variable number of textures?
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59
src/game/entities.rs
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59
src/game/entities.rs
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use cgmath::{Vector4, vec4};
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use crate::{input::InputState, text::{create_text_object, update_text}, vulkan::{MeshHandle, PERF_COUNTER_SIZE, VulkanRenderer, gameobject::{GameObject, GameObjectHandle, Updatable}, mesh::{CPUMesh, CPUVertexList}}};
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use super::{GameState, TestGame};
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pub struct FpsCounter {
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pub game_object: GameObjectHandle
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}
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impl FpsCounter {
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pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> Box<FpsCounter> {
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let text_mesh = create_text_object(&mut game.game_state.brush, renderer, "", 30.);
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Box::new(FpsCounter { game_object: game.add_game_object(renderer, text_mesh) })
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}
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}
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impl Updatable for FpsCounter {
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fn update(&mut self, _delta_time: f32, input: &InputState, game_state: &mut GameState, game_objects: &mut Vec<GameObject>, renderer: &mut VulkanRenderer) {
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if input.button_just_pressed("toggle_framerate") {
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let go = &mut game_objects[self.game_object];
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go.visible = !go.visible;
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}
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let update_duration = renderer.game_data.update_perf_counters.iter().sum::<u128>() / PERF_COUNTER_SIZE as u128;
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let render_duration = renderer.game_data.render_perf_counters.iter().sum::<u128>() / PERF_COUNTER_SIZE as u128;
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let other_duration = renderer.game_data.other_perf_counters.iter().sum::<u128>() / PERF_COUNTER_SIZE as u128;
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let other_variance = renderer.game_data.other_perf_counters.iter().fold(0, |acc, b| acc + (*b as i128 - other_duration as i128) * (*b as i128 - other_duration as i128)) / PERF_COUNTER_SIZE as i128;
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let text = format!("Update: {:.0}ms\nRender: {:.0}ms\nTotal: {:.0}ms (±{:.1})\nDelta: {:.0}ms", update_duration as f64 / 1000., render_duration as f64 / 1000., other_duration as f64 / 1000., f64::sqrt(other_variance as f64) / 1000., _delta_time * 1000.);
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update_text(self.game_object, &text, 30., renderer, &mut game_state.brush, game_objects);
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}
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}
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pub struct UiQuad {
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pub game_object: GameObjectHandle,
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pub background_color: Vector4<f32>,
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}
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impl UiQuad {
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pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> UiQuad {
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let quad_verts = vec![];
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let cpu_mesh = CPUMesh { vertices: CPUVertexList::Vertex3D(quad_verts), indices: vec![0, 1, 2, 1, 3, 2], local_texture_index: None, local_normal_map_index: None, name: None };
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let mesh_index = renderer.upload_mesh(cpu_mesh, None);
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let mesh_handle = MeshHandle {
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index: mesh_index,
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textures: vec![],
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original_path: None,
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pipeline_index: 1
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};
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let go = game.add_game_object(renderer, mesh_handle);
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UiQuad { game_object: go, background_color: vec4(0., 0., 255., 0.) }
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}
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}
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impl Updatable for UiQuad {
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fn update(&mut self, delta_time: f32, input: &InputState, game_state: &mut GameState, game_objects: &mut Vec<GameObject>, renderer: &mut VulkanRenderer) {
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todo!()
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}
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}
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