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https://github.com/griffi-gh/kubi.git
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711942567f
Author | SHA1 | Date | |
---|---|---|---|
griffi-gh | 711942567f | ||
griffi-gh | 2d655ea8f1 | ||
griffi-gh | d909ff7424 | ||
griffi-gh | 245db03519 | ||
griffi-gh | 828694cf5a | ||
griffi-gh | 547759d6b2 | ||
griffi-gh | d852c48e4a | ||
griffi-gh | a53f6f9901 | ||
griffi-gh | b601aea288 | ||
griffi-gh | a5641e0d2e | ||
griffi-gh | 198dfb088e | ||
griffi-gh | d848f60301 |
|
@ -1,10 +1,11 @@
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|||
#version 300 es
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||||
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||||
precision highp float;
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out vec4 out_color;
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uniform vec4 color;
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in vec4 vtx_color;
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void main() {
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if (color.w <= 0.) discard;
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out_color = color;
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if (vtx_color.w <= 0.) discard;
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out_color = vtx_color;
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}
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|
|
|
@ -1,9 +1,14 @@
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#version 300 es
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precision highp float;
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in vec2 position;
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uniform vec2 resolution;
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in vec4 color;
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in vec2 position;
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out vec4 vtx_color;
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void main() {
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gl_Position = vec4(vec2(1., -1.) * (position / resolution), 0., 1.);
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vtx_color = color;
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vec2 pos2d = (vec2(2., -2.) * (position / resolution)) + vec2(-1, 1);
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gl_Position = vec4(pos2d, 0., 1.);
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}
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|
|
|
@ -29,28 +29,25 @@ impl From<UiVertex> for Vertex {
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implement_vertex!(Vertex, position, color);
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pub struct GliumUiRenderer {
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pub program: glium::Program,
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pub vertex_buffer: glium::VertexBuffer<Vertex>,
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pub index_buffer: glium::IndexBuffer<u32>,
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struct BufferPair {
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vertex_buffer: glium::VertexBuffer<Vertex>,
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index_buffer: glium::IndexBuffer<u32>,
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vertex_count: usize,
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index_count: usize,
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}
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impl GliumUiRenderer {
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impl BufferPair {
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pub fn new<F: Facade>(facade: &F) -> Self {
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log::info!("init glium backend for ui");
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log::debug!("init program");
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let program = Program::from_source(facade, VERTEX_SHADER, FRAGMENT_SHADER, None).unwrap();
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log::debug!("init buffers");
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let vertex_buffer = VertexBuffer::empty_persistent(facade, 1024).unwrap();
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let index_buffer = IndexBuffer::empty_persistent(facade, PrimitiveType::TrianglesList, 1024).unwrap();
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log::debug!("init ui buffers...");
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Self {
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program,
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vertex_buffer,
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index_buffer,
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vertex_buffer: VertexBuffer::empty_persistent(facade, 1024).unwrap(),
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index_buffer: IndexBuffer::empty_persistent(facade, PrimitiveType::TrianglesList, 1024).unwrap(),
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vertex_count: 0,
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index_count: 0,
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}
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}
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fn ensure_buffer_size(&mut self, need_vtx: usize, need_idx: usize) {
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pub fn ensure_buffer_size(&mut self, need_vtx: usize, need_idx: usize) {
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let current_vtx_size = self.vertex_buffer.get_size();
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let current_idx_size = self.index_buffer.get_size();
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if current_vtx_size >= need_vtx && current_idx_size >= need_idx {
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|
@ -60,37 +57,79 @@ impl GliumUiRenderer {
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let new_idx_size = (need_idx + 1).next_power_of_two();
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log::debug!("resizing buffers: vtx {} -> {}, idx {} -> {}", current_vtx_size, new_vtx_size, current_idx_size, new_idx_size);
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if current_vtx_size != new_vtx_size {
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self.vertex_buffer = VertexBuffer::empty_persistent(self.vertex_buffer.get_context(), new_vtx_size).unwrap();
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self.vertex_buffer = VertexBuffer::empty_persistent(
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self.vertex_buffer.get_context(),
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new_vtx_size
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).unwrap();
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}
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if current_idx_size != new_idx_size {
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self.index_buffer = IndexBuffer::empty_persistent(self.index_buffer.get_context(), PrimitiveType::TrianglesList, new_idx_size).unwrap();
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self.index_buffer = IndexBuffer::empty_persistent(
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self.index_buffer.get_context(),
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PrimitiveType::TrianglesList,
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new_idx_size
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).unwrap();
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}
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}
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fn write_buffer_data(&mut self, vtx: &[Vertex], idx: &[u32]) {
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log::info!("uploading {} vertices and {} indices", vtx.len(), idx.len());
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self.ensure_buffer_size(vtx.len(), idx.len());
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pub fn write_data(&mut self, vtx: &[Vertex], idx: &[u32]) {
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log::debug!("uploading {} vertices and {} indices", vtx.len(), idx.len());
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self.vertex_count = vtx.len();
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self.index_count = idx.len();
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self.vertex_buffer.invalidate();
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self.vertex_buffer.slice_mut(0..vtx.len()).unwrap().write(vtx);
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self.index_buffer.invalidate();
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if self.vertex_count == 0 || self.index_count == 0 {
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return
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}
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self.ensure_buffer_size(vtx.len(), idx.len());
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self.vertex_buffer.slice_mut(0..vtx.len()).unwrap().write(vtx);
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self.index_buffer.slice_mut(0..idx.len()).unwrap().write(idx);
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}
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pub fn is_empty(&self) -> bool {
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self.vertex_count == 0 || self.index_count == 0
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}
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}
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pub struct GliumUiRenderer {
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program: glium::Program,
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buffer: BufferPair,
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}
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impl GliumUiRenderer {
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pub fn new<F: Facade>(facade: &F) -> Self {
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log::info!("init glium backend for ui");
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log::debug!("init program");
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let program = Program::from_source(facade, VERTEX_SHADER, FRAGMENT_SHADER, None).unwrap();
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Self {
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program,
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buffer: BufferPair::new(facade)
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}
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}
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pub fn update(&mut self, plan: &UiDrawPlan) {
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let data_vtx = &plan.vertices.iter().copied().map(Vertex::from).collect::<Vec<_>>();
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let data_idx = &plan.indices;
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self.write_buffer_data(data_vtx, data_idx);
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assert!(plan.calls.len() == 1, "multiple draw calls not supported yet");
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let data_vtx = &plan.calls[0].vertices.iter().copied().map(Vertex::from).collect::<Vec<_>>();
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let data_idx = &plan.calls[0].indices;
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self.buffer.write_data(data_vtx, data_idx);
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}
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pub fn draw(&self, frame: &mut glium::Frame, resolution: Vec2) {
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if self.buffer.is_empty() {
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return
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}
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let params = DrawParameters {
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blend: Blend::alpha_blending(),
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..Default::default()
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};
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frame.draw(
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&self.vertex_buffer,
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&self.index_buffer,
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self.buffer.vertex_buffer.slice(0..self.buffer.vertex_count).unwrap(),
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self.buffer.index_buffer.slice(0..self.buffer.index_count).unwrap(),
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&self.program,
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&uniform! {
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resolution: resolution.to_array(),
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|
|
|
@ -34,20 +34,25 @@ pub struct UiVertex {
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}
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#[derive(Default)]
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pub struct UiDrawPlan {
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pub struct UiDrawCall {
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pub vertices: Vec<UiVertex>,
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pub indices: Vec<u32>,
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}
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#[derive(Default)]
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pub struct UiDrawPlan {
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pub calls: Vec<UiDrawCall>
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}
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impl UiDrawPlan {
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pub fn build(calls: &UiDrawCommands) -> Self {
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let mut plan = Self::default();
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for call in &calls.commands {
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match call {
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let mut call = UiDrawCall::default();
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for command in &calls.commands {
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match command {
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UiDrawCommand::Rectangle { position, size, color } => {
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let idx = plan.vertices.len() as u32;
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plan.indices.extend([idx, idx + 1, idx + 2, idx, idx + 2, idx + 3]);
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plan.vertices.extend([
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let idx = call.vertices.len() as u32;
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call.indices.extend([idx, idx + 1, idx + 2, idx, idx + 2, idx + 3]);
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call.vertices.extend([
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UiVertex {
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position: *position,
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color: *color,
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|
@ -68,6 +73,8 @@ impl UiDrawPlan {
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}
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}
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}
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plan
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Self {
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calls: vec![call]
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}
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}
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}
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|
|
|
@ -1,5 +1,5 @@
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use glam::{Vec2, Vec4};
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use crate::{UiDirection, LayoutInfo, draw::UiDrawCommand, measure::{IsMeasurable, Response}, state::StateRepo, UiSize};
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use crate::{UiDirection, LayoutInfo, draw::UiDrawCommand, measure::Response, state::StateRepo, UiSize};
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use super::UiElement;
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#[derive(Default, Clone, Copy, Debug)]
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|
|
|
@ -48,16 +48,20 @@ impl UiElement for ProgressBar {
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}
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fn process(&self, measure: &Response, state: &mut StateRepo, layout: &LayoutInfo, draw: &mut Vec<UiDrawCommand>) {
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draw.push(UiDrawCommand::Rectangle {
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position: layout.position,
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size: measure.desired_size,
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color: self.color_background
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});
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draw.push(UiDrawCommand::Rectangle {
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position: layout.position,
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size: measure.desired_size * vec2(self.value, 1.0),
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color: self.color_foreground
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});
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let value = self.value.clamp(0., 1.);
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if value < 1. {
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draw.push(UiDrawCommand::Rectangle {
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position: layout.position,
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size: measure.desired_size,
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color: self.color_background
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});
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}
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if value > 0. {
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draw.push(UiDrawCommand::Rectangle {
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position: layout.position,
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size: measure.desired_size * vec2(value, 1.0),
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color: self.color_foreground
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});
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}
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}
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}
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|
|
|
@ -37,6 +37,16 @@ impl KubiUi {
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}
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}
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pub fn add<T: UiElement>(&mut self, element: T, max_size: Vec2) {
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let layout = LayoutInfo {
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position: Vec2::ZERO,
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max_size,
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direction: UiDirection::Vertical,
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};
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let measure = element.measure(&self.stateful_state, &layout);
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element.process(&measure, &mut self.stateful_state, &layout, &mut self.draw_commands.commands);
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}
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pub fn begin(&mut self) {
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std::mem::swap(&mut self.prev_draw_commands, &mut self.draw_commands);
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self.draw_plan_modified = false;
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|
@ -77,9 +87,9 @@ pub enum UiDirection {
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Horizontal,
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}
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struct LayoutInfo {
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pub struct LayoutInfo {
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///Not availabe during measuring step
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position: Vec2,
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max_size: Vec2,
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direction: UiDirection,
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pub position: Vec2,
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pub max_size: Vec2,
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pub direction: UiDirection,
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}
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|
|
|
@ -1,13 +1,5 @@
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use glam::Vec2;
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#[derive(Clone, Copy, Default, PartialEq, Eq, PartialOrd, Ord)]
|
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pub enum IsMeasurable {
|
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#[default]
|
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No,
|
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Maybe,
|
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Yes
|
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}
|
||||
|
||||
pub struct Response {
|
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pub desired_size: Vec2
|
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}
|
||||
|
|
|
@ -1,17 +0,0 @@
|
|||
#version 300 es
|
||||
|
||||
precision highp float;
|
||||
|
||||
in vec2 v_uv;
|
||||
out vec4 out_color;
|
||||
uniform float progress;
|
||||
uniform vec4 color;
|
||||
uniform vec4 bg_color;
|
||||
|
||||
void main() {
|
||||
if (v_uv.x <= progress) {
|
||||
out_color = color;
|
||||
} else {
|
||||
out_color = bg_color;
|
||||
}
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
#version 300 es
|
||||
|
||||
in vec2 position;
|
||||
out vec2 v_uv;
|
||||
uniform mat4 ui_view;
|
||||
uniform mat3 transform;
|
||||
|
||||
void main() {
|
||||
v_uv = position;
|
||||
vec2 transformed = (transform * vec3(position, 1.)).xy;
|
||||
gl_Position = ui_view * vec4(transformed, 0., 1.);
|
||||
}
|
|
@ -19,9 +19,11 @@ uniform sampler2DArray tex;
|
|||
void main() {
|
||||
// base color from texture
|
||||
color = texture(tex, vec3(v_uv, v_tex_index));
|
||||
// discard fully transparent pixels
|
||||
if (color.w <= 0.0) discard;
|
||||
// discard transparent pixels
|
||||
if (color.w < 0.5) discard;
|
||||
//basic "lighting"
|
||||
float light = abs(v_normal.x) + .8 * abs(v_normal.y) + .6 * abs(v_normal.z);
|
||||
color *= vec4(vec3(light), 1.);
|
||||
//discard alpha
|
||||
color.w = 1.;
|
||||
}
|
||||
|
|
|
@ -1,78 +0,0 @@
|
|||
use shipyard::{Component, Unique, Workload, IntoWorkload, AllStoragesView, View, UniqueViewMut, IntoIter};
|
||||
use glam::{Vec4, Mat4};
|
||||
use crate::{color::color_hex, events::WindowResizedEvent};
|
||||
|
||||
pub mod text_widget;
|
||||
pub mod progressbar;
|
||||
|
||||
use progressbar::render_progressbars;
|
||||
|
||||
//TODO compute gui scale on window resize
|
||||
#[derive(Unique, Clone, Copy, Debug, Default)]
|
||||
pub struct LegacyGuiView(pub Mat4);
|
||||
|
||||
#[derive(Component, Clone, Copy, Debug, Default)]
|
||||
pub struct LegacyGuiComponent;
|
||||
|
||||
#[derive(Component, Clone, Copy, Debug)]
|
||||
pub struct LegacyPrimaryColor(pub Vec4);
|
||||
impl Default for LegacyPrimaryColor {
|
||||
fn default() -> Self {
|
||||
Self(color_hex(0x156cddff))
|
||||
}
|
||||
}
|
||||
|
||||
#[derive(Component, Clone, Copy, Debug)]
|
||||
pub struct LegacySecondaryColor(pub Vec4);
|
||||
impl Default for LegacySecondaryColor {
|
||||
fn default() -> Self {
|
||||
Self(color_hex(0xc9d5e4ff))
|
||||
}
|
||||
}
|
||||
|
||||
fn update_legacy_gui_view(
|
||||
mut view: UniqueViewMut<LegacyGuiView>,
|
||||
resize: View<WindowResizedEvent>,
|
||||
) {
|
||||
let Some(&size) = resize.iter().next() else {
|
||||
return
|
||||
};
|
||||
let [w, h] = size.0.to_array();
|
||||
view.0 = Mat4::orthographic_rh_gl(0.0, w as f32, h as f32, 0.0, -1.0, 1.0);
|
||||
}
|
||||
|
||||
pub fn legacy_ui_init(
|
||||
storages: AllStoragesView
|
||||
) {
|
||||
storages.add_unique(LegacyGuiView::default());
|
||||
}
|
||||
|
||||
pub fn legacy_ui_update() -> Workload {
|
||||
(
|
||||
update_legacy_gui_view
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
||||
pub fn legacy_ui_render() -> Workload {
|
||||
(
|
||||
render_progressbars
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
||||
// pub fn gui_testing(
|
||||
// mut storages: AllStoragesViewMut,
|
||||
// ) {
|
||||
// storages.add_entity((
|
||||
// GuiComponent,
|
||||
// Transform2d(Mat3::from_scale_angle_translation(
|
||||
// vec2(1920., 16.),
|
||||
// 0.,
|
||||
// vec2(0., 0.)
|
||||
// )),
|
||||
// ProgressbarComponent {
|
||||
// progress: 0.33
|
||||
// },
|
||||
// PrimaryColor::default(),
|
||||
// SecondaryColor::default(),
|
||||
// ));
|
||||
// }
|
|
@ -1,46 +0,0 @@
|
|||
use shipyard::{UniqueView, UniqueViewMut, NonSendSync, View, Component, IntoIter, IntoWithId, Get, track};
|
||||
use glium::{Surface, uniform, DrawParameters};
|
||||
use crate::{
|
||||
prefabs::ProgressbarShaderPrefab,
|
||||
rendering::{
|
||||
RenderTarget,
|
||||
primitives::rect::RectPrimitive
|
||||
},
|
||||
transform::Transform2d,
|
||||
};
|
||||
use super::{LegacyGuiComponent, LegacyPrimaryColor, LegacySecondaryColor, LegacyGuiView};
|
||||
|
||||
#[derive(Component, Debug, Clone, Copy, Default)]
|
||||
pub struct ProgressbarComponent {
|
||||
pub progress: f32
|
||||
}
|
||||
|
||||
pub fn render_progressbars(
|
||||
mut target: NonSendSync<UniqueViewMut<RenderTarget>>,
|
||||
rect: NonSendSync<UniqueView<RectPrimitive>>,
|
||||
program: NonSendSync<UniqueView<ProgressbarShaderPrefab>>,
|
||||
view: UniqueView<LegacyGuiView>,
|
||||
components: View<LegacyGuiComponent>,
|
||||
transforms: View<Transform2d, track::All>,
|
||||
progressbars: View<ProgressbarComponent>,
|
||||
primary: View<LegacyPrimaryColor>,
|
||||
secondary: View<LegacySecondaryColor>,
|
||||
) {
|
||||
for (eid, (_, transform, progress)) in (&components, &transforms, &progressbars).iter().with_id() {
|
||||
let primary_color = primary.get(eid).copied().unwrap_or_default();
|
||||
let secondary_color = secondary.get(eid).copied().unwrap_or_default();
|
||||
target.0.draw(
|
||||
&rect.0,
|
||||
&rect.1,
|
||||
&program.0,
|
||||
&uniform! {
|
||||
transform: transform.0.to_cols_array_2d(),
|
||||
ui_view: view.0.to_cols_array_2d(),
|
||||
progress: progress.progress,
|
||||
color: primary_color.0.to_array(),
|
||||
bg_color: secondary_color.0.to_array(),
|
||||
},
|
||||
&DrawParameters::default()
|
||||
).unwrap();
|
||||
}
|
||||
}
|
|
@ -1 +0,0 @@
|
|||
//TODO text widget
|
|
@ -29,7 +29,6 @@ pub(crate) mod delta_time;
|
|||
pub(crate) mod cursor_lock;
|
||||
pub(crate) mod control_flow;
|
||||
pub(crate) mod state;
|
||||
pub(crate) mod legacy_gui;
|
||||
pub(crate) mod guiv2_integration;
|
||||
pub(crate) mod networking;
|
||||
pub(crate) mod init;
|
||||
|
@ -77,7 +76,6 @@ use control_flow::{exit_on_esc, insert_control_flow_unique, RequestExit};
|
|||
use state::{is_ingame, is_ingame_or_loading, is_loading, init_state, update_state, is_connecting};
|
||||
use networking::{update_networking, update_networking_late, is_multiplayer, disconnect_on_exit, is_singleplayer};
|
||||
use init::initialize_from_args;
|
||||
use legacy_gui::{legacy_ui_render, legacy_ui_init, legacy_ui_update};
|
||||
use guiv2_integration::{kubi_ui_init, kubi_ui_begin, kubi_ui_end, kubi_ui_draw};
|
||||
use loading_screen::update_loading_screen;
|
||||
use connecting_screen::switch_to_loading_if_connected;
|
||||
|
@ -104,7 +102,6 @@ fn startup() -> Workload {
|
|||
initialize_from_args,
|
||||
lock_cursor_now,
|
||||
init_input,
|
||||
legacy_ui_init,
|
||||
insert_control_flow_unique,
|
||||
init_delta_time,
|
||||
).into_sequential_workload()
|
||||
|
@ -141,7 +138,6 @@ fn update() -> Workload {
|
|||
).into_sequential_workload().run_if(is_ingame),
|
||||
update_networking_late.run_if(is_multiplayer),
|
||||
compute_cameras,
|
||||
legacy_ui_update,
|
||||
kubi_ui_end,
|
||||
update_state,
|
||||
exit_on_esc,
|
||||
|
@ -158,7 +154,7 @@ fn render() -> Workload {
|
|||
render_selection_box,
|
||||
render_entities,
|
||||
).into_sequential_workload().run_if(is_ingame),
|
||||
legacy_ui_render,
|
||||
kubi_ui_draw,
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
||||
|
|
|
@ -1,60 +1,30 @@
|
|||
use shipyard::{UniqueView, UniqueViewMut, Workload, IntoWorkload, EntityId, Unique, AllStoragesViewMut, ViewMut, Get, SystemModificator, track};
|
||||
use kubi_ui::element::progress_bar::ProgressBar;
|
||||
use shipyard::{UniqueView, UniqueViewMut, Workload, NonSendSync, IntoWorkload};
|
||||
use winit::keyboard::KeyCode;
|
||||
use glam::{Mat3, vec2};
|
||||
use crate::{
|
||||
world::ChunkStorage,
|
||||
state::{GameState, NextState, is_changing_state},
|
||||
transform::Transform2d,
|
||||
legacy_gui::{
|
||||
LegacyGuiComponent,
|
||||
progressbar::ProgressbarComponent
|
||||
},
|
||||
rendering::{WindowSize, if_resized},
|
||||
input::RawKbmInputState,
|
||||
world::ChunkStorage,
|
||||
state::{GameState, NextState},
|
||||
rendering::WindowSize,
|
||||
input::RawKbmInputState,
|
||||
guiv2_integration::UiState,
|
||||
};
|
||||
|
||||
#[derive(Unique, Clone, Copy)]
|
||||
struct ProgressbarId(EntityId);
|
||||
|
||||
fn spawn_loading_screen(
|
||||
mut storages: AllStoragesViewMut,
|
||||
) {
|
||||
let size = *storages.borrow::<UniqueView<WindowSize>>().unwrap();
|
||||
let entity = storages.add_entity((
|
||||
LegacyGuiComponent,
|
||||
Transform2d(Mat3::from_scale_angle_translation(
|
||||
vec2(size.0.x as f32, 16.),
|
||||
0.,
|
||||
vec2(0., 0.)
|
||||
)),
|
||||
ProgressbarComponent {
|
||||
progress: 0.33
|
||||
},
|
||||
));
|
||||
storages.add_unique(ProgressbarId(entity));
|
||||
}
|
||||
|
||||
fn resize_progress_bar(
|
||||
size: UniqueView<WindowSize>,
|
||||
bar: UniqueView<ProgressbarId>,
|
||||
mut transforms: ViewMut<Transform2d, track::All>
|
||||
) {
|
||||
let mut trans = (&mut transforms).get(bar.0).unwrap();
|
||||
trans.0.x_axis.x = size.0.x as f32;
|
||||
}
|
||||
|
||||
fn update_progress_bar_progress (
|
||||
fn render_progressbar(
|
||||
mut ui: NonSendSync<UniqueViewMut<UiState>>,
|
||||
world: UniqueView<ChunkStorage>,
|
||||
mut bar: ViewMut<ProgressbarComponent>,
|
||||
eid: UniqueView<ProgressbarId>,
|
||||
size: UniqueView<WindowSize>
|
||||
) {
|
||||
let mut bar = (&mut bar).get(eid.0).unwrap();
|
||||
let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
|
||||
acc + chunk.desired_state.matches_current(chunk.current_state) as usize
|
||||
});
|
||||
let total = world.chunks.len();
|
||||
let progress = loaded as f32 / total as f32;
|
||||
bar.progress = progress;
|
||||
let value = {
|
||||
let loaded = world.chunks.iter().fold(0, |acc, (&_, chunk)| {
|
||||
acc + chunk.desired_state.matches_current(chunk.current_state) as usize
|
||||
});
|
||||
let total = world.chunks.len();
|
||||
loaded as f32 / total as f32
|
||||
};
|
||||
ui.ui.add(
|
||||
ProgressBar { value, ..Default::default() },
|
||||
size.0.as_vec2()
|
||||
);
|
||||
}
|
||||
|
||||
fn switch_to_ingame_if_loaded(
|
||||
|
@ -81,24 +51,10 @@ fn override_loading(
|
|||
}
|
||||
}
|
||||
|
||||
fn despawn_loading_screen_if_switching_state(
|
||||
mut storages: AllStoragesViewMut,
|
||||
) {
|
||||
let state = storages.borrow::<UniqueView<NextState>>().unwrap().0.unwrap();
|
||||
if state != GameState::LoadingWorld {
|
||||
let progress_bar = storages.borrow::<UniqueView<ProgressbarId>>().unwrap().0;
|
||||
storages.delete_entity(progress_bar);
|
||||
storages.remove_unique::<ProgressbarId>().unwrap();
|
||||
}
|
||||
}
|
||||
|
||||
pub fn update_loading_screen() -> Workload {
|
||||
(
|
||||
spawn_loading_screen.run_if_missing_unique::<ProgressbarId>(),
|
||||
resize_progress_bar.run_if(if_resized),
|
||||
update_progress_bar_progress,
|
||||
render_progressbar,
|
||||
override_loading,
|
||||
switch_to_ingame_if_loaded,
|
||||
despawn_loading_screen_if_switching_state.run_if(is_changing_state),
|
||||
).into_sequential_workload()
|
||||
}
|
||||
|
|
|
@ -48,10 +48,6 @@ pub struct ChunkShaderPrefab(pub Program);
|
|||
#[repr(transparent)]
|
||||
pub struct ColoredShaderPrefab(pub Program);
|
||||
|
||||
#[derive(Unique)]
|
||||
#[repr(transparent)]
|
||||
pub struct ProgressbarShaderPrefab(pub Program);
|
||||
|
||||
pub fn load_prefabs(
|
||||
storages: AllStoragesView,
|
||||
renderer: NonSendSync<UniqueView<Renderer>>,
|
||||
|
@ -84,14 +80,6 @@ pub fn load_prefabs(
|
|||
&renderer.display
|
||||
)
|
||||
));
|
||||
storages.add_unique_non_send_sync(ProgressbarShaderPrefab(
|
||||
include_shader_prefab!(
|
||||
"gui/progressbar",
|
||||
"../shaders/gui/progressbar.vert",
|
||||
"../shaders/gui/progressbar.frag",
|
||||
&renderer.display
|
||||
)
|
||||
));
|
||||
|
||||
log::info!("releasing shader compiler");
|
||||
|
||||
|
|
|
@ -9,10 +9,12 @@ use winit::{
|
|||
use glium::{Display, Surface, Version, Api};
|
||||
use glutin::{
|
||||
prelude::*,
|
||||
context::ContextAttributesBuilder,
|
||||
context::{ContextAttributesBuilder, GlProfile},
|
||||
surface::{WindowSurface, SurfaceAttributesBuilder},
|
||||
display::GetGlDisplay,
|
||||
config::ConfigTemplateBuilder
|
||||
};
|
||||
use glutin_winit::DisplayBuilder;
|
||||
use glam::{Vec3, UVec2};
|
||||
use crate::{events::WindowResizedEvent, settings::{GameSettings, FullscreenMode}};
|
||||
|
||||
|
@ -89,15 +91,21 @@ impl Renderer {
|
|||
}
|
||||
});
|
||||
|
||||
// First we start by opening a new Window
|
||||
let display_builder = glutin_winit::DisplayBuilder::new().with_window_builder(Some(wb));
|
||||
let config_template_builder = glutin::config::ConfigTemplateBuilder::new();
|
||||
let display_builder = DisplayBuilder::new()
|
||||
.with_window_builder(Some(wb));
|
||||
|
||||
let config_template_builder = ConfigTemplateBuilder::new()
|
||||
.prefer_hardware_accelerated(Some(true))
|
||||
.with_depth_size(24)
|
||||
.with_multisampling(settings.msaa.unwrap_or_default());
|
||||
|
||||
let (window, gl_config) = display_builder
|
||||
.build(event_loop, config_template_builder, |mut configs| {
|
||||
configs.next().unwrap()
|
||||
})
|
||||
.unwrap();
|
||||
let window = window.unwrap();
|
||||
|
||||
let window = window.expect("no window");
|
||||
|
||||
// Now we get the window size to use as the initial size of the Surface
|
||||
let (width, height): (u32, u32) = window.inner_size().into();
|
||||
|
@ -108,11 +116,22 @@ impl Renderer {
|
|||
);
|
||||
|
||||
// Finally we can create a Surface, use it to make a PossiblyCurrentContext and create the glium Display
|
||||
let surface = unsafe { gl_config.display().create_window_surface(&gl_config, &attrs).unwrap() };
|
||||
let context_attributes = ContextAttributesBuilder::new().build(Some(window.raw_window_handle()));
|
||||
let surface = unsafe {
|
||||
gl_config.display().create_window_surface(&gl_config, &attrs).unwrap()
|
||||
};
|
||||
|
||||
let context_attributes = ContextAttributesBuilder::new()
|
||||
.with_debug(cfg!(debug_assertions))
|
||||
.with_context_api(glutin::context::ContextApi::Gles(None))
|
||||
.with_profile(GlProfile::Core)
|
||||
.build(Some(window.raw_window_handle()));
|
||||
|
||||
let current_context = unsafe {
|
||||
gl_config.display().create_context(&gl_config, &context_attributes).expect("failed to create context")
|
||||
gl_config.display()
|
||||
.create_context(&gl_config, &context_attributes)
|
||||
.expect("failed to create context")
|
||||
}.make_current(&surface).unwrap();
|
||||
|
||||
let display = Display::from_context_surface(current_context, surface).unwrap();
|
||||
|
||||
//TODO MIGRATION
|
||||
|
|
|
@ -13,7 +13,7 @@ pub struct FullscreenSettings {
|
|||
pub struct GameSettings {
|
||||
pub vsync: bool,
|
||||
pub fullscreen: Option<FullscreenSettings>,
|
||||
pub msaa: Option<u16>,
|
||||
pub msaa: Option<u8>,
|
||||
pub max_anisotropy: Option<u16>,
|
||||
/// there's a 1 chunk border of loaded but invisible around this
|
||||
pub render_distance: u8,
|
||||
|
|
Loading…
Reference in a new issue