I optimized for rendering, and made a horrific writing API, smh

master
mitchellhansen 4 years ago
parent ebf5aa0ac4
commit 54e89a28ba

@ -14,7 +14,7 @@ use imgui::Ui;
pub struct ImguiWindow<'a, T> {
pub window: fn() -> imgui::Window<'a>,
pub func: fn(&Ui, &T),
pub func: fn(&Ui, Vec<&T>),
}
#[derive(Clone, Copy, Debug, PartialEq)]

@ -61,6 +61,7 @@ use crate::owned_event::{OwnedEvent, OwnedEventExtension};
use crate::physics::state::PhysicsState;
use crate::render::system::ImguiPerformanceProfilerLine;
use crate::runtime::state::RuntimeState;
use winit_24::dpi::PhysicalSize;
mod camera;
mod components;
@ -134,11 +135,12 @@ fn main() {
let mut load_schedule = Schedule::builder()
.add_system(runtime::system::runtime_load_system())
.add_system(runtime::system::runtime_spawn_system())
.flush()
.build();
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(ImguiPerformanceProfilerLine::new("Render system".to_string())))
.build();
let mut update_schedule = Schedule::builder()
@ -155,6 +157,7 @@ fn main() {
let event_loop = EventLoop::<OwnedEventExtension>::with_user_event();
let mut builder = winit_24::window::WindowBuilder::new();
builder = builder.with_title("MVGE");
builder = builder.with_inner_size(PhysicalSize::new(1200,900));
let window = builder.build(&event_loop).unwrap();

@ -14,6 +14,7 @@ use crate::components::{Collider, LoopState, Mesh, Physics, Position, ImguiWindo
use imgui::{FontSource, Condition};
use imgui::*;
use crate::physics::state::PhysicsState;
use crate::render::system::ImguiGenericOutputLine;
#[system]
@ -78,12 +79,18 @@ pub fn run_physics(
#[system]
#[write_component(Camera)]
#[write_component(CameraController)]
#[write_component(ImguiGenericOutputLine)]
pub fn update_camera(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
let mut query = <(&mut Camera, &mut CameraController)>::query();
for (mut camera, controller) in query.iter_mut(world) {
controller.update_camera(&mut camera, loop_state.step_size)
}
let mut query = <(&mut Camera, &mut CameraController, &mut ImguiGenericOutputLine)>::query();
for (mut camera, controller, ui_entry) in query.iter_mut(world) {
ui_entry.label = format!("Camera: {:.2}, {:.2}, {:.2}", camera.position.x, camera.position.y, camera.position.z);
}
}
#[system]
@ -96,6 +103,7 @@ pub fn update_models(
#[resource] physics_state: &mut PhysicsState,
#[resource] physics_pipeline: &mut PhysicsPipeline,
) {
// Make sure all the entities we care about are added to the system
let mut query = <(&mut Collider, &mut Physics, &mut Mesh, &mut Position)>::query();
for (collider, physics, mesh, position) in query.iter_mut(world) {

@ -55,22 +55,55 @@ pub fn imgui_prepare(
unsafe { crate::CURRENT_UI = Some(std::mem::transmute(imgui_context.frame())) }
}
fn run_imgui_render_step<G: 'static + Sized + Send + Sync>(world: &mut SubWorld, ui: &Ui) {
let mut component_query = <(&G)>::query();
let mut window_query = <(&ImguiWindow<G>)>::query();
let mut window_data = None;
let mut window_func = None;
for (window) in window_query.iter(world) {
window_data = Some((window.window)());
window_func = Some(window.func);
}
if window_data.is_some() {
let mut v = Vec::new();
for (component_state) in component_query.iter(world) {
v.push(component_state)
}
window_data.unwrap().build(&ui, || { (window_func.unwrap())(ui, v) });
}
}
/// Go through each "global" window-data component and render it's data
#[system]
#[write_component(ImguiWindow<ImguiPerformanceProfilerLine>)]
#[write_component(ImguiPerformanceProfilerLine)]
#[write_component(ImguiWindow<ImguiGenericOutputLine>)]
#[write_component(ImguiGenericOutputLine)]
pub fn render_imgui(world: &mut SubWorld, #[resource] loop_state: &mut LoopState) {
let ui = unsafe { crate::current_ui().unwrap() };
let mut query = <(&ImguiPerformanceProfilerLine, &mut ImguiWindow<ImguiPerformanceProfilerLine>)>::query();
for (state, mut window) in query.iter_mut(world) {
let new_window = (window.window)();
new_window.build(&ui, || { (window.func)(ui, state) });
// Pull out the window associated with this type, and render each of the components in the sytem
run_imgui_render_step::<ImguiGenericOutputLine>(world, &ui);
run_imgui_render_step::<ImguiPerformanceProfilerLine>(world, &ui);
}
}
// This would be the shared state for all imgui generic output things
pub struct ImguiGenericOutputLine {
pub label: String,
}
impl ImguiGenericOutputLine {
pub fn new(label: String) -> ImguiGenericOutputLine {
ImguiGenericOutputLine {
label
}
}
}
// This would be the shared state for all imgui performance window things
pub struct ImguiPerformanceProfilerLine {
@ -128,6 +161,7 @@ impl ImguiPerformanceProfilerLine {
#[write_component(DirectionalLight)]
pub fn render_test(
world: &mut SubWorld,
#[state] performance_profiler_line: &mut ImguiPerformanceProfilerLine,
#[resource] loop_state: &mut LoopState,
#[resource] renderer: &mut RenderState,
#[resource] winit_window: &mut Window,
@ -135,11 +169,8 @@ pub fn render_test(
#[resource] imgui_platform: &mut Arc<Mutex<ImguiPlatform>>,
) {
let mut query = <(&mut ImguiPerformanceProfilerLine)>::query();
for (mut profiler) in query.iter_mut(world) {
let delta_time = loop_state.delta_time.as_secs_f32();
profiler.add_sample(delta_time);
}
performance_profiler_line.add_sample(delta_time);
let mut encoder = renderer
.device
@ -147,7 +178,6 @@ pub fn render_test(
push_debug_group_checked("start render function", &mut encoder);
let frame = renderer.get_current_frame();
// Update the camera uniform buffers, need to make it support selection of

@ -22,7 +22,7 @@ use crate::components::{Collider, ImguiWindow, LoopState, Mesh, Physics, Positio
use crate::geometry::RawMesh;
use crate::physics::state::PhysicsState;
use crate::render::state::RenderState;
use crate::render::system::ImguiPerformanceProfilerLine;
use crate::render::system::{ImguiGenericOutputLine, ImguiPerformanceProfilerLine};
use crate::runtime::state::RuntimeState;
pub fn quad_color(color: [f32; 4]) -> [[f32; 4]; 4] {
@ -38,35 +38,38 @@ pub fn runtime_load(
) {
runtime_state.preload_meshes(PathBuf::from("./resources"));
let entity: Entity = cmd.push((
ImguiWindow {
let entity: Entity = cmd.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)
.size([400.0, 200.0], Condition::FirstUseEver)
.position([10.0, 10.0], Condition::FirstUseEver)
},
func: |ui: &Ui, a: &ImguiPerformanceProfilerLine| {
ui.text(im_str!("Performance Graph"));
func: |ui: &Ui, a: Vec<&ImguiPerformanceProfilerLine>| {
// ui.text(im_str!("Performance Graph"));
let draw_list = ui.get_window_draw_list();
let top_left = ui.cursor_screen_pos();
let region_size = ui.content_region_avail();
let region_size = [region_size[0] * 0.80, region_size[1]];
// Fill rect
let qcolor = quad_color([0.5, 0.5, 1.0, 0.1]);
draw_list.add_rect_filled_multicolor(
top_left,
[top_left[0] + (region_size[0] - region_size[0]/5.0), top_left[1] + region_size[1]],
[top_left[0] + (region_size[0]), top_left[1] + region_size[1]],
qcolor[0],
qcolor[1],
qcolor[2],
qcolor[3],
);
let x_scale = (region_size[0] - region_size[0]/5.0) / 400.0;
let y_scale = region_size[1] / a.scale_max;
a.iter_data_from_head()
for profiler_line in a {
let x_scale = (region_size[0]) / 400.0;
let y_scale = region_size[1] / profiler_line.scale_max;
profiler_line
.iter_data_from_head()
.fold((0, 0.0f32), |accum, &fps_val| {
let x1 = accum.0 as f32 * x_scale + top_left[0];
let y1 = top_left[1] + region_size[1] - accum.1 * y_scale;
@ -75,19 +78,42 @@ pub fn runtime_load(
let p1 = [x1, y1];
let p2 = [x2, y2];
draw_list
.add_line(p1, p2, [1.0, 1.0, 0.0])
.add_line(p1, p2, [1.0, 1.0, 0.0, 0.8])
.thickness(1.0)
.build();
(accum.0 + 1, fps_val)
});
let text_x = (region_size[0] - region_size[0]/5.0 + 75.0);
let text_y = top_left[1] + region_size[1] - a.current_average_label().0 * y_scale;
draw_list.add_text([text_x, text_y], [1.0,1.0,0.0,1.0], format!("{} {:.0}",a.current_average_label().1, 1.0/a.current_average_label().0));
let text_x = (region_size[0] + top_left[0]);
let text_y = top_left[1] + region_size[1]
- profiler_line.current_average_label().0 * y_scale;
draw_list.add_text(
[text_x, text_y],
[1.0, 1.0, 0.0, 1.0],
format!(
"{} {:.0}",
profiler_line.current_average_label().1,
1.0 / profiler_line.current_average_label().0
),
);
}
},
},));
let entity: Entity = cmd.push((ImguiPerformanceProfilerLine::new("RenderFPS".to_string()),));
let entity: Entity = cmd.push((ImguiWindow {
// a window that does everything for the performance profiler
window: || {
imgui::Window::new(im_str!("Generic Output"))
.size([400.0, 500.0], Condition::FirstUseEver)
.position([50.0, 250.0], Condition::FirstUseEver)
},
func: |ui: &Ui, a: Vec<&ImguiGenericOutputLine>| {
for label in a {
ui.text(im_str!("{}", label.label));
}
},
ImguiPerformanceProfilerLine::new("RenderFFS".to_string()),
));
},));
}
#[system]
@ -149,6 +175,7 @@ pub fn runtime_spawn(
collider: collider,
collider_handle: None,
},
ImguiGenericOutputLine::new("wahoo! from a physics entity".to_string()),
));
}
"Terrain" => {
@ -214,6 +241,7 @@ pub fn runtime_spawn(
pitch: Rad(PI / 2.0 + 25.0),
},
CameraController::new(5.0, 1.0),
ImguiGenericOutputLine::new("wahoo! from a camera".to_string()),
));
}
"Light" => {

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