feat: added a camera with orthographic projection and did some work restructuring the comet_app to make the setup system optional. Input handling is moved to the app

This commit is contained in:
lisk77 2024-11-13 03:33:02 +01:00
parent 780365aeb8
commit 5a9f632e3a
22 changed files with 1173 additions and 349 deletions

View file

@ -1,6 +1,6 @@
[package]
name = "comet_app"
version = "0.1.0"
version = "0.2.0"
edition = "2021"
[dependencies]
@ -9,6 +9,7 @@ comet_renderer = { path = "../comet_renderer" }
comet_resources = { path = "../comet_resources" }
comet_colors = { path = "../comet_colors" }
comet_log = { path = "../comet_log" }
comet_input = { path = "../comet_input" }
winit = { version = "0.29", features = ["rwh_05"] }
env_logger = "0.10"
@ -18,6 +19,8 @@ log = "0.4.22"
anyhow = "1.0.89"
bytemuck = "1.18.0"
chrono = "0.4.0"
winit_input_helper = "0.16.0"
spin_sleep = "1.2.1"
[dependencies.image]
version = "0.24"

View file

@ -1,4 +1,5 @@
use std::sync::Arc;
use std::time::{Duration, Instant};
use comet_ecs::{Component, ComponentSet, Render, Renderer2D, Transform2D, World};
use comet_resources::{ResourceManager, Vertex};
use comet_renderer::{Renderer};
@ -13,6 +14,11 @@ use comet_colors::LinearRgba;
use comet_ecs::math::Point3;
use comet_log::*;
use winit::dpi::{LogicalSize, PhysicalSize};
use winit::event_loop::ControlFlow;
use winit::platform::windows::WindowBuilderExtWindows;
use winit_input_helper::WinitInputHelper;
use comet_input::input_handler::InputHandler;
use comet_input::keyboard::Key;
pub enum ApplicationType {
App2D,
@ -24,6 +30,10 @@ pub struct App<'a> {
icon: Option<Icon>,
size: Option<LogicalSize<u32>>,
clear_color: Option<LinearRgba>,
setup: Option<fn(&mut World)>,
input_manager: WinitInputHelper,
delta_time: f32,
update_timer: f32,
world: World,
fullscreen: bool,
should_quit: bool
@ -41,6 +51,10 @@ impl<'a> App<'a> {
icon: None,
size: None,
clear_color: None,
setup: None,
input_manager: WinitInputHelper::new(),
delta_time: 0.0,
update_timer: 0.0166667,
world,
fullscreen: false,
should_quit: false
@ -67,6 +81,11 @@ impl<'a> App<'a> {
self
}
pub fn with_setup(mut self, setup: fn(&mut World)) -> Self {
self.setup = Some(setup);
self
}
fn load_icon(path: &std::path::Path) -> Option<Icon> {
let image = image::open(path).expect("Failed to open icon image");
let rgba_image = image.to_rgba8();
@ -74,51 +93,6 @@ impl<'a> App<'a> {
Some(Icon::from_rgba(rgba_image.into_raw(), width, height).unwrap())
}
pub fn render_scene_2d(&self, renderer: &mut Renderer) {
let entities = self.world.get_entities_with(ComponentSet::from_ids(vec![Renderer2D::type_id()]));
let mut vertex_buffer: Vec<Vertex> = Vec::new();
let mut index_buffer: Vec<u16> = Vec::new();
for entity in entities {
let renderer_component = self.world().get_component::<Renderer2D>(entity as usize);
let transform_component = self.world().get_component::<Transform2D>(entity as usize);
if renderer_component.is_visible() {
//renderer.draw_texture_at(renderer_component.get_texture(), Point3::new(transform_component.position().x(), transform_component.position().y(), 0.0));
let position = transform_component.position();
let region = renderer.get_texture(renderer_component.get_texture().to_string());
let (dim_x, dim_y) = region.dimensions();
let (bound_x, bound_y) =
((dim_x as f32/ renderer.config().width as f32) * 0.5, (dim_y as f32/ renderer.config().height as f32) * 0.5);
let buffer_size = vertex_buffer.len() as u16;
vertex_buffer.append(&mut vec![
Vertex :: new ( [-bound_x + position.x(), bound_y + position.y(), 0.0], [region.x0(), region.y0()] ),
Vertex :: new ( [-bound_x + position.x(), -bound_y + position.y(), 0.0], [region.x0(), region.y1()] ),
Vertex :: new ( [ bound_x + position.x(), -bound_y + position.y(), 0.0], [region.x1(), region.y1()] ) ,
Vertex :: new ( [ bound_x + position.x(), bound_y + position.y(), 0.0], [region.x1(), region.y0()] )
]);
index_buffer.append(&mut vec![
0 + buffer_size, 1 + buffer_size, 3 + buffer_size,
1 + buffer_size, 2 + buffer_size, 3 + buffer_size
]);
}
}
renderer.set_buffers(vertex_buffer, index_buffer);
/*for entity in entities {
let renderer_component = self.world.get_component::<Renderer2D>(entity as usize);
let position_component = self.world.get_component::<Transform2D>(entity as usize);
if renderer_component.is_visible() {
renderer.draw_texture_at(renderer_component.get_texture(), Point3::new(position_component.position().x(), position_component.position().y(), 0.0));
}
}*/
}
pub fn world(&self) -> &World {
&self.world
}
@ -127,10 +101,37 @@ impl<'a> App<'a> {
&mut self.world
}
pub fn input_manager(&self) -> &WinitInputHelper {
&self.input_manager
}
pub fn key_pressed(&self, key: Key) -> bool {
self.input_manager.key_pressed(key)
}
pub fn key_held(&self, key: Key) -> bool {
self.input_manager.key_held(key)
}
pub fn key_released(&self, key: Key) -> bool {
self.input_manager.key_released(key)
}
pub fn dt(&self) -> f32 {
self.delta_time
}
pub fn quit(&mut self) {
self.should_quit = true;
}
pub fn get_time_step(&self) -> f32 {
self.update_timer
}
pub fn set_time_step(&mut self, time_step: f32) {
self.update_timer = time_step;
}
fn create_window(app_title: &str, app_icon: &Option<Icon>, window_size: &Option<LogicalSize<u32>>, event_loop: &EventLoop<()>) -> winit::window::Window {
let winit_window = winit::window::WindowBuilder::new()
.with_title(app_title);
@ -141,6 +142,13 @@ impl<'a> App<'a> {
else {
winit_window
};
let winit_window = if let Some(icon) = app_icon.clone() {
winit_window.with_taskbar_icon(Some(icon))
}
else {
winit_window
};
let winit_window = if let Some(size) = window_size.clone() {
winit_window.with_inner_size(size)
}
@ -151,66 +159,64 @@ impl<'a> App<'a> {
winit_window.build(event_loop).unwrap()
}
async fn run_app<F: Fn(&WindowEvent, &mut App, &mut Renderer), G: Fn(&mut World, &mut Renderer)>(mut self, input_manager: F, game_manager: G) {
env_logger::init();
async fn run_app<U: Fn(&mut App, &mut Renderer, f32)>(mut self, update: U) {
let event_loop = EventLoop::new().unwrap();
let window = Self::create_window(self.title, &self.icon, &self.size ,&event_loop);
let mut renderer = Renderer::new(&window, self.clear_color.clone()).await.unwrap();
let mut surface_configured = false;
window.set_maximized(true);
if let Some(setup) = self.setup {
setup(&mut self.world);
}
renderer.initialize_atlas();
event_loop.run(|event, control_flow| {
let mut time_stack = 0.0;
event_loop.run(|event, elwt| {
self.delta_time = renderer.update();
if self.should_quit {
control_flow.exit()
elwt.exit()
}
game_manager(&mut self.world, &mut renderer);
self.render_scene_2d(&mut renderer);
self.input_manager.update(&event);
time_stack += self.delta_time;
while time_stack > self.update_timer {
let time = self.get_time_step();
update(&mut self, &mut renderer, time);
time_stack -= self.update_timer;
}
renderer.render_scene_2d(self.world());
match event {
Event::WindowEvent {
ref event,
window_id,
} if window_id == renderer.window().id() => {
Event::WindowEvent { ref event, window_id, }
if window_id == renderer.window().id() => {
match event {
WindowEvent::CloseRequested {} => control_flow.exit(),
WindowEvent::CloseRequested {} => elwt.exit(),
WindowEvent::Resized(physical_size) => {
surface_configured = true;
renderer.resize(*physical_size);
}
WindowEvent::RedrawRequested => {
renderer.window().request_redraw();
if !surface_configured {
return;
}
/*if self.fullscreen && !renderer.window().fullscreen().is_some() {
renderer.resize(renderer.window().inner_size().into());
}*/
renderer.update();
//println!("{}", 1.0/dt);
match renderer.render() {
Ok(_) => {}
Err(
wgpu::SurfaceError::Lost | wgpu::SurfaceError::Outdated,
) => renderer.resize(renderer.size()),
Err(wgpu::SurfaceError::OutOfMemory) => {
log::error!("OutOfMemory");
control_flow.exit();
error!("OutOfMemory");
elwt.exit();
}
Err(wgpu::SurfaceError::Timeout) => {
warn!("Surface timeout")
}
}
}
_ => {
input_manager(event, &mut self, &mut renderer);
}
_ => {}
}
}
_ => {}
@ -218,7 +224,7 @@ impl<'a> App<'a> {
}).unwrap();
}
pub fn run<F: Fn(&WindowEvent, &mut App, &mut Renderer), G: Fn(&mut World, &mut Renderer)>(mut self, input_manager: F, game_manager: G) {
pollster::block_on(self.run_app(input_manager, game_manager));
pub fn run<U: Fn(&mut App, &mut Renderer, f32)>(mut self, update: U) {
pollster::block_on(self.run_app(update));
}
}