use cgmath::{Vector4, vec4}; use crate::{input::InputState, text::{create_text_object, update_text}, vulkan::{MeshHandle, PERF_COUNTER_SIZE, TextVertex, VulkanRenderer, gameobject::{GameObject, GameObjectHandle, Updatable}, mesh::{CPUMesh, CPUVertexList}}}; use super::{GameState, TestGame}; pub struct FpsCounter { pub game_object: GameObjectHandle } impl FpsCounter { pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> FpsCounter { let text_mesh = create_text_object(&mut game.game_state.brush, renderer, "", 30.); FpsCounter { game_object: game.add_game_object(renderer, text_mesh) } } } impl Updatable for FpsCounter { fn update(&mut self, _delta_time: f32, input: &InputState, game_state: &mut GameState, game_objects: &mut Vec, renderer: &mut VulkanRenderer) { if input.button_just_pressed("toggle_framerate") { let go = &mut game_objects[self.game_object]; go.visible = !go.visible; } let update_duration = renderer.game_data.update_perf_counters.iter().sum::() / PERF_COUNTER_SIZE as u128; let render_duration = renderer.game_data.render_perf_counters.iter().sum::() / PERF_COUNTER_SIZE as u128; let other_duration = renderer.game_data.other_perf_counters.iter().sum::() / PERF_COUNTER_SIZE as u128; 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; 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.); update_text(self.game_object, &text, 30., renderer, &mut game_state.brush, game_objects); } } pub struct UiQuad { pub game_object: GameObjectHandle, pub background_color: Vector4, } impl UiQuad { pub fn new(game: &mut TestGame, renderer: &mut VulkanRenderer) -> UiQuad { let quad_verts = vec![ TextVertex { position: [0., 0., 0.], uv: [0., 0.] }, TextVertex { position: [0., 1., 0.], uv: [0., 1.] }, TextVertex { position: [1., 0., 0.], uv: [1., 0.] }, TextVertex { position: [1., 1., 0.], uv: [1., 1.] }, ]; let cpu_mesh = CPUMesh { vertices: CPUVertexList::VertexText(quad_verts), indices: vec![0, 1, 2, 1, 3, 2], local_texture_index: None, local_normal_map_index: None, name: None }; let mesh_index = renderer.upload_mesh(cpu_mesh, None); let mesh_handle = MeshHandle { index: mesh_index, textures: vec![], original_path: None, pipeline_index: 1 }; let go = game.add_game_object(renderer, mesh_handle); UiQuad { game_object: go, background_color: vec4(0., 0., 255., 0.) } } } impl Updatable for UiQuad { fn update(&mut self, delta_time: f32, input: &InputState, game_state: &mut GameState, game_objects: &mut Vec, renderer: &mut VulkanRenderer) { } }