commit
be875dbf3e
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@ -0,0 +1,231 @@
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use imgui_glow_renderer::AutoRenderer;
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use imgui_sdl2_support::SdlPlatform;
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use std::collections::HashMap;
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use sdl2::event::Event;
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const MODELS: [&str; 3]= ["resources/models/TestCarModel/CarW4.obj", "resources/models/TestCarModel/CarW1.obj",
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"resources/models/TestCarModel/CarW0.obj"];
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mod info;
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pub enum dEvent
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{
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loadModel(i32),
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setTest(f32, i32),
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addWindow(OpenWindows),
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removeWindow(OpenWindows),
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exit,
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}
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pub enum Callback
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{
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ModelInfo(info::ModelI),
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TestWind(info::testI),
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MainMenu,
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}
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#[derive(Clone, PartialEq)]
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pub enum OpenWindows {
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ModelInfo,
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TestWind,
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MainMenu,
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}
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pub struct Debug {
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imgui: imgui::Context,
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renderer: AutoRenderer,
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platform: SdlPlatform,
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pub windows: HashMap<u16, OpenWindows>,
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next_id: u16,
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free_ids:Vec<u16>
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}
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impl Debug {
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pub fn new(gl: std::sync::Arc<glow::Context>) -> Debug
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{
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let mut imgui = imgui::Context::create();
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imgui
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.fonts()
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.add_font(&[imgui::FontSource::DefaultFontData {config: None}]);
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let mut platform = SdlPlatform::init(&mut imgui);
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let mut renderer = match AutoRenderer::initialize(gl.clone(), &mut imgui)
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{
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Ok(ret) => ret,
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Err(s) => panic!("Failed to initialize Imgui Platform Renderer: {}", s),
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};
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let mut windows = HashMap::new();
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windows.insert(0,OpenWindows::MainMenu,);
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Debug {
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imgui,
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renderer,
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platform,
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windows,
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next_id: 1,
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free_ids: Vec::new(),
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}
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}
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pub fn handle(&mut self, event: &sdl2::event::Event)
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{
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self.platform.handle_event(&mut self.imgui, event);
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}
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pub fn drawImgui(&mut self, events_loop: &sdl2::EventPump, window: &sdl2::video::Window,
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callback: Vec<Callback>) -> Vec<dEvent>
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{
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self.platform.prepare_frame(&mut self.imgui, &window, &events_loop);
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let ui = self.imgui.new_frame();
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let mut ret = Vec::new();
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for call in callback
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{
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match call {
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Callback::ModelInfo(a) =>
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ret.append(&mut Debug::displayModel(ui, &a)),
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Callback::TestWind(mut a) =>
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ret.append(&mut Debug::displayTest(ui, &mut a)),
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Callback::MainMenu =>
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ret.append(&mut Debug::displayMain(ui)),
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}
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}
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let draw_data = self.imgui.render();
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self.renderer.render(draw_data).unwrap();
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ret
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}
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pub fn addWindow(&mut self, window: OpenWindows)
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{
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if (self.free_ids.is_empty())
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{
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self.windows.insert(self.next_id, window);
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self.next_id += 1;
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}
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else {
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self.windows.insert(self.free_ids.pop().unwrap(), window);
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}
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}
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pub fn removeWindow(&mut self, window: OpenWindows)
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{
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println!("searching for a match...");
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let mut id = 0;
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for (hashId, windowType) in &self.windows
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{
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if *windowType == window {
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id = *hashId;
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break;
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}
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}
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if id !=0
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{
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self.windows.remove(&id);
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self.free_ids.push(id);
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}
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}
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fn displayTest(ui: &mut imgui::Ui, testI: &mut info::testI) -> Vec<dEvent>
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{
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let mut ret = Vec::new();
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let mut selectedModel = testI.selectedModel;
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let mut spinSpeed = testI.spinSpeed;
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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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if ui
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.button("Close") {
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ret.push(dEvent::removeWindow(OpenWindows::TestWind));
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}
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if ui.list_box("Select Model to Load", &mut selectedModel, &MODELS, 5) {
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ret.push(dEvent::loadModel(selectedModel));
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}
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});
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ret.push(dEvent::setTest(spinSpeed, selectedModel
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));
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ret
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}
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fn displayModel(ui: &mut imgui::Ui ,model: &info::ModelI) -> Vec<dEvent>
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{
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let mut ret = Vec::new();
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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.text(format!("count meshes: {}", model.meshesCount));
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ui.separator();
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for i in 0..model.meshesCount
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{
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ui.text(format!("Mesh Number {}", i));
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ui.text(format!("count Vertices: {}", model.vertCount[i]));
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ui.separator();
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}
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if ui.button("close") {
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ret.push(dEvent::removeWindow(OpenWindows::ModelInfo))
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}
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});
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ret
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}
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fn displayMain(ui: &mut imgui::Ui) -> Vec<dEvent>
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{
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let mut ret = Vec::new();
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ui.window("Welcome to the main Menu")
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.size([500.0, 500.0], imgui::Condition::Always)
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.build(|| {
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ui.text("this is the main Debugger Menu, it's used to Debug the game");
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ui.text("although it isn't done yet");
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ui.separator();
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if ui.button("Open the Model Info") {
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ret.push(dEvent::addWindow(OpenWindows::ModelInfo))
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}
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if ui.button("Open the Test Modifier"){
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ret.push(dEvent::addWindow(OpenWindows::TestWind))
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}
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if ui.button("Quit") {
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ret.push(dEvent::exit)
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}
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});
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ret
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}
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}
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use crate::model;
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pub fn ModelInfo(model: &model::Model) -> Callback
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{
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let mut vertCount = Vec::new();
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let meshesCount = model.meshes.len();
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for i in 0..model.meshes.len() {
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vertCount.push(model.meshes[i].vertices.len());
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}
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Callback::ModelInfo(info::ModelI {
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meshesCount,
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vertCount
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})
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}
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pub fn TestWind(spinSpeed: f32, selectedModel: i32) -> Callback
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{
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Callback::TestWind(info::testI {
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spinSpeed,
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selectedModel,
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})
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}
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@ -0,0 +1,12 @@
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pub struct ModelI
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{
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pub meshesCount: usize,
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pub vertCount: Vec<usize>
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}
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pub struct testI
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{
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pub spinSpeed: f32,
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pub selectedModel: i32,
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}
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135
src/main.rs
135
src/main.rs
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@ -13,6 +13,10 @@ enum gameState {
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Playing
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}
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enum SceneEnum {
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Exit,
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Resume
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}
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use imgui_glow_renderer::AutoRenderer;
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use imgui_sdl2_support::SdlPlatform;
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@ -24,8 +28,6 @@ use sdl2::pixels::Color;
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use sdl2::keyboard::Keycode;
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use sdl2::event::Event;
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use std::sync::mpsc::Receiver;
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use std::ptr;
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use std::mem;
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use std::os::raw::c_void;
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use std::path::Path;
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@ -34,8 +36,14 @@ use std::ffi::{CString, CStr};
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mod shader;
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mod model;
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mod camera;
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mod scene;
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mod debug;
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use scene::Scene;
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fn main() {
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// initialize SDL and gl
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let (gl, shader_version, window, mut events_loop, _context) = {
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let sdl = match sdl2::init()
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{
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@ -76,58 +84,12 @@ fn main() {
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let mut imgui = imgui::Context::create();
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imgui
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.fonts()
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.add_font(&[imgui::FontSource::DefaultFontData {config: None}]);
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let mut platform = SdlPlatform::init(&mut imgui);
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let mut renderer = match AutoRenderer::initialize(gl.clone(), &mut imgui)
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{
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Ok(ret) => ret,
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Err(s) => panic!("Failed to initialize Imgui Platform Renderer: {}", s),
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};
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// NOTE intiialize Camera
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let mut camera = camera::Camera {
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Position: Point3::new(0.0, 0.40, 1.0),
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Pitch: -20.0,
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..camera::Camera::default()
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};
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let mut firstMouse = true;
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let mut lastX: f32 = SCR_WIDTH as f32 / 2.0;
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let mut lastY: f32 = SCR_HEIGHT as f32 / 2.0;
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// timing
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let mut deltaTime: f32; // time between current frame and last frame
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let mut lastFrame: f32 = 0.0;
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//gl::load_with(|ptr| window.get_proc_address(ptr) as *const _);
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let (ourshader, ourModel) = unsafe {
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gl.enable(glow::DEPTH_TEST);
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let ourShader = shader::shader::new("model", Arc::clone(&gl));
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let ourModel = model::Model::new("resources/models/TestCarModel/CarW4.obj", Arc::clone(&gl));
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(ourShader, ourModel)
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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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let mut scene = Scene::new(gl);
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println!("entering main loop");
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@ -140,83 +102,20 @@ fn main() {
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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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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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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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match scene.update(&mut events_loop, &window)
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{
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scene::SceneEnum::Exit => {
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break 'main;
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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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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;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
gameState::Paused => {
|
||||
|
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for event in events_loop.poll_iter() {
|
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platform.handle_event(&mut imgui, &event);
|
||||
|
||||
match event {
|
||||
Event::KeyDown {keycode: Some(Keycode::P), ..} => {
|
||||
State = gameState::Playing;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -0,0 +1,177 @@
|
|||
|
||||
use crate::model::Model;
|
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use crate::camera::Camera;
|
||||
use crate::shader::shader;
|
||||
use std::sync::Arc;
|
||||
use std::rc::Rc;
|
||||
use glow::*;
|
||||
|
||||
use imgui_glow_renderer::AutoRenderer;
|
||||
use imgui_sdl2_support::SdlPlatform;
|
||||
use crate::debug;
|
||||
use cgmath::{Matrix4, vec3, Point3, Deg, perspective};
|
||||
use cgmath::prelude::*;
|
||||
|
||||
use sdl2::keyboard::Keycode;
|
||||
use sdl2::event::Event;
|
||||
|
||||
const SCR_WIDTH: u32 = 1600;
|
||||
const SCR_HEIGHT: u32 = 900;
|
||||
|
||||
const MODELS: [&str; 3]= ["resources/models/TestCarModel/CarW4.obj", "resources/models/TestCarModel/CarW1.obj",
|
||||
"resources/models/TestCarModel/CarW0.obj"];
|
||||
|
||||
|
||||
/// XXX this is temporary, thus the name
|
||||
pub struct tempData {
|
||||
pub projection: Matrix4<f32>,
|
||||
pub spinSpeed: f32,
|
||||
pub current_rad: f32,
|
||||
pub currentFrame: f32,
|
||||
pub deltaTime: f32,
|
||||
pub lastFrame: f32,
|
||||
DebugMode: bool,
|
||||
selectedModel: i32
|
||||
}
|
||||
use crate::debug::Debug;
|
||||
|
||||
pub enum SceneEnum {
|
||||
Exit,
|
||||
Pause,
|
||||
Resume,
|
||||
}
|
||||
|
||||
|
||||
pub struct Scene {
|
||||
gl: Arc<glow::Context>,
|
||||
pub Car: Model,
|
||||
camera: Camera,
|
||||
debug: Debug,
|
||||
shaders: Vec<Rc<shader>>,
|
||||
time: std::time::Instant,
|
||||
tempData: tempData,
|
||||
}
|
||||
|
||||
impl Scene{
|
||||
pub fn new(gl: Arc<glow::Context>) -> Scene
|
||||
{
|
||||
let Car = Model::new(MODELS[0], Arc::clone(&gl));
|
||||
|
||||
let shader = Rc::new(shader::new("model", Arc::clone(&gl)));
|
||||
|
||||
let time = std::time::Instant::now();
|
||||
|
||||
let camera = Camera {
|
||||
Position: Point3::new(0.0, 0.40, 1.0),
|
||||
Pitch: -20.0,
|
||||
..Camera::default()
|
||||
};
|
||||
|
||||
let tempData = tempData {
|
||||
projection: perspective(Deg(45.0), 1600.0/ 900.0, 0.1, 100.0),
|
||||
spinSpeed: 1.0,
|
||||
current_rad: 1.0,
|
||||
currentFrame: 0.0,
|
||||
deltaTime: 0.0,
|
||||
lastFrame: 0.0,
|
||||
DebugMode: false,
|
||||
selectedModel: 0,
|
||||
|
||||
};
|
||||
|
||||
let debug = Debug::new(gl.clone());
|
||||
Scene{
|
||||
gl,
|
||||
Car,
|
||||
camera,
|
||||
debug,
|
||||
shaders: vec![shader],
|
||||
time,
|
||||
tempData,
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update(&mut self ,events_loop: &mut sdl2::EventPump, window: &sdl2::video::Window) -> SceneEnum
|
||||
{
|
||||
self.tempData.currentFrame = self.time.elapsed().as_secs_f32();
|
||||
self.tempData.deltaTime = self.tempData.currentFrame - self.tempData.lastFrame;
|
||||
self.tempData.lastFrame = self.tempData.currentFrame;
|
||||
self.tempData.current_rad += self.tempData.spinSpeed/15.0;
|
||||
let mut ret = SceneEnum::Resume;
|
||||
|
||||
unsafe {
|
||||
self.gl.enable(glow::DEPTH_TEST);
|
||||
self.gl.clear(glow::COLOR_BUFFER_BIT | glow::DEPTH_BUFFER_BIT);
|
||||
|
||||
self.shaders[0].Use();
|
||||
self.tempData.projection = perspective(Deg(self.camera.Zoom), SCR_WIDTH as f32 /SCR_HEIGHT as f32, 0.1, 100.0);
|
||||
let view = self.camera.GetViewMatrix();
|
||||
self.shaders[0].setMat4("projection", &self.tempData.projection);
|
||||
self.shaders[0].setMat4("view", &view);
|
||||
|
||||
let mut model: Matrix4<f32> = Matrix4::from_axis_angle(vec3(0.0, -1.0, 0.0).normalize(),
|
||||
cgmath::Rad(self.tempData.current_rad));
|
||||
|
||||
model = model * Matrix4::from_scale(0.2);
|
||||
self.shaders[0].setMat4("model", &model);
|
||||
}
|
||||
self.Car.Draw(&self.shaders[0]);
|
||||
|
||||
if self.tempData.DebugMode{
|
||||
let mut Callbacks = Vec::new();
|
||||
let windows = self.debug.windows.clone();
|
||||
for (id, window) in windows
|
||||
{
|
||||
match window {
|
||||
debug::OpenWindows::ModelInfo => Callbacks.push(debug::ModelInfo(&self.Car)),
|
||||
debug::OpenWindows::TestWind => Callbacks.push(debug::TestWind(self.tempData.spinSpeed, self.tempData.selectedModel)),
|
||||
debug::OpenWindows::MainMenu => Callbacks.push(debug::Callback::MainMenu),
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
for command in self.debug.drawImgui(&events_loop, &window, Callbacks)
|
||||
{
|
||||
use crate::debug::dEvent;
|
||||
match command
|
||||
{
|
||||
dEvent::exit => ret = SceneEnum::Exit,
|
||||
dEvent::loadModel(i) => self.Car = Model::new(MODELS[i as usize], Arc::clone(&self.gl)),
|
||||
dEvent::setTest(a, b) => {
|
||||
self.tempData.spinSpeed = a;
|
||||
self.tempData.selectedModel = b;
|
||||
},
|
||||
dEvent::addWindow(a) => self.debug.addWindow(a),
|
||||
dEvent::removeWindow(a) => self.debug.removeWindow(a),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for event in events_loop.poll_iter() {
|
||||
if self.tempData.DebugMode {
|
||||
self.debug.handle(&event);
|
||||
}
|
||||
match event {
|
||||
Event::Quit {..} |
|
||||
Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
|
||||
ret = SceneEnum::Exit;
|
||||
},
|
||||
Event::KeyDown {keycode: Some(Keycode::P), ..} => {
|
||||
},
|
||||
Event::KeyDown {keycode: Some(Keycode::D), ..} => {
|
||||
self.tempData.DebugMode = !self.tempData.DebugMode
|
||||
}
|
||||
Event::KeyDown {keycode: Some(Keycode::M), ..} => {
|
||||
self.debug.addWindow(debug::OpenWindows::ModelInfo)
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
ret
|
||||
}
|
||||
|
||||
|
||||
}
|
Loading…
Reference in New Issue