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12 Commits

Author SHA1 Message Date
Milk.H be875dbf3e Merge pull request 'sceneObj' (#3) from sceneObj into master
Reviewed-on: #3
2023-03-24 10:45:13 +01:00
Milk.H bd90426dc6
fixed 2023-03-24 08:47:49 +01:00
Milk.H 81be82d0c6
more work 2023-03-23 20:37:32 +01:00
Milk.H 542223ddd9
can now add and remove windows 2023-03-23 16:21:05 +01:00
Milk.H 0c39d1b1e4
as working as it was a few commits ago 2023-03-23 13:50:51 +01:00
Milk.H ecdcf00b0f
i learned my lesson, i will be less lazy from now on 2023-03-23 12:37:29 +01:00
Milk.H e5101f6c7d
Working on letting debug interact with scene while being a seperate
module
currently buggy and for some reason debug only returns model
2023-03-23 12:17:21 +01:00
Milk.H aed0b606c2
can change models now 2023-03-21 15:14:10 +01:00
Milk.H f4b4295df1
added debug.rs and moved some code there 2023-03-21 14:14:15 +01:00
Milk.H a3eb4017cf
made some changes kinda forgor what they were tbh 2023-03-20 19:09:35 +01:00
Milk.H 60eba9cd4e
Using Scene instead of main loop, there is a bug
Cannot Exit the Program
2023-03-20 16:31:42 +01:00
Milk.H 2229e3e742
added SceneObj 2023-03-16 16:01:57 +01:00
4 changed files with 437 additions and 118 deletions

231
src/debug.rs Normal file
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@ -0,0 +1,231 @@
use imgui_glow_renderer::AutoRenderer;
use imgui_sdl2_support::SdlPlatform;
use std::collections::HashMap;
use sdl2::event::Event;
const MODELS: [&str; 3]= ["resources/models/TestCarModel/CarW4.obj", "resources/models/TestCarModel/CarW1.obj",
"resources/models/TestCarModel/CarW0.obj"];
mod info;
pub enum dEvent
{
loadModel(i32),
setTest(f32, i32),
addWindow(OpenWindows),
removeWindow(OpenWindows),
exit,
}
pub enum Callback
{
ModelInfo(info::ModelI),
TestWind(info::testI),
MainMenu,
}
#[derive(Clone, PartialEq)]
pub enum OpenWindows {
ModelInfo,
TestWind,
MainMenu,
}
pub struct Debug {
imgui: imgui::Context,
renderer: AutoRenderer,
platform: SdlPlatform,
pub windows: HashMap<u16, OpenWindows>,
next_id: u16,
free_ids:Vec<u16>
}
impl Debug {
pub fn new(gl: std::sync::Arc<glow::Context>) -> Debug
{
let mut imgui = imgui::Context::create();
imgui
.fonts()
.add_font(&[imgui::FontSource::DefaultFontData {config: None}]);
let mut platform = SdlPlatform::init(&mut imgui);
let mut renderer = match AutoRenderer::initialize(gl.clone(), &mut imgui)
{
Ok(ret) => ret,
Err(s) => panic!("Failed to initialize Imgui Platform Renderer: {}", s),
};
let mut windows = HashMap::new();
windows.insert(0,OpenWindows::MainMenu,);
Debug {
imgui,
renderer,
platform,
windows,
next_id: 1,
free_ids: Vec::new(),
}
}
pub fn handle(&mut self, event: &sdl2::event::Event)
{
self.platform.handle_event(&mut self.imgui, event);
}
pub fn drawImgui(&mut self, events_loop: &sdl2::EventPump, window: &sdl2::video::Window,
callback: Vec<Callback>) -> Vec<dEvent>
{
self.platform.prepare_frame(&mut self.imgui, &window, &events_loop);
let ui = self.imgui.new_frame();
let mut ret = Vec::new();
for call in callback
{
match call {
Callback::ModelInfo(a) =>
ret.append(&mut Debug::displayModel(ui, &a)),
Callback::TestWind(mut a) =>
ret.append(&mut Debug::displayTest(ui, &mut a)),
Callback::MainMenu =>
ret.append(&mut Debug::displayMain(ui)),
}
}
let draw_data = self.imgui.render();
self.renderer.render(draw_data).unwrap();
ret
}
pub fn addWindow(&mut self, window: OpenWindows)
{
if (self.free_ids.is_empty())
{
self.windows.insert(self.next_id, window);
self.next_id += 1;
}
else {
self.windows.insert(self.free_ids.pop().unwrap(), window);
}
}
pub fn removeWindow(&mut self, window: OpenWindows)
{
println!("searching for a match...");
let mut id = 0;
for (hashId, windowType) in &self.windows
{
if *windowType == window {
id = *hashId;
break;
}
}
if id !=0
{
self.windows.remove(&id);
self.free_ids.push(id);
}
}
fn displayTest(ui: &mut imgui::Ui, testI: &mut info::testI) -> Vec<dEvent>
{
let mut ret = Vec::new();
let mut selectedModel = testI.selectedModel;
let mut spinSpeed = testI.spinSpeed;
ui.window("POLY I WILL FUCKING")
.size([500.0, 100.0], imgui::Condition::FirstUseEver)
.build(|| {
ui.text("you serve no purpose in life");
ui.text("Your Purpose in life is to suck my dick");
ui.slider("The Spin Speed", 0.1, 10.0, &mut spinSpeed);
if ui
.button("Close") {
ret.push(dEvent::removeWindow(OpenWindows::TestWind));
}
if ui.list_box("Select Model to Load", &mut selectedModel, &MODELS, 5) {
ret.push(dEvent::loadModel(selectedModel));
}
});
ret.push(dEvent::setTest(spinSpeed, selectedModel
));
ret
}
fn displayModel(ui: &mut imgui::Ui ,model: &info::ModelI) -> Vec<dEvent>
{
let mut ret = Vec::new();
ui.window("Stats")
.size([300.0, 500.0], imgui::Condition::Always)
.build(|| {
ui.text("Model Information");
ui.text(format!("count meshes: {}", model.meshesCount));
ui.separator();
for i in 0..model.meshesCount
{
ui.text(format!("Mesh Number {}", i));
ui.text(format!("count Vertices: {}", model.vertCount[i]));
ui.separator();
}
if ui.button("close") {
ret.push(dEvent::removeWindow(OpenWindows::ModelInfo))
}
});
ret
}
fn displayMain(ui: &mut imgui::Ui) -> Vec<dEvent>
{
let mut ret = Vec::new();
ui.window("Welcome to the main Menu")
.size([500.0, 500.0], imgui::Condition::Always)
.build(|| {
ui.text("this is the main Debugger Menu, it's used to Debug the game");
ui.text("although it isn't done yet");
ui.separator();
if ui.button("Open the Model Info") {
ret.push(dEvent::addWindow(OpenWindows::ModelInfo))
}
if ui.button("Open the Test Modifier"){
ret.push(dEvent::addWindow(OpenWindows::TestWind))
}
if ui.button("Quit") {
ret.push(dEvent::exit)
}
});
ret
}
}
use crate::model;
pub fn ModelInfo(model: &model::Model) -> Callback
{
let mut vertCount = Vec::new();
let meshesCount = model.meshes.len();
for i in 0..model.meshes.len() {
vertCount.push(model.meshes[i].vertices.len());
}
Callback::ModelInfo(info::ModelI {
meshesCount,
vertCount
})
}
pub fn TestWind(spinSpeed: f32, selectedModel: i32) -> Callback
{
Callback::TestWind(info::testI {
spinSpeed,
selectedModel,
})
}

12
src/debug/info.rs Normal file
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@ -0,0 +1,12 @@
pub struct ModelI
{
pub meshesCount: usize,
pub vertCount: Vec<usize>
}
pub struct testI
{
pub spinSpeed: f32,
pub selectedModel: i32,
}

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@ -13,6 +13,10 @@ enum gameState {
Playing
}
enum SceneEnum {
Exit,
Resume
}
use imgui_glow_renderer::AutoRenderer;
use imgui_sdl2_support::SdlPlatform;
@ -24,8 +28,6 @@ use sdl2::pixels::Color;
use sdl2::keyboard::Keycode;
use sdl2::event::Event;
use std::sync::mpsc::Receiver;
use std::ptr;
use std::mem;
use std::os::raw::c_void;
use std::path::Path;
@ -34,8 +36,14 @@ use std::ffi::{CString, CStr};
mod shader;
mod model;
mod camera;
mod scene;
mod debug;
use scene::Scene;
fn main() {
// initialize SDL and gl
let (gl, shader_version, window, mut events_loop, _context) = {
let sdl = match sdl2::init()
{
@ -76,58 +84,12 @@ fn main() {
let mut imgui = imgui::Context::create();
imgui
.fonts()
.add_font(&[imgui::FontSource::DefaultFontData {config: None}]);
let mut platform = SdlPlatform::init(&mut imgui);
let mut renderer = match AutoRenderer::initialize(gl.clone(), &mut imgui)
{
Ok(ret) => ret,
Err(s) => panic!("Failed to initialize Imgui Platform Renderer: {}", s),
};
// NOTE intiialize Camera
let mut camera = camera::Camera {
Position: Point3::new(0.0, 0.40, 1.0),
Pitch: -20.0,
..camera::Camera::default()
};
let mut firstMouse = true;
let mut lastX: f32 = SCR_WIDTH as f32 / 2.0;
let mut lastY: f32 = SCR_HEIGHT as f32 / 2.0;
// timing
let mut deltaTime: f32; // time between current frame and last frame
let mut lastFrame: f32 = 0.0;
//gl::load_with(|ptr| window.get_proc_address(ptr) as *const _);
let (ourshader, ourModel) = unsafe {
gl.enable(glow::DEPTH_TEST);
let ourShader = shader::shader::new("model", Arc::clone(&gl));
let ourModel = model::Model::new("resources/models/TestCarModel/CarW4.obj", Arc::clone(&gl));
(ourShader, ourModel)
};
let mut State = gameState::Playing;
let time = std::time::Instant::now();
let mut spinSpeed = 1.0;
let mut current_rad = 1.0;
let projection: Matrix4<f32> = perspective(Deg(45.0), SCR_WIDTH as f32/ SCR_HEIGHT as f32, 0.1, 100.0);
let mut scene = Scene::new(gl);
println!("entering main loop");
@ -140,83 +102,20 @@ fn main() {
'main: loop {
match &State {
gameState::Playing => {
let currentFrame = time.elapsed().as_secs_f32();
deltaTime = currentFrame - lastFrame;
lastFrame = currentFrame;
current_rad += spinSpeed/15.0;
unsafe{
gl.enable(glow::DEPTH_TEST);
gl.clear(glow::COLOR_BUFFER_BIT | glow::DEPTH_BUFFER_BIT);
ourshader.Use();
let Projection: Matrix4<f32> = perspective(Deg(camera.Zoom), SCR_WIDTH as f32 / SCR_HEIGHT as f32, 0.1, 100.0);
let view = camera.GetViewMatrix();
ourshader.setMat4("projection", &projection);
ourshader.setMat4("view", &view);
let mut model: Matrix4<f32> = Matrix4::from_axis_angle(vec3(0.0, -1.0, 0.0).normalize(),
cgmath::Rad(current_rad));
model = model * Matrix4::from_scale(0.2);
ourshader.setMat4("model", &model);
match scene.update(&mut events_loop, &window)
{
scene::SceneEnum::Exit => {
break 'main;
},
_ => (),
}
ourModel.Draw(&ourshader);
platform.prepare_frame(&mut imgui, &window, &events_loop);
let ui = imgui.new_frame();
ui.window("POLY I WILL FUCKING")
.size([500.0, 100.0], imgui::Condition::FirstUseEver)
.build(|| {
ui.text("you serve no purpose in life");
ui.text("Your Purpose in life is to suck my dick");
ui.slider("The Spin Speed", 0.1, 10.0, &mut spinSpeed);
});
drawDebugUI(ui, &ourModel);
let draw_data = imgui.render();
renderer.render(draw_data).unwrap();
window.gl_swap_window();
for event in events_loop.poll_iter() {
platform.handle_event(&mut imgui, &event);
match event {
Event::Quit {..} |
Event::KeyDown { keycode: Some(Keycode::Escape), .. } => {
break 'main
},
Event::KeyDown {keycode: Some(Keycode::P), ..} => {
State = gameState::Paused;
}
_ => {}
}
}
}
gameState::Paused => {
for event in events_loop.poll_iter() {
platform.handle_event(&mut imgui, &event);
match event {
Event::KeyDown {keycode: Some(Keycode::P), ..} => {
State = gameState::Playing;
}
_ => {}
}
}
}
}
}

177
src/scene.rs Normal file
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@ -0,0 +1,177 @@
use crate::model::Model;
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
}
}