Utilize the new UI module in main.rs
Added simple transformation inputs for testing
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1 changed files with 44 additions and 21 deletions
65
src/main.rs
65
src/main.rs
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@ -3,17 +3,16 @@ mod ecs;
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mod model;
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mod render;
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mod time;
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mod ui;
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use anyhow::Result;
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use camera::Camera;
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use ecs::{MeshHandle, Transform};
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use glam::{Quat, Vec3};
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use glam::{Quat, Vec3, EulerRot};
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use glium::backend::glutin::SimpleWindowBuilder;
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use render::{Renderer, GliumRenderer};
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use render::GliumRenderer;
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fn main() -> Result<()> {
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const ROTATION_SPEED: f32 = 1.0;
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let event_loop = glium::winit::event_loop::EventLoop::builder()
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.build()
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.expect("create event-loop");
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@ -30,14 +29,17 @@ fn main() -> Result<()> {
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ecs::ECSRenderer::new(renderer, world)
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};
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// Dear ImGui integration
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let mut gui = ui::Gui::new(&display, &window)?;
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let mut time = time::Time::new();
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let object_ent = {
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let mesh = model::load_gltf("resources/models/monkey.gltf", &display)?;
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ecsr.spawn_mesh(mesh, Transform {
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translation: Vec3::ZERO,
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rotation: Quat::IDENTITY,
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scale: Vec3::ONE,
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translation: Vec3::ZERO,
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rotation: Quat::IDENTITY,
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scale: Vec3::ONE,
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})
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};
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@ -45,10 +47,10 @@ fn main() -> Result<()> {
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let camera_ent = {
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let (w, h): (u32, u32) = window.inner_size().into();
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ecsr.world.spawn((Camera {
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eye: Vec3::new(3.0, 2.0, 3.0),
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eye: Vec3::new(0.0, 0.0, 2.0),
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center: Vec3::ZERO,
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up: Vec3::Y,
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fovy: 45_f32.to_radians(),
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fovy: 60_f32.to_radians(),
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aspect: w as f32 / h as f32,
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znear: 0.1,
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zfar: 100.0,
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@ -59,6 +61,8 @@ fn main() -> Result<()> {
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.run(move |event, el| {
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use glium::winit::event::{Event, WindowEvent};
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gui.handle_event(&window, &event);
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match event {
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Event::WindowEvent { event, .. } => match event {
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WindowEvent::CloseRequested => el.exit(),
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@ -68,23 +72,42 @@ fn main() -> Result<()> {
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});
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}
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WindowEvent::RedrawRequested => {
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ecsr.render();
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let mut target = display.draw();
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ecsr.render_into(&mut target);
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gui.render_with(&mut target, &window, |ui| {
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if let Ok(mut tr) = ecsr.world.query_one_mut::<&mut Transform>(object_ent) {
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// Translation controls
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let mut translation = [tr.translation.x, tr.translation.y, tr.translation.z];
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if ui.input_float3("Translation", &mut translation).build() {
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tr.translation = Vec3::from(translation);
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}
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// Scale controls
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let mut scale = [tr.scale.x, tr.scale.y, tr.scale.z];
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if ui.input_float3("Scale", &mut scale).build() {
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tr.scale = Vec3::from(scale);
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}
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// Rotation controls
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let (yaw, pitch, roll) = tr.rotation.to_euler(EulerRot::YXZ);
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let mut rotation_deg = [yaw.to_degrees(), pitch.to_degrees(), roll.to_degrees()];
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if ui.input_float3("Rotation (deg)", &mut rotation_deg).build() {
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let yaw = rotation_deg[0].to_radians();
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let pitch = rotation_deg[1].to_radians();
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let roll = rotation_deg[2].to_radians();
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tr.rotation = Quat::from_euler(EulerRot::YXZ, yaw, pitch, roll);
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}
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}
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});
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target.finish().unwrap();
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}
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_ => {}
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},
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Event::AboutToWait => {
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time.tick();
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let dt = time.delta_seconds();
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ecsr.world.query_one_mut::<&mut Transform>(object_ent).map(|mut object| {
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object.rotation *= Quat::from_rotation_y(ROTATION_SPEED * dt);
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});
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// despawn the object after 3 seconds
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if time.total_seconds() > 3.0 {
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ecsr.despawn_mesh(object_ent);
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}
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// ask for next frame
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gui.prepare_frame(&window);
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window.request_redraw();
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}
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_ => {}
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