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Trac3r-rust/src/main.rs

357 lines
11 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 time;
use std::sync::Arc;
use vulkano::instance::debug::DebugCallback;
use vulkano::instance::Instance;
use vulkano::sync;
use vulkano::sync::GpuFuture;
use vulkano_win::VkSurfaceBuild;
use winit::dpi::LogicalSize;
use winit::event::{DeviceEvent, ElementState, Event, VirtualKeyCode, WindowEvent};
use winit::event_loop::{EventLoop, ControlFlow};
use winit::platform::unix::WindowBuilderExtUnix;
use winit::window::WindowBuilder;
use crate::canvas::canvas_frame::{CanvasFrame, Drawable, Eventable};
use crate::canvas::managed::handles::{CanvasFontHandle, CanvasTextureHandle, Handle};
use crate::compute::compu_frame::CompuFrame;
use crate::compute::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::vertex::{TextureVertex3D, VertexType};
use crate::vkprocessor::VkProcessor;
use std::path::Path;
use gilrs::{Gilrs, Button, Event as GilEvent, GamepadId, Gamepad};
use crate::util::tr_event::TrEvent;
use crate::button_m::Slider;
pub mod util;
pub mod vkprocessor;
pub mod drawables;
pub mod canvas;
pub mod compute;
pub mod button_m {
use crate::drawables::rect::Rect;
use crate::drawables::sprite::Sprite;
use std::collections::HashSet;
use crate::canvas::canvas_frame::Drawable;
use crate::util::vertex::VertexType;
pub struct Slider {
handle : Rect,
guide : Vec<Rect>,
scaler: u32,
position: (f32, f32),
size: (f32, f32),
value: u16,
}
impl Slider {
pub fn new(size: (f32, f32), position : (f32, f32), value: u16) -> Slider {
// render the guide first
let left_guide_bar = Rect::new((position.0 as f32, position.1 as f32), (0.1, 0.1), 1);
let right_guide_bar = Rect::new((position.0 + size.0 as f32, position.1 as f32), (0.1, 0.1), 1);
let line = Rect::new((position.0 as f32, position.1 - (size.1 / 2.0) as f32), (0.1, 0.1), 1);
let scale = value as f32 / u16::max_value() as f32;
let handle = Rect::new((position.0 + (size.0 * scale) as f32, position.1 as f32), (0.3, 0.3), 1);
Slider {
handle: handle,
guide: vec![left_guide_bar, right_guide_bar, line],
scaler: 255,
position,
size,
value
}
}
}
impl Drawable for Slider {
fn get(&self) -> Vec<VertexType> {
let mut vertices = vec![self.handle.verts.clone()];
vertices.extend_from_slice(self.guide.iter()
.map(|x| x.clone().verts).collect::<Vec<VertexType>>().as_slice()
);
vertices
}
}
}
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()
};
let _callback = DebugCallback::errors_and_warnings(&instance, |msg| {
println!("Debug callback: {:?}", msg.description);
}).ok();
let mut events_loop = EventLoop::<TrEvent>::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());
{
let g = hprof::enter("vulkan preload");
processor.create_swapchain(instance.clone(), surface.clone());
processor.preload_kernels();
processor.preload_shaders();
processor.preload_textures();
processor.preload_fonts();
}
let q2 = hprof::enter("Game Objects");
let mut timer = Timer::new();
let mut frame_future: Box<dyn GpuFuture> =
Box::new(sync::now(processor.device.clone())) as Box<dyn GpuFuture>;
let step_size: f32 = 0.005;
let mut elapsed_time: f32;
let mut delta_time: f32;
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 compu_sprite1: CompuSprite =
CompuSprite::new((0.0, -0.5), (1.0, 1.0), 0, image_dimensions_f,
// Swap image to render the result to. Must match dimensions
processor.new_swap_image(image_dimensions_u));
// Need to
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");
// 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();
let mut funky_sprite = Sprite::new((0.0, 0.5), (0.5, 0.5), 0, funky_handle.clone());
let sfml_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone());
let rect = Rect::new((-0.5, -0.5), (0.5, 0.5), 1);
// let slider = button_m::Slider::new((0.5, 0.1), (0.1,0.1), 30000);
// how do i register a sprite to get events...
// explicit is much easier
//let sfml_sprite = Sprite::new((0.0, -0.5), (0.5, 0.5), 1, sfml_handle.clone());
let text_sprite = Text::new((-0.1, -0.1), (10.0, 10.0), 1);
//let test_polygon = Poly::new_with_color((-0.5, -0.5), (0.5, 0.5), 1, (1.0,0.0,0.0,0.0));
drop(q2);
drop(q1);
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));
}
});
// Events loop is borrowed from the surface
events_loop.run(move |event, _, control_flow| {
*control_flow = ControlFlow::Poll;
match event {
Event::WindowEvent { event: WindowEvent::CloseRequested, .. } =>
{
*control_flow = ControlFlow::Exit
}
Event::WindowEvent { event: WindowEvent::Resized(_), .. } => {
processor.swapchain_recreate_needed = true;
}
Event::UserEvent(TrEvent::KeyHeldEvent { }) => {
}
Event::MainEventsCleared => {
// while let true = processor.is_open() {
//
// // Take care of our timing
// {
// 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;
// }
//
// while (accumulator_time - step_size) >= step_size {
// accumulator_time -= step_size;
// }
let mut canvas_frame = CanvasFrame::default();
canvas_frame.draw(&funky_sprite);
canvas_frame.draw(&text_sprite);
canvas_frame.draw(&compu_sprite1);
// canvas_frame.draw(&slider);
let mut compu_frame = CompuFrame::new();
compu_frame.add_with_image_swap(compute_buffer.clone(), compute_kernel.clone(), &compu_sprite1);
compu_frame.add(compute_buffer.clone(), compute_kernel.clone());
{
let g = hprof::enter("Run");
processor.run(&surface.clone(),
canvas_frame,
compu_frame);
}
}
Event::DeviceEvent { event: DeviceEvent::Key(keyboard_input), .. } => {
match keyboard_input.virtual_keycode.unwrap() {
VirtualKeyCode::A => {
if keyboard_input.state == ElementState::Pressed {
// processor.save_edges_image();
}
},
VirtualKeyCode::P => {
if keyboard_input.state == ElementState::Pressed {
let data = processor.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));
}
}
_ => ()
}
}
Event::UserEvent(TrEvent::GamepadEvent { gil_event }) => {
}
_ => ()
}
// 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 => {},
}
});
drop(l);
hprof::end_frame();
hprof::profiler().print_timing();
}