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path: root/src/main.rs
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mod camera;
mod config;
mod sim;
mod ui;

use egui::Id;
use egui_wgpu::{RendererOptions, ScreenDescriptor};
use egui_winit::egui::{self, Context};
use pixels::{Pixels, ScalingMode, SurfaceTexture};
use rand::random_range;
use std::time::{Duration, Instant};
use winit::{
    application::ApplicationHandler,
    event::{
        ElementState, KeyEvent, MouseButton,
        WindowEvent::{self},
    },
    event_loop::{ActiveEventLoop, ControlFlow, EventLoop},
    keyboard::{KeyCode, PhysicalKey},
    window::Window,
};

use crate::{
    camera::Camera,
    config::{PIXEL_BUFFER_HEIGHT, PIXEL_BUFFER_WIDTH, WINDOW_TITLE},
    sim::{cell::Cell, materials::MaterialId, sim::sim_tick, world::World},
    ui::draw_egui,
};

pub type Error = Box<dyn std::error::Error>;
pub type Result<T> = std::result::Result<T, Error>;

struct Config {
    fps: u16,
    brush_radius: u8,
    brush_material: MaterialId,
    use_threading: bool,
}

struct Input {
    last_mouse_pos_on_screen: Option<(f64, f64)>,
    last_mouse_pos_on_board: Option<(i32, i32)>,
    is_lmb_pressed: bool,

    // keybindings
    is_up_pressed: bool,
    is_left_pressed: bool,
    is_down_pressed: bool,
    is_right_pressed: bool,
}

struct Diagnostics {
    fps: f32,
}

struct App {
    // core
    egui_renderer: Option<egui_wgpu::Renderer>,
    egui_state: Option<egui_winit::State>,
    egui_context: Option<egui::Context>,
    window: Option<&'static Window>,
    pixels: Option<Pixels<'static>>,

    input: Input,

    camera: Option<Camera>,

    world: Option<World>,

    // sim state
    // the last/current (not yet completed) seqno
    sim_seqno: u64,
    sim_paused: bool,
    ignore_pause_next_tick: bool,

    // used to wait for drawing
    last_frame_requested: Instant,
    // used to compute delta_time
    last_frame_real: Instant,

    config: Config,
    diagnostics: Diagnostics,
}

impl Default for App {
    fn default() -> Self {
        Self {
            egui_renderer: None,
            egui_state: None,
            egui_context: None,
            window: None,
            pixels: None,

            input: Input {
                last_mouse_pos_on_screen: None,
                last_mouse_pos_on_board: None,

                is_lmb_pressed: false,
                is_up_pressed: false,
                is_left_pressed: false,
                is_down_pressed: false,
                is_right_pressed: false,
            },

            camera: Some(Camera {
                x: 0.0,
                y: 0.0,
                zoom: 1.0,
            }),

            world: Some(World::from_default_size()),

            sim_seqno: 0,
            sim_paused: false,
            ignore_pause_next_tick: false,

            last_frame_requested: Instant::now(),
            last_frame_real: Instant::now(),

            config: Config {
                fps: 120,
                use_threading: true,
                brush_radius: 10,
                brush_material: MaterialId::Sand,
            },
            diagnostics: Diagnostics { fps: 0.0 },
        }
    }
}

impl ApplicationHandler for App {
    fn resumed(&mut self, event_loop: &ActiveEventLoop) {
        let window = event_loop
            .create_window(Window::default_attributes().with_title(WINDOW_TITLE))
            .unwrap();

        let size = window.inner_size();
        let window_ref: &'static Window = Box::leak(Box::new(window));
        let surface = SurfaceTexture::new(size.width, size.height, window_ref);

        let mut pixels = Pixels::new(PIXEL_BUFFER_WIDTH, PIXEL_BUFFER_HEIGHT, surface).unwrap();

        pixels.set_scaling_mode(ScalingMode::Fill);

        let egui_context = Context::default();
        let egui_state = egui_winit::State::new(
            egui_context.clone(),
            egui_context.viewport_id(),
            window_ref,
            None,
            None,
            None,
        );
        let egui_renderer =
            egui_wgpu::Renderer::new(pixels.device(), pixels.render_texture_format(), {
                RendererOptions {
                    msaa_samples: 1,
                    ..RendererOptions::default()
                }
            });

        self.egui_context = Some(egui_context);
        self.egui_state = Some(egui_state);
        self.egui_renderer = Some(egui_renderer);
        self.window = Some(window_ref);
        self.pixels = Some(pixels);
    }

    fn window_event(
        &mut self,
        event_loop: &ActiveEventLoop,
        _: winit::window::WindowId,
        event: WindowEvent,
    ) {
        if let Some(pixels) = &mut self.pixels
            && let Some(window) = self.window
            && let Some(egui_context) = &self.egui_context
            && let Some(egui_state) = &mut self.egui_state
            && let Some(egui_renderer) = &mut self.egui_renderer
            && let Some(world) = &mut self.world
            && let Some(camera) = &mut self.camera
        {
            let egui_response = egui_state.on_window_event(window, &event);
            // if egui consumed the event, it means we shouldn't treat any e.g., mouse clicks
            if egui_response.consumed {
                return;
            }

            match event {
                WindowEvent::KeyboardInput {
                    event:
                        KeyEvent {
                            physical_key: PhysicalKey::Code(code),
                            state,
                            ..
                        },
                    ..
                } => {
                    let pressed = state.is_pressed();
                    match code {
                        KeyCode::KeyW => self.input.is_up_pressed = pressed,
                        KeyCode::KeyA => self.input.is_left_pressed = pressed,
                        KeyCode::KeyS => self.input.is_down_pressed = pressed,
                        KeyCode::KeyD => self.input.is_right_pressed = pressed,
                        KeyCode::KeyC => self.world = Some(World::from_default_size()),
                        KeyCode::Space => {
                            if pressed {
                                self.sim_paused = !self.sim_paused
                            }
                        }
                        KeyCode::KeyX => {
                            if pressed {
                                self.ignore_pause_next_tick = true
                            }
                        }
                        _ => {}
                    }
                }
                WindowEvent::CursorMoved { position, .. } => {
                    self.input.last_mouse_pos_on_screen = Some((position.x, position.y));
                    self.input.last_mouse_pos_on_board = pixels
                        .window_pos_to_pixel((position.x as f32, position.y as f32))
                        .map(|v| camera.screen_position_to_world(v.0 as f64, v.1 as f64))
                        .map(|v| (v.0 as i32, v.1 as i32))
                        .ok();
                }
                WindowEvent::MouseInput { state, button, .. } => {
                    if button == MouseButton::Left {
                        self.input.is_lmb_pressed = state == ElementState::Pressed
                    }
                }
                WindowEvent::Resized(size) => {
                    // Important: resize the surface when the window's size change
                    pixels.resize_surface(size.width, size.height).unwrap();
                }
                WindowEvent::CloseRequested => {
                    event_loop.exit();
                }
                WindowEvent::RedrawRequested => {
                    #[cfg(feature = "profiler")]
                    puffin::GlobalProfiler::lock().new_frame();
                    puffin::profile_scope!("redraw_requested");
                    // compute frame delta
                    let now = Instant::now();
                    let secs_since_last_frame = (now - self.last_frame_real).as_secs_f32();
                    let delta_time = secs_since_last_frame / (1.0 / 60.0);
                    self.last_frame_real = now;
                    let instantaneous_fps = 1.0 / secs_since_last_frame;
                    // TODO: can smooth and round this
                    self.diagnostics.fps = instantaneous_fps;

                    // apply inputs
                    camera.handle_camera_input(&self.input, delta_time);

                    // pixels/camera logic
                    let frame = pixels.frame_mut();
                    frame.fill(0);

                    // --TEST DRAWING--
                    if self.input.is_lmb_pressed
                        && let Some(lm) = self.input.last_mouse_pos_on_board
                    {
                        // start with the bounding box of the drawing brush circle + some margin
                        // clamp the bounding box to the board sie
                        // TODO better way to do this without unwrap?
                        let bb_xl = lm.0 - self.config.brush_radius as i32;
                        let bb_xu = lm.0 + self.config.brush_radius as i32;
                        let bb_yl = lm.1 - self.config.brush_radius as i32;
                        let bb_yu = lm.1 + self.config.brush_radius as i32;

                        // for each point, check if the distance is less than the brush size and write the pixel
                        for x in bb_xl..bb_xu {
                            for y in bb_yl..bb_yu {
                                let r = random_range(0.0..1.0);
                                if ((x - lm.0).pow(2) + (y - lm.1).pow(2))
                                    < (self.config.brush_radius as i32).pow(2)
                                    && r > 0.9
                                {
                                    let mut cell = Cell::from_material(self.config.brush_material);
                                    cell.flags = (self.sim_seqno as u8) & 0b1;
                                    world.set_cell_from_game_position(
                                        x, y, cell, // wake the chunk
                                        false,
                                    );
                                }
                            }
                        }
                    }

                    // TODO check if we need to run another sim tick given the sim speed + delta_time
                    // SIM logic
                    if !self.sim_paused || self.ignore_pause_next_tick {
                        sim_tick(world, self.sim_seqno, self.config.use_threading);
                        self.sim_seqno += 1;
                        self.ignore_pause_next_tick = false;
                    }

                    // let get_overlay =
                    //     create_compute_combined_overlay_offset(&world, &self.config, &self.input);
                    camera.write_frame_view(frame, &world);

                    // egui logic
                    let raw_input = egui_state.take_egui_input(window);
                    let full_output = egui_context.run_ui(raw_input, |ui| {
                        let right_panel = egui::Panel::right(Id::new("right_panel"));
                        right_panel
                            .resizable(false)
                            // TODO collapse button
                            .show_collapsible(ui, &mut true, |panel_ui| {
                                draw_egui(
                                    panel_ui,
                                    &mut self.config,
                                    camera,
                                    &self.diagnostics,
                                    &self.input,
                                )
                            });
                    });

                    egui_state.handle_platform_output(window, full_output.platform_output);

                    let clipped_primitives =
                        egui_context.tessellate(full_output.shapes, full_output.pixels_per_point);

                    let pixels_per_point = full_output.pixels_per_point;

                    let size = window.inner_size();
                    let screen_descriptor = ScreenDescriptor {
                        size_in_pixels: [size.width, size.height],
                        pixels_per_point,
                    };

                    let queue = pixels.queue();
                    let device = pixels.device();

                    for (id, delta) in &full_output.textures_delta.set {
                        egui_renderer.update_texture(&device, &queue, *id, delta);
                    }

                    let _ = pixels.render_with(|encoder, render_target, context| {
                        context.scaling_renderer.render(encoder, render_target);

                        egui_renderer.update_buffers(
                            device,
                            &queue,
                            encoder,
                            &clipped_primitives,
                            &screen_descriptor,
                        );

                        let mut egui_pass = encoder
                            .begin_render_pass(&wgpu::RenderPassDescriptor {
                                label: Some("egui pass"),
                                color_attachments: &[Some(wgpu::RenderPassColorAttachment {
                                    view: render_target,
                                    resolve_target: None,
                                    ops: wgpu::Operations {
                                        load: wgpu::LoadOp::Load,
                                        store: wgpu::StoreOp::Store,
                                    },
                                    depth_slice: None,
                                })],
                                depth_stencil_attachment: None,
                                timestamp_writes: None,
                                occlusion_query_set: None,
                                multiview_mask: None,
                            })
                            .forget_lifetime();

                        egui_renderer.render(
                            &mut egui_pass,
                            &clipped_primitives,
                            &screen_descriptor,
                        );
                        drop(egui_pass);

                        Ok(())
                    });
                }
                _ => {}
            }
        }
    }

    fn about_to_wait(&mut self, _: &ActiveEventLoop) {
        let now = Instant::now();
        let frame_duration: Duration = Duration::from_micros(1_000_000 / self.config.fps as u64);
        // limit our internal redraw requests to (fps)
        if now - self.last_frame_requested >= frame_duration {
            self.last_frame_requested = now;
            self.window
                .expect("Bug - Window should exist")
                .request_redraw();
        }
    }
}

#[cfg(feature = "profiler")]
fn start_profiler() {
    let _server = puffin_http::Server::new("127.0.0.1:8585").unwrap();
    puffin::set_scopes_on(true);
    std::mem::forget(_server); // keep serving for the process lifetime

    std::process::Command::new("puffin_viewer")
        .args(["--url", "127.0.0.1:8585"])
        .spawn()
        .ok(); // don't die if it isn't installed
}

fn main() -> Result<()> {
    #[cfg(feature = "profiler")]
    start_profiler();

    let event_loop = EventLoop::new()?;
    event_loop.set_control_flow(ControlFlow::Poll);

    let mut app = App::default();
    event_loop.run_app(&mut app)?;

    Ok(())
}