diff options
Diffstat (limited to 'bindgen/rust/celeritas-sys/examples/gui_test.rs')
-rw-r--r-- | bindgen/rust/celeritas-sys/examples/gui_test.rs | 283 |
1 files changed, 283 insertions, 0 deletions
diff --git a/bindgen/rust/celeritas-sys/examples/gui_test.rs b/bindgen/rust/celeritas-sys/examples/gui_test.rs new file mode 100644 index 0000000..ddd8b86 --- /dev/null +++ b/bindgen/rust/celeritas-sys/examples/gui_test.rs @@ -0,0 +1,283 @@ +// // #![windows_subsystem = "windows"] // to turn off console. + +// use std::ptr; +// use std::{ffi::CString, ptr::addr_of_mut}; + +// use celeritas::*; +// use egui::DragValue; +// use egui_overlay::{EguiOverlay, OverlayApp}; +// use egui_render_three_d::ThreeDBackend; +// use egui_window_glfw_passthrough::glfw::Context; +// use egui_window_glfw_passthrough::{GlfwBackend, GlfwConfig}; + +// fn main() { +// // use tracing_subscriber::{fmt, prelude::*, EnvFilter}; +// // if RUST_LOG is not set, we will use the following filters +// // tracing_subscriber::registry() +// // .with(fmt::layer()) +// // .with( +// // EnvFilter::try_from_default_env() +// // .unwrap_or(EnvFilter::new("debug,wgpu=warn,naga=warn")), +// // ) +// // .init(); + +// unsafe { +// // let p: *mut GLFWwindow = ptr::null_mut(); +// // Core_Bringup(p); + +// // let core = get_global_core(); +// // let glfw_window_ptr = Core_GetGlfwWindowPtr(core); + +// let mut glfw_backend = GlfwBackend::new(GlfwConfig { +// // this closure will be called before creating a window +// glfw_callback: Box::new(|gtx| { +// // some defualt hints. it is empty atm, but in future we might add some convenience hints to it. +// (egui_window_glfw_passthrough::GlfwConfig::default().glfw_callback)(gtx); +// // scale the window size based on monitor scale. as 800x600 looks too small on a 4k screen, compared to a hd screen in absolute pixel sizes. +// gtx.window_hint( +// egui_window_glfw_passthrough::glfw::WindowHint::ScaleToMonitor(true), +// ); +// }), +// opengl_window: Some(true), // macos doesn't support opengl. +// transparent_window: Some(false), +// window_title: "Celeritas egui".into(), +// ..Default::default() +// }); + +// // always on top +// // glfw_backend.window.set_floating(true); +// // disable borders/titlebar +// // glfw_backend.window.set_decorated(false); + +// let latest_size = glfw_backend.window.get_framebuffer_size(); +// let latest_size = [latest_size.0 as _, latest_size.1 as _]; + +// let default_gfx_backend = { +// ThreeDBackend::new( +// egui_render_three_d::ThreeDConfig { +// ..Default::default() +// }, +// |s| glfw_backend.get_proc_address(s), +// latest_size, +// ) +// }; + +// let glfw_window_ptr = glfw_backend.window.window_ptr(); +// unsafe { +// // Cast the window pointer to the expected type +// let window_ptr = glfw_window_ptr as *mut crate::GLFWwindow; +// Core_Bringup(window_ptr); +// }; + +// // cam pos: 18.871811 10.658584 11.643305 cam frontL -0.644326 -0.209243 -0.735569 +// let camera_pos = Vec3 { +// x: 18.9, +// y: 10.6, +// z: 11.6, +// }; +// let camera_front = Vec3 { +// x: -0.6, +// y: -0.2, +// z: -0.7, +// }; +// let camera = Camera_Create( +// camera_pos, +// camera_front, +// Vec3 { +// x: 0.0, +// y: 1.0, +// z: 0.0, +// }, +// 45.0, +// ); +// SetCamera(camera); + +// let mut cube_geo = Geo_CreateCuboid(f32x3 { +// x: 2.0, +// y: 2.0, +// z: 2.0, +// }); +// let mut crate_mesh = Mesh_Create(addr_of_mut!(cube_geo), false); +// let albedo_map = TextureLoadFromFile( +// CString::new("assets/demo/crate/Wood_Crate_001_basecolor.jpg") +// .unwrap() +// .as_ptr() as *const i8, +// ); +// let roughness_map = TextureLoadFromFile( +// CString::new("assets/demo/crate/Wood_Crate_001_roughness.jpg") +// .unwrap() +// .as_ptr() as *const i8, +// ); +// let normal_map = TextureLoadFromFile( +// CString::new("assets/demo/crate/Wood_Crate_001_normal.jpg") +// .unwrap() +// .as_ptr() as *const i8, +// ); +// let ao_map = TextureLoadFromFile( +// CString::new("assets/demo/crate/Wood_Crate_001_ambientOcclusion.jpg") +// .unwrap() +// .as_ptr() as *const i8, +// ); +// let name: [i8; 64] = [0; 64]; +// let mut crate_mat = Material { +// name: name, +// kind: 0, +// param_albedo: Vec3 { +// x: 0.0, +// y: 0.0, +// z: 0.0, +// }, +// param_metallic: 0.0, +// param_roughness: 0.0, +// param_ao: 0.0, +// pbr_albedo_map: albedo_map, +// pbr_normal_map: normal_map, +// metal_roughness_combined: true, +// pbr_metallic_map: TextureHandle { raw: 99999 }, +// pbr_roughness_map: roughness_map, +// pbr_ao_map: ao_map, +// }; +// let crate_renderent = RenderEnt { +// mesh: addr_of_mut!(crate_mesh), +// material: addr_of_mut!(crate_mat), +// affine: mat4_ident(), +// casts_shadows: true, +// }; +// let mut render_ents: [RenderEnt; 1] = [crate_renderent]; + +// let world_state = HelloWorld { +// frame: 0, +// render_entities: render_ents, +// }; + +// let overlap_app = OverlayApp { +// user_data: world_state, +// egui_context: Default::default(), +// default_gfx_backend, +// glfw_backend, +// }; + +// overlap_app.enter_event_loop(); + +// // celeritas::egui_utils::start(HelloWorld { frame: 0}); +// } +// } + +// pub struct HelloWorld { +// pub frame: u64, +// pub render_entities: [RenderEnt; 1], +// } +// impl EguiOverlay for HelloWorld { +// fn gui_run( +// &mut self, +// egui_context: &egui::Context, +// _default_gfx_backend: &mut ThreeDBackend, +// glfw_backend: &mut egui_window_glfw_passthrough::GlfwBackend, +// ) { +// unsafe { +// // Frame_Begin(); +// // Render_RenderEntities( +// // self.render_entities.as_mut_ptr(), +// // self.render_entities.len(), +// // ); +// // Frame_End(); +// } + +// // just some controls to show how you can use glfw_backend +// egui::Window::new("controls").show(egui_context, |ui| { +// ui.set_width(300.0); +// self.frame += 1; +// ui.label(format!("current frame number: {}", self.frame)); +// // sometimes, you want to see the borders to understand where the overlay is. +// let mut borders = glfw_backend.window.is_decorated(); +// if ui.checkbox(&mut borders, "window borders").changed() { +// glfw_backend.window.set_decorated(borders); +// } + +// ui.label(format!( +// "pixels_per_virtual_unit: {}", +// glfw_backend.physical_pixels_per_virtual_unit +// )); +// ui.label(format!("window scale: {}", glfw_backend.scale)); +// ui.label(format!("cursor pos x: {}", glfw_backend.cursor_pos[0])); +// ui.label(format!("cursor pos y: {}", glfw_backend.cursor_pos[1])); + +// ui.label(format!( +// "passthrough: {}", +// glfw_backend.window.is_mouse_passthrough() +// )); +// // how to change size. +// // WARNING: don't use drag value, because window size changing while dragging ui messes things up. +// let mut size = glfw_backend.window_size_logical; +// let mut changed = false; +// ui.horizontal(|ui| { +// ui.label("width: "); +// ui.add_enabled(false, DragValue::new(&mut size[0])); +// if ui.button("inc").clicked() { +// size[0] += 10.0; +// changed = true; +// } +// if ui.button("dec").clicked() { +// size[0] -= 10.0; +// changed = true; +// } +// }); +// ui.horizontal(|ui| { +// ui.label("height: "); +// ui.add_enabled(false, DragValue::new(&mut size[1])); +// if ui.button("inc").clicked() { +// size[1] += 10.0; +// changed = true; +// } +// if ui.button("dec").clicked() { +// size[1] -= 10.0; +// changed = true; +// } +// }); +// if changed { +// glfw_backend.set_window_size(size); +// } +// // how to change size. +// // WARNING: don't use drag value, because window size changing while dragging ui messes things up. +// let mut pos = glfw_backend.window_position; +// let mut changed = false; +// ui.horizontal(|ui| { +// ui.label("x: "); +// ui.add_enabled(false, DragValue::new(&mut pos[0])); +// if ui.button("inc").clicked() { +// pos[0] += 10; +// changed = true; +// } +// if ui.button("dec").clicked() { +// pos[0] -= 10; +// changed = true; +// } +// }); +// ui.horizontal(|ui| { +// ui.label("y: "); +// ui.add_enabled(false, DragValue::new(&mut pos[1])); +// if ui.button("inc").clicked() { +// pos[1] += 10; +// changed = true; +// } +// if ui.button("dec").clicked() { +// pos[1] -= 10; +// changed = true; +// } +// }); +// if changed { +// glfw_backend.window.set_pos(pos[0], pos[1]); +// } +// }); + +// // here you decide if you want to be passthrough or not. +// if egui_context.wants_pointer_input() || egui_context.wants_keyboard_input() { +// // we need input, so we need the window to be NOT passthrough +// glfw_backend.set_passthrough(false); +// } else { +// // we don't care about input, so the window can be passthrough now +// glfw_backend.set_passthrough(true) +// } +// egui_context.request_repaint(); +// } +// } |