =
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processor.get_texture_handle(String::from("funky-bird.jpg")).unwrap();
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let sfml_handle: Arc<CanvasTextureHandle> =
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processor.get_texture_handle(String::from("sfml.png")).unwrap();
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//let font_handle : Arc<CanvasFontHandle> =
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// processor.get_font_handle(String::from("sansation.ttf")).unwrap();
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let mut funky_sprite = Sprite::new((0.0, 0.5), (0.5, 0.5), 0, funky_handle.clone());
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let sfml_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone());
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let rect = Rect::new((-0.5, -0.5), (0.5, 0.5), 1);
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// let slider = button_m::Slider::new((0.5, 0.1), (0.1,0.1), 30000);
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// how do i register a sprite to get events...
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// explicit is much easier
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//let sfml_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone());
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let text_sprite = Text::new((-0.1, -0.1), (10.0, 10.0), 1);
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//let test_polygon = Poly::new_with_color((-0.5, -0.5), (0.5, 0.5), 1, (1.0,0.0,0.0,0.0));
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drop(q2);
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drop(q1);
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let l = hprof::enter("Loop");
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let event_loop_proxy = events_loop.create_proxy();
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std::thread::spawn(move || {
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let mut gilrs = Gilrs::new().unwrap();
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// Iterate over all connected gamepads
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let mut gamepad : Option<Gamepad> = None;
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for (_id, gamepad_) in gilrs.gamepads() {
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if gamepad_.name() == "PS4" {
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gamepad = Some(gamepad_);
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}
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println!("{} is {:?} {:?}", gamepad_.name(), gamepad_.power_info(), gamepad_.id());
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}
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let mut active_gamepad = None;
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loop {
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while let Some(GilEvent { id, event, time }) = gilrs.next_event() {
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println!("{:?} New event from {}: {:?}", time, id, event);
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active_gamepad = Some(id);
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event_loop_proxy.send_event(TrEvent::GamepadEvent {
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gil_event: GilEvent {id, event, time}
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}).ok();
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}
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// // You can also use cached gamepad state
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// if let Some(gamepad) = active_gamepad.map(|id| gilrs.gamepad(id)) {
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// if gamepad.is_pressed(Button::South) {
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// println!("Button South is pressed (XBox - A, PS - X)");
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// }
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// }
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std::thread::sleep(std::time::Duration::from_millis(50));
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}
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});
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// Events loop is borrowed from the surface
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events_loop.run(move |event, _, control_flow| {
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*control_flow = ControlFlow::Poll;
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match event {
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Event::WindowEvent { event: WindowEvent::CloseRequested, .. } =>
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{
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*control_flow = ControlFlow::Exit
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}
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Event::WindowEvent { event: WindowEvent::Resized(_), .. } => {
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processor.swapchain_recreate_needed = true;
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}
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Event::UserEvent(TrEvent::KeyHeldEvent { }) => {
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}
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Event::MainEventsCleared => {
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// while let true = processor.is_open() {
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//
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// // Take care of our timing
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// {
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// elapsed_time = timer.elap_time();
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// delta_time = elapsed_time - current_time;
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// current_time = elapsed_time;
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// if delta_time > 0.02 {
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// delta_time = 0.02;
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// }
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// accumulator_time += delta_time;
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// }
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//
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// while (accumulator_time - step_size) >= step_size {
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// accumulator_time -= step_size;
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// }
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let mut canvas_frame = CanvasFrame::default();
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canvas_frame.draw(&funky_sprite);
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canvas_frame.draw(&text_sprite);
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canvas_frame.draw(&compu_sprite1);
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// canvas_frame.draw(&slider);
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let mut compu_frame = CompuFrame::new();
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compu_frame.add_with_image_swap(compute_buffer.clone(), compute_kernel.clone(), &compu_sprite1);
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compu_frame.add(compute_buffer.clone(), compute_kernel.clone());
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{
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let g = hprof::enter("Run");
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processor.run(&surface.clone(),
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canvas_frame,
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compu_frame);
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}
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}
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Event::DeviceEvent { event: DeviceEvent::Key(keyboard_input), .. } => {
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match keyboard_input.virtual_keycode.unwrap() {
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VirtualKeyCode::A => {
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if keyboard_input.state == ElementState::Pressed {
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// processor.save_edges_image();
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}
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},
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VirtualKeyCode::P => {
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if keyboard_input.state == ElementState::Pressed {
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let data = processor.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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}
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}
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_ => ()
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}
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}
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Event::UserEvent(TrEvent::GamepadEvent { gil_event }) => {
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}
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_ => ()
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}
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// bucket the events out, but not really
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match event {
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Event::NewEvents(_) => {},
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Event::WindowEvent { window_id, event } => {
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},
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Event::DeviceEvent { device_id, event } => {
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},
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Event::UserEvent(tr_event) => {
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},
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Event::Suspended => {},
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Event::Resumed => {},
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Event::MainEventsCleared => {},
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Event::RedrawRequested(_) => {},
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Event::RedrawEventsCleared => {},
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Event::LoopDestroyed => {},
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}
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});
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drop(l);
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hprof::end_frame();
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hprof::profiler().print_timing();
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}
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