messing around with imgui
parent
f2bb21e569
commit
452d1cb1ea
149
src/main.rs
149
src/main.rs
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@ -8,7 +8,10 @@ const SCR_WIDTH: u32 = 1600;
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const SCR_HEIGHT: u32 = 900;
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const TITLE: &str = "GLFWtest";
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enum gameState {
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Paused,
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Playing
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}
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use imgui_glow_renderer::AutoRenderer;
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@ -59,6 +62,7 @@ fn main() {
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Ok(ret) => ret,
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Err(s) => panic!("Error with Initializing SDL Context: {}", s)
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};
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let gl = std::sync::Arc::new(unsafe{glow::Context::from_loader_function(|s| video.gl_get_proc_address(s) as *const _)});
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let event_loop = match sdl.event_pump()
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@ -113,70 +117,127 @@ fn main() {
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};
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let mut State = gameState::Playing;
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let time = std::time::Instant::now();
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let mut spinSpeed = 1.0;
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let mut current_rad = 1.0;
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let projection: Matrix4<f32> = perspective(Deg(45.0), SCR_WIDTH as f32/ SCR_HEIGHT as f32, 0.1, 100.0);
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println!("entering main loop");
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// NOTE main loop here
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'running: loop {
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let currentFrame = time.elapsed().as_secs_f32();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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current_rad += spinSpeed/15.0;
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unsafe{
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gl.enable(glow::DEPTH_TEST);
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gl.clear(glow::COLOR_BUFFER_BIT | glow::DEPTH_BUFFER_BIT);
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'main: loop {
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match &State {
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gameState::Playing => {
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let currentFrame = time.elapsed().as_secs_f32();
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deltaTime = currentFrame - lastFrame;
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lastFrame = currentFrame;
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current_rad += spinSpeed/15.0;
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ourshader.Use();
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let Projection: Matrix4<f32> = perspective(Deg(camera.Zoom), SCR_WIDTH as f32 / SCR_HEIGHT as f32, 0.1, 100.0);
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unsafe{
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gl.enable(glow::DEPTH_TEST);
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gl.clear(glow::COLOR_BUFFER_BIT | glow::DEPTH_BUFFER_BIT);
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let view = camera.GetViewMatrix();
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ourshader.setMat4("projection", &projection);
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ourshader.setMat4("view", &view);
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ourshader.Use();
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let Projection: Matrix4<f32> = perspective(Deg(camera.Zoom), SCR_WIDTH as f32 / SCR_HEIGHT as f32, 0.1, 100.0);
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let view = camera.GetViewMatrix();
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ourshader.setMat4("projection", &projection);
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ourshader.setMat4("view", &view);
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let mut model: Matrix4<f32> = Matrix4::from_axis_angle(vec3(0.0, -1.0, 0.0).normalize(),
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cgmath::Rad(current_rad));
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model = model * Matrix4::from_scale(0.2);
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ourshader.setMat4("model", &model);
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let mut model: Matrix4<f32> = Matrix4::from_axis_angle(vec3(0.0, -1.0, 0.0).normalize(),
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cgmath::Rad(current_rad));
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model = model * Matrix4::from_scale(0.2);
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ourshader.setMat4("model", &model);
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}
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ourModel.Draw(&ourshader);
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platform.prepare_frame(&mut imgui, &window, &events_loop);
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let ui = imgui.new_frame();
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ui.window("POLY I WILL FUCKING")
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.size([500.0, 100.0], imgui::Condition::FirstUseEver)
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.build(|| {
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ui.text("you serve no purpose in life");
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ui.text("Your Purpose in life is to suck my dick");
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ui.slider("The Spin Speed", 0.1, 10.0, &mut spinSpeed);
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});
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drawDebugUI(ui, &ourModel);
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let draw_data = imgui.render();
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renderer.render(draw_data).unwrap();
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window.gl_swap_window();
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for event in events_loop.poll_iter() {
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platform.handle_event(&mut imgui, &event);
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match event {
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Event::Quit {..} |
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Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
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break 'main
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},
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Event::KeyDown {keycode: Some(Keycode::P), ..} => {
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State = gameState::Paused;
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}
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_ => {}
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}
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}
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}
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ourModel.Draw(&ourshader);
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platform.prepare_frame(&mut imgui, &window, &events_loop);
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let ui = imgui.new_frame();
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gameState::Paused => {
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ui.window("POLY I WILL FUCKING")
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.size([500.0, 100.0], imgui::Condition::FirstUseEver)
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.build(|| {
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ui.text("you serve no purpose in life");
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ui.text("Your Purpose in life is to suck my dick");
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ui.slider("The Spin Speed", 0.1, 10.0, &mut spinSpeed);
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});
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for event in events_loop.poll_iter() {
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platform.handle_event(&mut imgui, &event);
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let draw_data = imgui.render();
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renderer.render(draw_data).unwrap();
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window.gl_swap_window();
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for event in events_loop.poll_iter() {
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platform.handle_event(&mut imgui, &event);
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match event {
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Event::Quit {..} |
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Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
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break 'running
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},
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_ => {}
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match event {
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Event::KeyDown {keycode: Some(Keycode::P), ..} => {
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State = gameState::Playing;
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}
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_ => {}
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}
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}
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}
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}
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}
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}
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fn drawDebugUI(ui: &imgui::Ui, model: &model::Model) {
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ui.window("Stats")
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.size([300.0,500.0], imgui::Condition::Always)
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.build(|| {
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ui.text("Model Information");
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ui.separator();
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ui.text(format!("count meshes: {}", model.meshes.len()));
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for i in 0..model.meshes.len()
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{
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ui.text(format!("Mesh Number: {}",i ));
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ui.text(format!("count vertices: {}", model.meshes[i].vertices.len()));
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ui.separator();
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}
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});
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}
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