Merge pull request 'Merge initial implementation of Pedal and Leader Board widgets' (#3) from ui into master

Reviewed-on: #3
This commit is contained in:
hodasemi 2023-01-18 12:50:35 +01:00
commit 144c7ab5f0
24 changed files with 1899 additions and 513 deletions

5
.vscode/tasks.json vendored
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@ -4,11 +4,14 @@
{
"type": "cargo",
"command": "build",
"args": [
"--release"
],
"problemMatcher": [
"$rustc"
],
"group": "build",
"label": "rust: cargo build --release"
"label": "rust: cargo build"
},
{
"type": "shell",

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@ -10,10 +10,14 @@ crate-type = ["cdylib"]
[dependencies]
vulkan-rs = { git = "https://gavania.de/hodasemi/vulkan_lib.git" }
assetpath = { git = "https://gavania.de/hodasemi/vulkan_lib.git" }
utilities = { git = "https://gavania.de/hodasemi/utilities.git" }
rfactor_sm_reader = { git = "https://gavania.de/hodasemi/rfactor_sm_reader.git" }
ui = { git = "https://gavania.de/hodasemi/ui.git" }
anyhow = { version = "1.0.68", features = ["backtrace"] }
cgmath = { version = "0.18.0", features = ["swizzle", "serde"] }
paste = "1.0.11"
serde = "1.0.152"
serde_json = "1.0.91"
ringbuf = "0.3.2"

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@ -2,16 +2,31 @@
This project is an attempt to render custom HUD elements for rFactor2 by being a Vulkan layer.
# Current state
I just started doing it. That means it isn't very usable right now. I'm working on a radar right now as the first element.
I would consider the following elements as working:
* Leader Board (enabled on in race)
* Radar
* Pedals
# How to enable
* Build this repository `cargo build --release`
* Change the path where the `libvk_layer_rs.so` is located (`library_path` parameter in the rFactorOverlay.json file)
* Put the rFactorOverlay.json into a layer directory ([layer directories](https://vulkan.lunarg.com/doc/view/1.3.216.0/mac/loader_and_layer_interface.html#user-content-linux-layer-discovery))
### Archlinux based
Simply use the PKGBUILD from the pkgbuild directory ([How to use it](https://wiki.archlinux.org/title/Makepkg))
### Manual installation
1) Build this repository `cargo build --release`
2) Change the path where the `libvk_layer_rs.so` is located (`library_path` parameter in the rFactorOverlay.json file)
3) Put the rFactorOverlay.json into a layer directory ([layer directories](https://vulkan.lunarg.com/doc/view/1.3.216.0/mac/loader_and_layer_interface.html#user-content-linux-layer-discovery))
---
* Add `RFACTOR_HUD=1` to steam launch command (example: `RFACTOR_HUD=1 %command%`)
A config file is generated the first time you start it at: `$HOME/.config/rFactorHUD/config.json`
### Requirement
You need to have rFactor2 memory plugin shared file enabled ([rF2SharedMemoryMapPlugin_Wine](https://github.com/schlegp/rF2SharedMemoryMapPlugin_Wine))
# Resources
## Vulkan Layer

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@ -10,8 +10,10 @@ const VK_HEADER: &[&str] = &[
const FN_PREFIX: &str = "PFN_";
const SHADER: &[&str] = &[
"src/overlay/shader/single_color.vert",
"src/overlay/shader/single_color.frag",
"src/overlay/elements/radar/single_color.vert",
"src/overlay/elements/radar/single_color.frag",
"src/overlay/elements/pedals/history.vert",
"src/overlay/elements/pedals/history.frag",
];
fn query_vulkan_function_typedefs() {

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<?xml version="1.0" encoding="UTF-8"?>
<xs:schema xmlns:xs="http://www.w3.org/2001/XMLSchema">
<!-- definition of attributes -->
<xs:attribute name="id" type="xs:string"></xs:attribute>
<xs:attribute name="x_slot" type="xs:nonNegativeInteger"></xs:attribute>
<xs:attribute name="y_slot" type="xs:nonNegativeInteger"></xs:attribute>
<xs:attribute name="x_dim" type="xs:nonNegativeInteger"></xs:attribute>
<xs:attribute name="y_dim" type="xs:nonNegativeInteger"></xs:attribute>
<xs:attribute name="x_size" type="xs:nonNegativeInteger"></xs:attribute>
<xs:attribute name="y_size" type="xs:nonNegativeInteger"></xs:attribute>
<xs:attribute name="normal" type="xs:string"></xs:attribute>
<xs:attribute name="selected" type="xs:string"></xs:attribute>
<xs:attribute name="click_sound" type="xs:string"></xs:attribute>
<xs:attribute name="hover_sound" type="xs:string"></xs:attribute>
<xs:attribute name="select_mode">
<xs:simpleType>
<xs:restriction base="xs:string">
<xs:enumeration value="none"></xs:enumeration>
<xs:enumeration value="bigger"></xs:enumeration>
</xs:restriction>
</xs:simpleType>
</xs:attribute>
<xs:attribute name="icon" type="xs:string"></xs:attribute>
<xs:attribute name="icon_margin" type="xs:nonNegativeInteger"></xs:attribute>
<xs:attribute name="text_color" type="xs:string"></xs:attribute>
<xs:attribute name="text_ratio" type="xs:decimal"></xs:attribute>
<xs:attribute name="text_alignment">
<xs:simpleType>
<xs:restriction base="xs:string">
<xs:enumeration value="left"></xs:enumeration>
<xs:enumeration value="right"></xs:enumeration>
<xs:enumeration value="top"></xs:enumeration>
<xs:enumeration value="bottom"></xs:enumeration>
<xs:enumeration value="center"></xs:enumeration>
</xs:restriction>
</xs:simpleType>
</xs:attribute>
<xs:attribute name="select" type="xs:boolean"></xs:attribute>
<xs:attribute name="x_offset" type="xs:integer"></xs:attribute>
<xs:attribute name="y_offset" type="xs:integer"></xs:attribute>
<xs:attribute name="width" type="xs:integer"></xs:attribute>
<xs:attribute name="height" type="xs:integer"></xs:attribute>
<xs:attribute name="padding" type="xs:nonNegativeInteger"></xs:attribute>
<xs:attribute name="margin" type="xs:nonNegativeInteger"></xs:attribute>
<xs:attribute name="vert_align">
<xs:simpleType>
<xs:restriction base="xs:string">
<xs:enumeration value="top"></xs:enumeration>
<xs:enumeration value="middle"></xs:enumeration>
<xs:enumeration value="bottom"></xs:enumeration>
</xs:restriction>
</xs:simpleType>
</xs:attribute>
<xs:attribute name="hori_align">
<xs:simpleType>
<xs:restriction base="xs:string">
<xs:enumeration value="left"></xs:enumeration>
<xs:enumeration value="middle"></xs:enumeration>
<xs:enumeration value="right"></xs:enumeration>
</xs:restriction>
</xs:simpleType>
</xs:attribute>
<xs:attribute name="direction">
<xs:simpleType>
<xs:restriction base="xs:string">
<xs:enumeration value="left_to_right"></xs:enumeration>
<xs:enumeration value="bottom_to_top"></xs:enumeration>
</xs:restriction>
</xs:simpleType>
</xs:attribute>
<xs:attribute name="background" type="xs:string"></xs:attribute>
<xs:attribute name="foreground" type="xs:string"></xs:attribute>
<xs:attribute name="button_normal" type="xs:string"></xs:attribute>
<xs:attribute name="button_selected" type="xs:string"></xs:attribute>
<xs:attribute name="reference_width" type="xs:nonNegativeInteger"></xs:attribute>
<xs:attribute name="reference_height" type="xs:nonNegativeInteger"></xs:attribute>
<xs:attribute name="layer" type="xs:nonNegativeInteger"></xs:attribute>
<xs:attribute name="line_count" type="xs:nonNegativeInteger"></xs:attribute>
<xs:attribute name="west_neighbour" type="xs:string"></xs:attribute>
<xs:attribute name="east_neighbour" type="xs:string"></xs:attribute>
<xs:attribute name="north_neighbour" type="xs:string"></xs:attribute>
<xs:attribute name="south_neighbour" type="xs:string"></xs:attribute>
<!-- definition of complex elements -->
<xs:element name="root">
<xs:complexType>
<xs:choice maxOccurs="unbounded">
<xs:element name="grid" />
</xs:choice>
<xs:attribute ref="reference_width"></xs:attribute>
<xs:attribute ref="reference_height"></xs:attribute>
<xs:attribute ref="layer"></xs:attribute>
</xs:complexType>
</xs:element>
<xs:element name="grid">
<xs:complexType>
<xs:choice minOccurs="0" maxOccurs="unbounded">
<xs:element name="grid" />
<xs:element name="button" />
<xs:element name="label" />
<xs:element name="progressbar" />
<xs:element name="textfield" />
<xs:element name="icon" />
</xs:choice>
<xs:attribute ref="id"></xs:attribute>
<xs:attribute ref="x_slot"></xs:attribute>
<xs:attribute ref="y_slot"></xs:attribute>
<xs:attribute ref="x_dim"></xs:attribute>
<xs:attribute ref="y_dim"></xs:attribute>
<xs:attribute ref="x_size"></xs:attribute>
<xs:attribute ref="y_size"></xs:attribute>
<xs:attribute ref="x_offset"></xs:attribute>
<xs:attribute ref="y_offset"></xs:attribute>
<xs:attribute ref="width"></xs:attribute>
<xs:attribute ref="height"></xs:attribute>
<xs:attribute ref="padding"></xs:attribute>
<xs:attribute ref="margin"></xs:attribute>
<xs:attribute ref="vert_align"></xs:attribute>
<xs:attribute ref="hori_align"></xs:attribute>
<xs:attribute ref="background"></xs:attribute>
<xs:attribute ref="button_normal"></xs:attribute>
<xs:attribute ref="button_selected"></xs:attribute>
<xs:attribute ref="click_sound"></xs:attribute>
<xs:attribute ref="hover_sound"></xs:attribute>
</xs:complexType>
</xs:element>
<xs:element name="button">
<xs:complexType mixed="true">
<xs:attribute ref="id"></xs:attribute>
<xs:attribute ref="x_slot"></xs:attribute>
<xs:attribute ref="y_slot"></xs:attribute>
<xs:attribute ref="x_size"></xs:attribute>
<xs:attribute ref="y_size"></xs:attribute>
<xs:attribute ref="select"></xs:attribute>
<xs:attribute ref="normal"></xs:attribute>
<xs:attribute ref="selected"></xs:attribute>
<xs:attribute ref="click_sound"></xs:attribute>
<xs:attribute ref="hover_sound"></xs:attribute>
<xs:attribute ref="select_mode"></xs:attribute>
<xs:attribute ref="icon"></xs:attribute>
<xs:attribute ref="icon_margin"></xs:attribute>
<xs:attribute ref="text_color"></xs:attribute>
<xs:attribute ref="text_ratio"></xs:attribute>
<xs:attribute ref="text_alignment"></xs:attribute>
<xs:attribute ref="west_neighbour"></xs:attribute>
<xs:attribute ref="east_neighbour"></xs:attribute>
<xs:attribute ref="north_neighbour"></xs:attribute>
<xs:attribute ref="south_neighbour"></xs:attribute>
</xs:complexType>
</xs:element>
<xs:element name="label">
<xs:complexType mixed="true">
<xs:attribute ref="id"></xs:attribute>
<xs:attribute ref="x_slot"></xs:attribute>
<xs:attribute ref="y_slot"></xs:attribute>
<xs:attribute ref="x_size"></xs:attribute>
<xs:attribute ref="y_size"></xs:attribute>
<xs:attribute ref="text_color"></xs:attribute>
<xs:attribute ref="text_ratio"></xs:attribute>
<xs:attribute ref="text_alignment"></xs:attribute>
<xs:attribute ref="background"></xs:attribute>
</xs:complexType>
</xs:element>
<xs:element name="multi_line_label">
<xs:complexType mixed="true">
<xs:attribute ref="id"></xs:attribute>
<xs:attribute ref="x_slot"></xs:attribute>
<xs:attribute ref="y_slot"></xs:attribute>
<xs:attribute ref="x_size"></xs:attribute>
<xs:attribute ref="y_size"></xs:attribute>
<xs:attribute ref="line_count"></xs:attribute>
<xs:attribute ref="text_color"></xs:attribute>
<xs:attribute ref="text_ratio"></xs:attribute>
<xs:attribute ref="text_alignment"></xs:attribute>
<xs:attribute ref="background"></xs:attribute>
</xs:complexType>
</xs:element>
<xs:element name="multi_line_textfield">
<xs:complexType mixed="true">
<xs:attribute ref="id"></xs:attribute>
<xs:attribute ref="x_slot"></xs:attribute>
<xs:attribute ref="y_slot"></xs:attribute>
<xs:attribute ref="x_size"></xs:attribute>
<xs:attribute ref="y_size"></xs:attribute>
<xs:attribute ref="line_count"></xs:attribute>
<xs:attribute ref="text_color"></xs:attribute>
<xs:attribute ref="text_ratio"></xs:attribute>
<xs:attribute ref="text_alignment"></xs:attribute>
<xs:attribute ref="background"></xs:attribute>
</xs:complexType>
</xs:element>
<xs:element name="progressbar">
<xs:complexType mixed="true">
<xs:attribute ref="id"></xs:attribute>
<xs:attribute ref="x_slot"></xs:attribute>
<xs:attribute ref="y_slot"></xs:attribute>
<xs:attribute ref="x_size"></xs:attribute>
<xs:attribute ref="y_size"></xs:attribute>
<xs:attribute ref="text_color"></xs:attribute>
<xs:attribute ref="text_ratio"></xs:attribute>
<xs:attribute ref="text_alignment"></xs:attribute>
<xs:attribute ref="background"></xs:attribute>
<xs:attribute ref="foreground"></xs:attribute>
<xs:attribute ref="direction"></xs:attribute>
</xs:complexType>
</xs:element>
<xs:element name="textfield">
<xs:complexType mixed="true">
<xs:attribute ref="id"></xs:attribute>
<xs:attribute ref="x_slot"></xs:attribute>
<xs:attribute ref="y_slot"></xs:attribute>
<xs:attribute ref="x_size"></xs:attribute>
<xs:attribute ref="y_size"></xs:attribute>
<xs:attribute ref="text_color"></xs:attribute>
<xs:attribute ref="text_ratio"></xs:attribute>
<xs:attribute ref="text_alignment"></xs:attribute>
<xs:attribute ref="background"></xs:attribute>
</xs:complexType>
</xs:element>
<xs:element name="icon">
<xs:complexType>
<xs:attribute ref="id"></xs:attribute>
<xs:attribute ref="x_slot"></xs:attribute>
<xs:attribute ref="y_slot"></xs:attribute>
<xs:attribute ref="x_size"></xs:attribute>
<xs:attribute ref="y_size"></xs:attribute>
<xs:attribute ref="icon"></xs:attribute>
<xs:attribute ref="margin"></xs:attribute>
<xs:attribute ref="background"></xs:attribute>
<xs:attribute ref="text_color"></xs:attribute>
<xs:attribute ref="text_ratio"></xs:attribute>
</xs:complexType>
</xs:element>
</xs:schema>

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<?xml-model href="../gui.xsd" type="application/xml" schematypens="http://www.w3.org/2001/XMLSchema"?>
<root>
<grid id="grid" x_dim="9" y_dim="1">
<label id="place" x_slot="0" y_slot="0" text_color="black" text_alignment="right"></label>
<label
id="name"
x_slot="1" y_slot="0" x_size="6" text_color="black" text_alignment="left"></label>
<label
id="time_behind"
x_slot="7" y_slot="0" x_size="2" text_color="black" text_alignment="right"></label>
</grid>
</root>

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@ -0,0 +1,5 @@
<?xml-model href="../gui.xsd" type="application/xml" schematypens="http://www.w3.org/2001/XMLSchema"?>
<root reference_width="2560" reference_height="1440">
<grid id="main_grid" x_dim="1" y_dim="25" x_offset="10" y_offset="10" width="350" height="875"
vert_align="top" hori_align="left" margin="0" padding="0"> </grid>
</root>

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@ -0,0 +1,291 @@
use std::{
ffi::{c_char, CStr},
sync::Arc,
};
use anyhow::Result;
use rfactor_sm_reader::{rF2VehicleTelemetry, VehicleScoringInfoV01};
use ui::prelude::*;
use utilities::prelude::Color;
use crate::overlay::{
rfactor_data::{DataReceiver, GamePhase},
UiOverlay,
};
use crate::write_log;
pub struct LeaderBoard {
gui_handler: Arc<GuiHandler>,
gui: Arc<GuiBuilder>,
main_grid: Arc<Grid>,
entries: Vec<LeaderBoardEntry>,
entry_backgrounds: [Color; 2],
player_background: Color,
}
impl LeaderBoard {
const GRID: &str = include_str!("leaderboard_grid.xml");
const ENTRY: &str = include_str!("leaderboard_entry.xml");
pub fn new(gui_handler: &Arc<GuiHandler>) -> Result<Self> {
let gui = GuiBuilder::from_str(gui_handler, Self::GRID)?;
let main_grid = gui.element("main_grid")?;
Ok(Self {
gui_handler: gui_handler.clone(),
gui,
main_grid,
entries: Vec::new(),
entry_backgrounds: [Color::try_from("#838383")?, Color::try_from("#545454")?],
player_background: Color::try_from("#b4bf26")?,
})
}
fn c_char_to_string(c: [c_char; 32usize]) -> String {
unsafe { CStr::from_ptr(&c as *const c_char) }
.to_str()
.unwrap()
.to_string()
}
fn race_leaderboard(&mut self, vehicle_scorings: &[VehicleScoringInfoV01]) -> Result<()> {
for vehicle_scoring in vehicle_scorings {
let driver_name = Self::c_char_to_string(vehicle_scoring.mDriverName);
// check driver list
match self
.entries
.iter_mut()
.find(|entry| vehicle_scoring.mID == entry.id())
{
Some(entry) => {
if entry.name() != driver_name {
entry.change_name(driver_name)?;
}
entry.update_place(vehicle_scoring.mPlace)?;
entry.update_time_behind_leader(vehicle_scoring.mTimeBehindLeader)?;
entry.update_time_behind_next(vehicle_scoring.mTimeBehindNext)?;
}
None => {
let entry = LeaderBoardEntry::new(
&self.gui_handler,
vehicle_scoring.mID,
driver_name,
vehicle_scoring.mPlace,
vehicle_scoring.mTimeBehindLeader,
vehicle_scoring.mTimeBehindNext,
)?;
self.entries.push(entry);
}
}
}
write_log!("create entries");
// check if entry count in grid is the same as the gathered entries
let force_update = if !self.entries.is_empty()
&& self
.main_grid
.child_at(0, self.entries.len() - 1)?
.is_none()
{
for i in 0..self.entries.len() {
self.main_grid.detach(0, i)?;
}
true
} else {
false
};
// check if any entry needs resorting
if force_update || self.entries.iter().any(|entry| entry.needs_resorting()) {
write_log!("leader board update required");
self.entries
.sort_by(|lhs, rhs| lhs.place().cmp(&rhs.place()));
for (i, entry) in self.entries.iter_mut().enumerate() {
entry.resorting_finished();
entry.change_background_color(self.entry_backgrounds[i % 2])?;
self.main_grid.attach(entry.snippet(), 0, i, 1, 1)?;
}
}
if self.entries.is_empty() {
self.gui.disable()?;
} else {
self.gui.enable()?;
}
Ok(())
}
}
impl UiOverlay for LeaderBoard {}
impl DataReceiver for LeaderBoard {
fn scoring_update(
&mut self,
phase: GamePhase,
vehicle_scorings: &[VehicleScoringInfoV01],
) -> Result<()> {
write_log!("=================== leader board: scoring update ===================");
match phase {
GamePhase::TestDay => self.gui.disable()?,
GamePhase::Practice => self.gui.disable()?,
GamePhase::Qualifying => self.gui.disable()?,
GamePhase::Warmup => self.gui.disable()?,
GamePhase::Race => {
self.race_leaderboard(vehicle_scorings)?;
}
}
write_log!("leader board update finished");
Ok(())
}
fn telemetry_update(
&mut self,
player_id: Option<i32>,
_telemetries: &[rF2VehicleTelemetry],
) -> Result<()> {
if let Some(player_id) = player_id {
if let Some(entry) = self.entries.iter().find(|entry| entry.id() == player_id) {
entry.change_background_color(self.player_background)?;
}
}
Ok(())
}
}
struct LeaderBoardEntry {
id: i32,
name: String,
place: u8,
time_behind_leader: f64,
time_behind_next: f64,
snippet: Arc<GuiSnippet>,
grid: Arc<Grid>,
name_label: Arc<Label>,
place_label: Arc<Label>,
time_behind_label: Arc<Label>,
place_updated: bool,
}
impl LeaderBoardEntry {
pub fn new(
gui_handler: &Arc<GuiHandler>,
id: i32,
name: String,
place: u8,
time_behind_leader: f64,
time_behind_next: f64,
) -> Result<Self> {
let snippet = GuiSnippet::from_str(gui_handler, LeaderBoard::ENTRY)?;
let background = snippet.element("grid")?;
let name_label: Arc<Label> = snippet.element("name")?;
let place_label: Arc<Label> = snippet.element("place")?;
let time_behind_label: Arc<Label> = snippet.element("time_behind")?;
name_label.set_text(&name)?;
place_label.set_text(place)?;
time_behind_label.set_text(format!("{:.3}", time_behind_leader))?;
Ok(Self {
id,
name,
place,
time_behind_leader,
time_behind_next,
snippet,
grid: background,
name_label,
place_label,
time_behind_label,
place_updated: true,
})
}
pub fn id(&self) -> i32 {
self.id
}
pub fn place(&self) -> u8 {
self.place
}
pub fn name(&self) -> &str {
&self.name
}
pub fn change_name(&mut self, name: String) -> Result<()> {
self.name = name;
self.name_label.set_text(&self.name)
}
pub fn snippet(&self) -> Arc<GuiSnippet> {
self.snippet.clone()
}
pub fn change_background_color(&self, color: Color) -> Result<()> {
self.grid.set_background(color)
}
pub fn update_place(&mut self, place: u8) -> Result<()> {
if self.place != place {
self.place_updated = true;
}
self.place = place;
self.place_label.set_text(self.place)
}
pub fn update_time_behind_leader(&mut self, time: f64) -> Result<()> {
self.time_behind_leader = time;
// check if we are leader
if self.time_behind_leader == 0.0 {
self.time_behind_label.set_text("---")
} else {
self.time_behind_label
.set_text(format!("+{:.3}", self.time_behind_leader))
}
}
pub fn update_time_behind_next(&mut self, time: f64) -> Result<()> {
self.time_behind_next = time;
Ok(())
}
pub fn needs_resorting(&self) -> bool {
self.place_updated
}
pub fn resorting_finished(&mut self) {
self.place_updated = false;
}
}

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mod leaderboard;
mod pedals;
mod radar;
mod watermark;
pub use leaderboard::*;
pub use pedals::*;
pub use radar::*;
pub use watermark::*;
#[derive(Clone)]
pub struct PositionOnlyVertex {
pub position: cgmath::Vector4<f32>,
}
impl PositionOnlyVertex {
///
/// corners[0] - bottom left
/// corners[1] - top left
/// corners[2] - top right
/// corners[3] - bottom right
///
pub fn from_2d_corners(
ortho: cgmath::Matrix4<f32>,
corners: [cgmath::Vector2<f32>; 4],
) -> [Self; 6] {
[
Self {
position: ortho * corners[0].extend(0.0).extend(1.0),
},
Self {
position: ortho * corners[1].extend(0.0).extend(1.0),
},
Self {
position: ortho * corners[2].extend(0.0).extend(1.0),
},
Self {
position: ortho * corners[2].extend(0.0).extend(1.0),
},
Self {
position: ortho * corners[3].extend(0.0).extend(1.0),
},
Self {
position: ortho * corners[0].extend(0.0).extend(1.0),
},
]
}
}

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#version 450
layout (set = 0, binding = 0) uniform Color {
vec4 val;
} color;
layout (location = 0) out vec4 out_color;
void main()
{
out_color = color.val;
}

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mod pipeline;
use std::sync::{Arc, Mutex};
use anyhow::Result;
use cgmath::{ortho, vec4, Matrix4};
use rfactor_sm_reader::{rF2VehicleTelemetry, VehicleScoringInfoV01};
use ringbuf::{HeapRb, Rb};
use ui::prelude::*;
use vulkan_rs::prelude::*;
use crate::overlay::{
rfactor_data::{DataReceiver, GamePhase},
UiOverlay,
};
use crate::write_log;
use self::pipeline::HistoryPipeline;
use super::PositionOnlyVertex;
pub struct Pedals {
gui: Arc<GuiBuilder>,
brake: Arc<ProgressBar>,
throttle: Arc<ProgressBar>,
_history: Arc<Icon>,
throttle_samples: HeapRb<f32>,
brake_samples: HeapRb<f32>,
ortho: Matrix4<f32>,
device: Arc<Device>,
queue: Arc<Mutex<Queue>>,
render_target: RenderTarget,
pipeline: HistoryPipeline,
brake_descriptor: Arc<DescriptorSet>,
brake_vertex_buffer: Arc<Buffer<PositionOnlyVertex>>,
throttle_descriptor: Arc<DescriptorSet>,
throttle_vertex_buffer: Arc<Buffer<PositionOnlyVertex>>,
}
impl Pedals {
pub fn new(
gui_handler: &Arc<GuiHandler>,
device: Arc<Device>,
queue: Arc<Mutex<Queue>>,
) -> Result<Self> {
const DESC: &str = include_str!("pedals.xml");
let gui = GuiBuilder::from_str(gui_handler, DESC)?;
let brake = gui.element("brake")?;
let throttle = gui.element("throttle")?;
let history: Arc<Icon> = gui.element("history")?;
let (icon_width, icon_height) = history.extent();
let history_image = Image::empty(
icon_width as u32,
icon_height as u32,
VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT,
VK_SAMPLE_COUNT_1_BIT,
)
.format(VK_FORMAT_R8G8B8A8_UNORM)
.attach_sampler(Sampler::nearest_sampler().build(&device)?)
.build(&device, &queue)?;
history_image.convert_layout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL)?;
history.set_icon(&history_image)?;
let render_target = RenderTarget::builder()
.add_sub_pass(
SubPass::builder(history_image.width(), history_image.height())
.set_prepared_targets(&[history_image.clone()], 0, [0.3, 0.3, 0.3, 1.0], true)
.build(&device, &queue)?,
)
.build(&device)?;
let pipeline = HistoryPipeline::new(
device.clone(),
render_target.render_pass(),
history_image.width(),
history_image.height(),
)?;
let ortho = ortho(0.0, history_image.width() as f32, -0.01, 1.01, -1.0, 1.0);
let descriptor_pool = DescriptorPool::builder()
.set_layout(pipeline.descriptor_layout().clone())
.set_descriptor_set_count(2)
.build(device.clone())?;
let brake_color_buffer: Arc<Buffer<f32>> = Buffer::builder()
.set_usage(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT)
.set_memory_usage(MemoryUsage::CpuOnly)
.set_data(&[0.9, 0.0, 0.0, 1.0])
.build(device.clone())?;
write_log!("allocate brake descriptor");
let brake_descriptor = descriptor_pool.prepare_set().allocate()?;
brake_descriptor.update(&[DescriptorWrite::uniform_buffers(0, &[&brake_color_buffer])])?;
let throttle_color_buffer: Arc<Buffer<f32>> = Buffer::builder()
.set_usage(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT)
.set_memory_usage(MemoryUsage::CpuOnly)
.set_data(&[0.0, 0.9, 0.0, 1.0])
.build(device.clone())?;
write_log!("allocate throttle descriptor");
let throttle_descriptor = descriptor_pool.prepare_set().allocate()?;
throttle_descriptor.update(&[DescriptorWrite::uniform_buffers(
0,
&[&throttle_color_buffer],
)])?;
let mut throttle_samples = HeapRb::new(icon_width as usize);
let mut brake_samples = HeapRb::new(icon_width as usize);
for _ in 0..icon_width {
throttle_samples.push_overwrite(0.0);
brake_samples.push_overwrite(0.0);
}
let brake_vertex_buffer = Self::create_vertex_buffer(&device, icon_width as VkDeviceSize)?;
let throttle_vertex_buffer =
Self::create_vertex_buffer(&device, icon_width as VkDeviceSize)?;
let me = Self {
gui,
brake,
throttle,
_history: history,
throttle_samples,
brake_samples,
ortho,
device,
queue,
render_target,
pipeline,
brake_descriptor,
brake_vertex_buffer,
throttle_descriptor,
throttle_vertex_buffer,
};
me.update_vertex_buffers()?;
Ok(me)
}
fn create_vertex_buffer(
device: &Arc<Device>,
size: VkDeviceSize,
) -> Result<Arc<Buffer<PositionOnlyVertex>>> {
Buffer::builder()
.set_usage(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT)
.set_memory_usage(MemoryUsage::CpuOnly)
.set_size(size)
.build(device.clone())
}
fn update_vertex_buffers(&self) -> Result<()> {
self.update_vertex_buffer(
&self.throttle_vertex_buffer,
self.throttle_samples.as_slices(),
)?;
self.update_vertex_buffer(&self.brake_vertex_buffer, self.brake_samples.as_slices())?;
Ok(())
}
fn update_vertex_buffer(
&self,
buffer: &Arc<Buffer<PositionOnlyVertex>>,
(data1, data2): (&[f32], &[f32]),
) -> Result<()> {
let points = data1
.iter()
.chain(data2.iter())
.enumerate()
.map(|(x, &date)| PositionOnlyVertex {
position: self.ortho * vec4(x as f32, date, 0.0, 1.0),
})
.collect::<Vec<PositionOnlyVertex>>();
buffer.fill(&points)
}
pub fn render(&self) -> Result<Arc<CommandBuffer>> {
let command_buffer =
CommandBuffer::new_primary().build(self.device.clone(), self.queue.clone())?;
{
let mut recorder = command_buffer.begin(VkCommandBufferBeginInfo::new(
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
| VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT,
))?;
self.render_target
.begin(&recorder, VK_SUBPASS_CONTENTS_INLINE, 0);
recorder.bind_pipeline(self.pipeline.pipeline())?;
recorder.bind_descriptor_sets_minimal(&[&self.throttle_descriptor]);
recorder.bind_vertex_buffer(&self.throttle_vertex_buffer);
recorder.draw_complete_single_instance(self.throttle_vertex_buffer.size() as u32);
recorder.bind_descriptor_sets_minimal(&[&self.brake_descriptor]);
recorder.bind_vertex_buffer(&self.brake_vertex_buffer);
recorder.draw_complete_single_instance(self.brake_vertex_buffer.size() as u32);
self.render_target.end(&recorder);
}
Ok(command_buffer)
}
}
impl UiOverlay for Pedals {}
impl DataReceiver for Pedals {
fn scoring_update(
&mut self,
_phase: GamePhase,
_vehicle_scoring: &[VehicleScoringInfoV01],
) -> Result<()> {
Ok(())
}
fn telemetry_update(
&mut self,
player_id: Option<i32>,
telemetries: &[rF2VehicleTelemetry],
) -> Result<()> {
match player_id {
Some(id) => {
self.gui.enable()?;
if let Some(telemetry) = telemetries.iter().find(|telemetry| telemetry.id == id) {
let brake = 1.0 - telemetry.unfiltered_brake as f32;
let throttle = 1.0 - telemetry.unfiltered_throttle as f32;
self.throttle.set_progress(throttle)?;
self.brake.set_progress(brake)?;
self.throttle_samples.push_overwrite(throttle);
self.brake_samples.push_overwrite(brake);
self.update_vertex_buffers()?;
}
}
None => {
self.gui.disable()?;
}
}
Ok(())
}
}
#[cfg(test)]
mod test {
use ringbuf::{HeapRb, Rb};
#[test]
fn rb_test() {
const CAP: usize = 10;
let mut buf = HeapRb::new(CAP);
for _ in 0..CAP {
buf.push_overwrite(20);
}
println!("{:?}", buf.as_slices());
buf.push_overwrite(40);
buf.push_overwrite(40);
buf.push_overwrite(40);
buf.push_overwrite(40);
println!("{:?}", buf.as_slices());
}
}

View file

@ -0,0 +1,14 @@
<?xml-model href="../gui.xsd" type="application/xml" schematypens="http://www.w3.org/2001/XMLSchema"?>
<root reference_width="2560" reference_height="1440">
<grid x_dim="10" y_dim="2" x_offset="-850" y_offset="-190" width="200" height="160"
vert_align="bottom" hori_align="right" margin="3" padding="3" background="#686868">
<progressbar id="brake" x_slot="0" y_slot="0" y_size="2" background="#494949"
direction="bottom_to_top" foreground="#e30000"></progressbar>
<progressbar id="throttle"
x_slot="1" y_slot="0" y_size="2" background="#494949" direction="bottom_to_top"
foreground="#00b900"></progressbar>
<icon id="history" x_slot="2" x_size="8" y_slot="0"
y_size="2"></icon>
</grid>
</root>

View file

@ -0,0 +1,102 @@
use anyhow::Result;
use vulkan_rs::prelude::*;
use std::{mem, sync::Arc};
use super::super::PositionOnlyVertex;
pub struct HistoryPipeline {
pipeline: Arc<Pipeline>,
descriptor_layout: Arc<DescriptorSetLayout>,
}
impl HistoryPipeline {
pub fn new(
device: Arc<Device>,
renderpass: &Arc<RenderPass>,
width: u32,
height: u32,
) -> Result<Self> {
let vertex_shader = ShaderModule::from_slice(
device.clone(),
include_bytes!("history.vert.spv"),
ShaderType::Vertex,
)?;
let fragment_shader = ShaderModule::from_slice(
device.clone(),
include_bytes!("history.frag.spv"),
ShaderType::Fragment,
)?;
let descriptor_layout = DescriptorSetLayout::builder()
.add_layout_binding(
0,
VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER,
VK_SHADER_STAGE_FRAGMENT_BIT,
0,
)
.build(device.clone())?;
let pipeline_layout = PipelineLayout::builder()
.add_descriptor_set_layout(&descriptor_layout)
.build(device.clone())?;
let viewport = VkViewport {
x: 0.0,
y: 0.0,
width: width as f32,
height: height as f32,
minDepth: 0.0,
maxDepth: 1.0,
};
let scissor = VkRect2D {
offset: VkOffset2D { x: 0, y: 0 },
extent: VkExtent2D {
width: width,
height: height,
},
};
let pipeline = Pipeline::new_graphics()
.set_vertex_shader(
vertex_shader.clone(),
vec![VkVertexInputBindingDescription {
binding: 0,
stride: mem::size_of::<PositionOnlyVertex>() as u32,
inputRate: VK_VERTEX_INPUT_RATE_VERTEX,
}],
vec![
// position
VkVertexInputAttributeDescription {
location: 0,
binding: 0,
format: VK_FORMAT_R32G32B32A32_SFLOAT,
offset: 0,
},
],
)
.set_fragment_shader(fragment_shader.clone())
.input_assembly(VK_PRIMITIVE_TOPOLOGY_LINE_STRIP, false)
.default_depth_stencil(false, false)
.default_color_blend(vec![VkPipelineColorBlendAttachmentState::default()])
.default_rasterization(VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE)
.default_multisample(VK_SAMPLE_COUNT_1_BIT)
.add_viewport(viewport)
.add_scissor(scissor)
.build(device, &pipeline_layout, &renderpass, 0)?;
Ok(Self {
descriptor_layout,
pipeline,
})
}
pub fn pipeline(&self) -> &Arc<Pipeline> {
&self.pipeline
}
pub fn descriptor_layout(&self) -> &Arc<DescriptorSetLayout> {
&self.descriptor_layout
}
}

View file

@ -0,0 +1,454 @@
mod pipeline;
use anyhow::Result;
use cgmath::{ortho, vec2, vec3, vec4, Deg, InnerSpace, Matrix4, Rad, Vector2, Vector3};
use rfactor_sm_reader::*;
use serde::{Deserialize, Serialize};
use vulkan_rs::prelude::*;
use std::sync::{Arc, Mutex};
use pipeline::SingleColorPipeline;
use crate::{
overlay::{
rendering::Rendering,
rfactor_data::{DataReceiver, GamePhase},
UiOverlay,
},
write_log,
};
use super::PositionOnlyVertex;
fn convert_vec(v: rF2Vec3) -> Vector3<f32> {
vec3(v.x as f32, v.y as f32, v.z as f32)
}
#[derive(Deserialize, Serialize, Clone, Copy, Debug)]
pub struct RadarConfig {
pub radar_scale: f32,
pub radar_center_factor: f32,
pub radar_transparency: f32,
pub height_scale: f32,
pub width_scale: f32,
pub radar_car_distance: f32,
pub safe_color: Vector3<f32>,
pub danger_color: Vector3<f32>,
}
impl RadarConfig {
pub const fn new() -> Self {
Self {
radar_scale: 1.0,
radar_center_factor: 0.25,
radar_transparency: 0.5,
height_scale: 0.15,
width_scale: 0.4,
radar_car_distance: 20.0,
safe_color: vec3(0.0, 0.75, 0.0),
danger_color: vec3(0.75, 0.0, 0.0),
}
}
}
pub struct Radar {
// config
config: RadarConfig,
// radar objects
background: Option<RadarObject>,
player_car: RadarObject,
cars: Vec<RadarObject>,
// buffer car objects, to prevent recreating them every update
car_handles: Vec<RadarObject>,
// math objects
radar_center: Vector2<f32>,
ortho: Matrix4<f32>,
_window_width: u32,
_window_height: u32,
radar_extent: f32,
car_width: f32,
car_height: f32,
device: Arc<Device>,
queue: Arc<Mutex<Queue>>,
pipeline: SingleColorPipeline,
render_target: RenderTarget,
}
impl Radar {
pub fn new(
config: RadarConfig,
device: Arc<Device>,
queue: Arc<Mutex<Queue>>,
rendering: &Rendering,
) -> Result<Self> {
let radar_extent = rendering.swapchain().width() as f32 * 0.075 * config.radar_scale;
let car_height = radar_extent * config.height_scale;
let car_width = car_height * config.width_scale;
let radar_center = vec2(
rendering.swapchain().width() as f32 / 2.0,
rendering.swapchain().height() as f32 / 2.0
- rendering.swapchain().height() as f32 * config.radar_center_factor,
);
let flip_y = matrix4_from_diagonal(vec3(1.0, -1.0, 1.0));
let ortho = flip_y
* ortho(
0.0,
rendering.swapchain().width() as f32,
0.0,
rendering.swapchain().height() as f32,
-1.0,
1.0,
);
let render_target = RenderTarget::builder()
.add_sub_pass(
SubPass::builder(
rendering.swapchain().width(),
rendering.swapchain().height(),
)
.set_prepared_targets(&rendering.images(), 0, [0.0, 0.0, 0.0, 1.0], false)
.build(&device, &queue)?,
)
.build(&device)?;
let pipeline = SingleColorPipeline::new(
device.clone(),
render_target.render_pass(),
rendering.swapchain().width(),
rendering.swapchain().height(),
)?;
Ok(Self {
config,
background: if config.radar_transparency == 0.0 {
None
} else {
Some(RadarObject::new(
device.clone(),
pipeline.descriptor_layout(),
PositionOnlyVertex::from_2d_corners(
ortho * Matrix4::from_translation(radar_center.extend(0.0)),
[
vec2(-radar_extent, -radar_extent),
vec2(-radar_extent, radar_extent),
vec2(radar_extent, radar_extent),
vec2(radar_extent, -radar_extent),
],
),
[0.5, 0.5, 0.5, config.radar_transparency],
)?)
},
player_car: RadarObject::new(
device.clone(),
pipeline.descriptor_layout(),
PositionOnlyVertex::from_2d_corners(
ortho * Matrix4::from_translation(radar_center.extend(0.0)),
[
vec2(-car_width, -car_height),
vec2(-car_width, car_height),
vec2(car_width, car_height),
vec2(car_width, -car_height),
],
),
[0.0, 0.9, 0.0, 0.9],
)?,
cars: Vec::new(),
car_handles: Vec::new(),
radar_center,
ortho,
_window_width: rendering.swapchain().width(),
_window_height: rendering.swapchain().height(),
radar_extent,
car_width,
car_height,
device,
queue,
render_target,
pipeline,
})
}
fn create_car_object(&self, offset: Vector2<f32>, color: [f32; 4]) -> Result<RadarObject> {
write_log!(" =================== create car object ===================");
RadarObject::new(
self.device.clone(),
&self.pipeline.descriptor_layout(),
Self::create_car_vertices(
self.ortho
* Matrix4::from_translation(self.radar_center.extend(0.0))
* Matrix4::from_translation(offset.extend(0.0)),
self.car_width,
self.car_height,
),
color,
)
}
fn create_car_vertices(
mvp: Matrix4<f32>,
car_width: f32,
car_height: f32,
) -> [PositionOnlyVertex; 6] {
PositionOnlyVertex::from_2d_corners(
mvp,
[
vec2(-car_width, -car_height),
vec2(-car_width, car_height),
vec2(car_width, car_height),
vec2(car_width, -car_height),
],
)
}
pub fn render(&self, image_index: u32) -> Result<Arc<CommandBuffer>> {
let command_buffer =
CommandBuffer::new_primary().build(self.device.clone(), self.queue.clone())?;
{
let mut recorder = command_buffer.begin(VkCommandBufferBeginInfo::new(
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
| VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT,
))?;
self.render_target
.begin(&recorder, VK_SUBPASS_CONTENTS_INLINE, image_index as usize);
recorder.bind_pipeline(self.pipeline.pipeline())?;
for object in self.objects() {
let buffer = &object.position_buffer;
recorder.bind_descriptor_sets_minimal(&[&object.descriptor_set]);
recorder.bind_vertex_buffer(buffer);
recorder.draw_complete_single_instance(buffer.size() as u32);
}
self.render_target.end(&recorder);
}
Ok(command_buffer)
}
fn objects(&self) -> Vec<&RadarObject> {
write_log!(" =================== get objects of radar ===================");
let mut objects = Vec::new();
// only draw radar when any car is near enough
if !self.cars.is_empty() {
if let Some(background) = &self.background {
objects.push(background);
}
for other_player_cars in &self.cars {
objects.push(other_player_cars);
}
objects.push(&self.player_car);
}
write_log!(format!("obj count {}", objects.len()));
objects
}
}
impl UiOverlay for Radar {}
impl DataReceiver for Radar {
fn scoring_update(
&mut self,
_phase: GamePhase,
_vehicle_scoring: &[VehicleScoringInfoV01],
) -> Result<()> {
Ok(())
}
fn telemetry_update(
&mut self,
player_id: Option<i32>,
telemetries: &[rF2VehicleTelemetry],
) -> Result<()> {
write_log!(" ============================ Radar telemetry udpate ======================");
write_log!(format!("player id {:?}", player_id));
self.cars.clear();
if let Some(player_id) = player_id {
// make sure there are enough cars in buffer
if self.car_handles.len() < telemetries.len() {
let size_diff = telemetries.len() - self.car_handles.len();
for _ in 0..size_diff {
self.car_handles
.push(self.create_car_object(vec2(0.0, 0.0), [0.0, 0.0, 0.0, 0.0])?);
}
}
let mut player_position = CarPosition::default();
let mut other_positions = Vec::new();
for telemetry in telemetries {
let car = CarPosition::new(
convert_vec(telemetry.position),
[
convert_vec(telemetry.orientation[0]),
convert_vec(telemetry.orientation[1]),
convert_vec(telemetry.orientation[2]),
],
);
if telemetry.id == player_id {
player_position = car
} else {
other_positions.push(car);
}
}
// update radar objects
let mut buffer_car_index = 0;
for other_position in other_positions {
let diff = player_position.position - other_position.position;
let distance = diff.magnitude();
// check if car is close enough to the players car
if distance < self.config.radar_car_distance {
let offset = diff.xz() * (self.radar_extent / self.config.radar_car_distance);
let buffered_car = self.car_handles[buffer_car_index].clone();
buffer_car_index += 1;
buffered_car.update(
self.ortho,
offset,
player_position.rotation,
other_position.rotation,
self.radar_center,
self.car_width,
self.car_height,
[0.9, 0.9, 0.0, 0.9],
)?;
self.cars.push(buffered_car);
}
}
}
write_log!(format!("other cars: {:?}", self.cars.len()));
Ok(())
}
}
#[derive(Clone)]
struct RadarObject {
descriptor_set: Arc<DescriptorSet>,
// uniform buffer
color_buffer: Arc<Buffer<f32>>,
// vertex buffer
position_buffer: Arc<Buffer<PositionOnlyVertex>>,
}
impl RadarObject {
fn new(
device: Arc<Device>,
descriptor_layout: &Arc<DescriptorSetLayout>,
positions: [PositionOnlyVertex; 6],
color: [f32; 4],
) -> Result<Self> {
let color_buffer = Buffer::builder()
.set_usage(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT)
.set_memory_usage(MemoryUsage::CpuOnly)
.set_data(&color)
.build(device.clone())?;
let position_buffer = Buffer::builder()
.set_usage(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT)
.set_memory_usage(MemoryUsage::CpuOnly)
.set_data(&positions)
.build(device.clone())?;
let descriptor_pool = DescriptorPool::builder()
.set_layout(descriptor_layout.clone())
.build(device.clone())?;
let descriptor_set = descriptor_pool.prepare_set().allocate()?;
descriptor_set.update(&[DescriptorWrite::uniform_buffers(0, &[&color_buffer])])?;
Ok(Self {
descriptor_set,
color_buffer,
position_buffer,
})
}
pub fn update(
&self,
ortho: Matrix4<f32>,
offset: Vector2<f32>,
player_rotation: impl Into<Deg<f32>>,
rotation: impl Into<Deg<f32>>,
radar_center: Vector2<f32>,
car_width: f32,
car_height: f32,
color: [f32; 4],
) -> Result<()> {
self.position_buffer.fill(&Radar::create_car_vertices(
ortho
* Matrix4::from_translation(radar_center.extend(0.0))
* Matrix4::from_angle_z(-player_rotation.into())
* Matrix4::from_translation(offset.extend(0.0))
* Matrix4::from_angle_z(rotation.into()),
car_width,
car_height,
))?;
self.color_buffer.fill(&color)
}
}
struct CarPosition {
pub position: Vector3<f32>,
pub rotation: Rad<f32>,
}
impl CarPosition {
fn new(position: Vector3<f32>, orientation: [Vector3<f32>; 3]) -> Self {
Self {
position,
rotation: Rad(orientation[2].x.atan2(orientation[2].z)),
}
}
}
impl Default for CarPosition {
fn default() -> Self {
Self {
position: vec3(0.0, 0.0, 0.0),
rotation: Rad(0.0),
}
}
}
const fn matrix4_from_diagonal(diagonal: Vector3<f32>) -> Matrix4<f32> {
Matrix4::from_cols(
vec4(diagonal.x, 0.0, 0.0, 0.0),
vec4(0.0, diagonal.y, 0.0, 0.0),
vec4(0.0, 0.0, diagonal.z, 0.0),
vec4(0.0, 0.0, 0.0, 1.0),
)
}

View file

@ -3,7 +3,7 @@ use vulkan_rs::prelude::*;
use std::{mem, sync::Arc};
use super::rendering::PositionOnlyVertex;
use super::PositionOnlyVertex;
pub struct SingleColorPipeline {
pipeline: Arc<Pipeline>,
@ -11,15 +11,20 @@ pub struct SingleColorPipeline {
}
impl SingleColorPipeline {
pub fn new(device: Arc<Device>, renderpass: &Arc<RenderPass>) -> Result<Self> {
pub fn new(
device: Arc<Device>,
renderpass: &Arc<RenderPass>,
width: u32,
height: u32,
) -> Result<Self> {
let vertex_shader = ShaderModule::from_slice(
device.clone(),
include_bytes!("shader/single_color.vert.spv"),
include_bytes!("single_color.vert.spv"),
ShaderType::Vertex,
)?;
let fragment_shader = ShaderModule::from_slice(
device.clone(),
include_bytes!("shader/single_color.frag.spv"),
include_bytes!("single_color.frag.spv"),
ShaderType::Fragment,
)?;
@ -36,6 +41,23 @@ impl SingleColorPipeline {
.add_descriptor_set_layout(&descriptor_layout)
.build(device.clone())?;
let viewport = VkViewport {
x: 0.0,
y: 0.0,
width: width as f32,
height: height as f32,
minDepth: 0.0,
maxDepth: 1.0,
};
let scissor = VkRect2D {
offset: VkOffset2D { x: 0, y: 0 },
extent: VkExtent2D {
width: width,
height: height,
},
};
let pipeline = Pipeline::new_graphics()
.set_vertex_shader(
vertex_shader.clone(),
@ -60,6 +82,8 @@ impl SingleColorPipeline {
.default_color_blend(vec![VkPipelineColorBlendAttachmentState::default()])
.default_rasterization(VK_CULL_MODE_NONE, VK_FRONT_FACE_COUNTER_CLOCKWISE)
.default_multisample(VK_SAMPLE_COUNT_1_BIT)
.add_viewport(viewport)
.add_scissor(scissor)
.build(device, &pipeline_layout, &renderpass, 0)?;
Ok(Self {

View file

@ -0,0 +1,8 @@
#version 450
layout (location = 0) in vec4 position;
void main()
{
gl_Position = position;
}

View file

@ -0,0 +1,49 @@
use std::sync::Arc;
use anyhow::Result;
use rfactor_sm_reader::{rF2VehicleTelemetry, VehicleScoringInfoV01};
use ui::prelude::*;
use crate::overlay::{
rfactor_data::{DataReceiver, GamePhase},
UiOverlay,
};
pub struct Watermark {
gui: Arc<GuiBuilder>,
}
impl Watermark {
pub fn new(gui_handler: &Arc<GuiHandler>) -> Result<Self> {
const DESC: &str = include_str!("watermark.xml");
let gui = GuiBuilder::from_str(gui_handler, DESC)?;
Ok(Self { gui })
}
}
impl UiOverlay for Watermark {}
impl DataReceiver for Watermark {
fn scoring_update(
&mut self,
phase: GamePhase,
_vehicle_scoring: &[VehicleScoringInfoV01],
) -> Result<()> {
match phase {
GamePhase::TestDay => self.gui.enable()?,
_ => self.gui.disable()?,
}
Ok(())
}
fn telemetry_update(
&mut self,
_player_id: Option<i32>,
_telemetries: &[rF2VehicleTelemetry],
) -> Result<()> {
Ok(())
}
}

View file

@ -0,0 +1,8 @@
<?xml-model href="../gui.xsd" type="application/xml" schematypens="http://www.w3.org/2001/XMLSchema"?>
<root reference_width="2560" reference_height="1440">
<grid x_dim="1" y_dim="1" x_offset="10" y_offset="10" width="300" height="50"
vert_align="top" hori_align="left" margin="2" padding="2" background="#c9c9c9">
<label x_slot="0" y_slot="0" text_color="#c9c9c9" text_ratio="1.0"
background="black">Vulkan Overlay Enabled</label>
</grid>
</root>

View file

@ -2,28 +2,60 @@ use crate::write_log;
use self::{
rendering::Rendering,
rfactor_data::{DataConfig, RFactorData},
rfactor_data::{DataReceiver, RFactorData},
};
mod pipeline;
mod elements;
mod rendering;
mod rfactor_data;
use anyhow::Result;
use std::sync::{Arc, Mutex};
use assetpath::AssetPath;
use std::{
cell::RefCell,
rc::Rc,
sync::{Arc, Mutex},
};
use ui::{guihandler::guihandler::Font, prelude::*};
use vulkan_rs::prelude::*;
use elements::*;
use serde::{Deserialize, Serialize};
pub trait UiOverlay: DataReceiver {}
#[derive(Deserialize, Serialize)]
pub struct UiSelectorConfig {
pub enable_watermark: bool,
pub enable_radar: bool,
pub enable_pedals: bool,
pub enable_leaderboard: bool,
}
impl UiSelectorConfig {
pub const fn new() -> Self {
Self {
enable_watermark: true,
enable_radar: true,
enable_pedals: true,
enable_leaderboard: true,
}
}
}
#[derive(Deserialize, Serialize)]
pub struct OverlayConfig {
pub data_config: DataConfig,
pub ui_config: UiSelectorConfig,
pub radar_config: RadarConfig,
}
impl OverlayConfig {
pub const fn new() -> Self {
Self {
data_config: DataConfig::new(),
ui_config: UiSelectorConfig::new(),
radar_config: RadarConfig::new(),
}
}
}
@ -35,6 +67,9 @@ pub struct Overlay {
device: Option<Arc<Device>>,
queue: Option<Arc<Mutex<Queue>>>,
rendering: Option<Rendering>,
gui_handler: Option<Arc<GuiHandler>>,
ui_elements: Vec<Rc<RefCell<dyn UiOverlay>>>,
rfactor_data: Option<RFactorData>,
}
@ -48,6 +83,8 @@ impl Overlay {
device: None,
queue: None,
rendering: None,
gui_handler: None,
ui_elements: Vec::new(),
rfactor_data: None,
}
@ -98,44 +135,192 @@ impl Overlay {
write_log!("-> create rendering: old cleared");
self.rendering = Some(Rendering::new(self.device(), self.queue(), swapchain)?);
let mut rendering = Rendering::new(self.queue(), swapchain.clone())?;
write_log!("-> create rendering: new created");
// only font is used
let mut create_info = GuiHandlerCreateInfo::default();
create_info.font = Font::Bytes(include_bytes!("../../font.png"));
// required to not crash
create_info.resource_directory = AssetPath::from("");
create_info.resource_directory.assume_prefix_free();
// provide trait required by GuiHandler
let ctx = Arc::new(ContextImpl::new(
self.device(),
self.queue(),
swapchain,
rendering.images().clone(),
));
// create GuiHandler
let gui_handler = GuiHandler::new(create_info, &(ctx as Arc<dyn ContextInterface>))?;
write_log!("GuiHandler successfully created");
// create ui elements
// create watermark
if self.config.ui_config.enable_watermark {
let watermark = Rc::new(RefCell::new(Watermark::new(&gui_handler)?));
self.ui_elements.push(watermark);
write_log!("Watermark successfully created");
}
// create radar
if self.config.ui_config.enable_radar {
let radar = Rc::new(RefCell::new(Radar::new(
self.config.radar_config,
self.device(),
self.queue(),
&rendering,
)?));
rendering.add_render_callback({
let radar = radar.clone();
move |index| radar.borrow().render(index)
});
self.ui_elements.push(radar);
write_log!("Radar successfully created");
}
// create pedals
if self.config.ui_config.enable_pedals {
let pedals = Rc::new(RefCell::new(Pedals::new(
&gui_handler,
self.device(),
self.queue(),
)?));
self.ui_elements.push(pedals.clone());
rendering.add_render_callback(move |_| pedals.borrow().render());
write_log!("Pedals successfully created");
}
// create leaderboard
if self.config.ui_config.enable_leaderboard {
let leaderboard = Rc::new(RefCell::new(LeaderBoard::new(&gui_handler)?));
self.ui_elements.push(leaderboard);
write_log!("Leader Board successfully created");
}
// add rendering callbacks
rendering.add_render_callback({
let gui_handler = gui_handler.clone();
let device = self.device();
let queue = self.queue();
move |index| {
let command_buffer =
CommandBuffer::new_primary().build(device.clone(), queue.clone())?;
{
let mut recorder = command_buffer.begin(VkCommandBufferBeginInfo::new(
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
| VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT,
))?;
gui_handler.process(&mut recorder, &TargetMode::Mono(index as usize))?;
}
Ok(command_buffer)
}
});
write_log!("render callbacks added");
self.rendering = Some(rendering);
self.gui_handler = Some(gui_handler);
write_log!("-> create rendering: end");
Ok(())
}
pub fn render(&mut self) -> Result<()> {
let swapchain = self.rendering.as_ref().unwrap().swapchain().clone();
if self.rfactor_data.is_none() {
self.rfactor_data = RFactorData::new(
self.config.data_config,
self.device(),
self.rendering
.as_mut()
.unwrap()
.single_color_pipeline()
.descriptor_layout(),
swapchain.width(),
swapchain.height(),
)
.ok();
self.rfactor_data = RFactorData::new().ok();
if let Some(data) = &mut self.rfactor_data {
write_log!("created RFactorData");
for receiver in self.ui_elements.iter() {
data.add_receiver(receiver.clone());
}
}
}
// check twice for rfactor data, because of borrowing rules
if let Some(rfactor) = &mut self.rfactor_data {
rfactor.update()?;
}
let objects = match &self.rfactor_data {
Some(rfactor) => rfactor.objects(),
None => Vec::new(),
};
self.rendering.as_mut().unwrap().render(swapchain, &objects)
self.rendering.as_ref().unwrap().render()
}
}
struct ContextImpl {
device: Arc<Device>,
queue: Arc<Mutex<Queue>>,
swapchain: Arc<Swapchain>,
images: Vec<Arc<Image>>,
}
impl ContextImpl {
fn new(
device: Arc<Device>,
queue: Arc<Mutex<Queue>>,
swapchain: Arc<Swapchain>,
images: Vec<Arc<Image>>,
) -> Self {
Self {
device,
queue,
swapchain,
images,
}
}
}
impl ContextInterface for ContextImpl {
fn device(&self) -> &Arc<Device> {
&self.device
}
fn queue(&self) -> &Arc<Mutex<Queue>> {
&self.queue
}
fn format(&self) -> VkFormat {
self.swapchain.format()
}
fn image_layout(&self) -> VkImageLayout {
VK_IMAGE_LAYOUT_PRESENT_SRC_KHR
}
fn image_count(&self) -> usize {
self.images.len()
}
fn images(&self) -> TargetMode<Vec<Arc<Image>>> {
TargetMode::Mono(self.images.clone())
}
fn width(&self) -> u32 {
self.swapchain.width()
}
fn height(&self) -> u32 {
self.swapchain.height()
}
}

View file

@ -1,5 +1,4 @@
use anyhow::Result;
use cgmath::{Matrix4, Vector2, Vector4};
use vulkan_rs::prelude::*;
use std::{
@ -7,60 +6,19 @@ use std::{
time::Duration,
};
use super::{pipeline::SingleColorPipeline, rfactor_data::RenderObject};
use crate::write_log;
#[derive(Clone)]
pub struct PositionOnlyVertex {
pub position: Vector4<f32>,
}
impl PositionOnlyVertex {
///
/// corners[0] - bottom left
/// corners[1] - top left
/// corners[2] - top right
/// corners[3] - bottom right
///
pub fn from_2d_corners(ortho: Matrix4<f32>, corners: [Vector2<f32>; 4]) -> [Self; 6] {
[
Self {
position: ortho * corners[0].extend(0.0).extend(1.0),
},
Self {
position: ortho * corners[1].extend(0.0).extend(1.0),
},
Self {
position: ortho * corners[2].extend(0.0).extend(1.0),
},
Self {
position: ortho * corners[2].extend(0.0).extend(1.0),
},
Self {
position: ortho * corners[3].extend(0.0).extend(1.0),
},
Self {
position: ortho * corners[0].extend(0.0).extend(1.0),
},
]
}
}
pub struct Rendering {
swapchain: Arc<Swapchain>,
pipeline: SingleColorPipeline,
render_target: RenderTarget,
command_buffer: Arc<CommandBuffer>,
images: Vec<Arc<Image>>,
queue: Arc<Mutex<Queue>>,
render_callbacks: Vec<Box<dyn Fn(u32) -> Result<Arc<CommandBuffer>>>>,
}
impl Rendering {
pub fn new(
device: Arc<Device>,
queue: Arc<Mutex<Queue>>,
swapchain: Arc<Swapchain>,
) -> Result<Self> {
pub fn new(queue: Arc<Mutex<Queue>>, swapchain: Arc<Swapchain>) -> Result<Self> {
crate::write_log!("-> Rendering ctor: begin");
let vk_images = swapchain.vk_images()?;
write_log!(format!(
@ -76,14 +34,6 @@ impl Rendering {
};
write_log!("-> Rendering ctor: wrapped images");
let render_target = RenderTarget::builder()
.add_sub_pass(
SubPass::builder(swapchain.width(), swapchain.height())
.set_prepared_targets(&images, 0, [0.0, 0.0, 0.0, 1.0], false)
.build(&device, &queue)?,
)
.build(&device)?;
write_log!("-> Rendering ctor: created render_target");
write_log!(format!(
@ -94,11 +44,11 @@ impl Rendering {
Ok(Self {
swapchain,
pipeline: SingleColorPipeline::new(device.clone(), render_target.render_pass())?,
render_target,
command_buffer: CommandBuffer::new_primary().build(device.clone(), queue.clone())?,
images,
queue,
render_callbacks: Vec::new(),
})
}
@ -106,63 +56,34 @@ impl Rendering {
&self.swapchain
}
pub fn single_color_pipeline(&self) -> &SingleColorPipeline {
&self.pipeline
pub fn add_render_callback<F>(&mut self, f: F)
where
F: Fn(u32) -> Result<Arc<CommandBuffer>> + 'static,
{
self.render_callbacks.push(Box::new(f));
}
pub fn render(
&mut self,
swapchain: Arc<Swapchain>,
objects: &[&dyn RenderObject],
) -> Result<()> {
pub fn render(&self) -> Result<()> {
let image_index = self.swapchain.current_index();
let viewport = [VkViewport {
x: 0.0,
y: 0.0,
width: swapchain.width() as f32,
height: swapchain.height() as f32,
minDepth: 0.0,
maxDepth: 1.0,
}];
let command_buffers: Vec<Arc<CommandBuffer>> = self
.render_callbacks
.iter()
.map(|c| c(image_index))
.collect::<Result<Vec<Arc<CommandBuffer>>>>()?;
let scissor = [VkRect2D {
offset: VkOffset2D { x: 0, y: 0 },
extent: VkExtent2D {
width: swapchain.width(),
height: swapchain.height(),
},
}];
{
let mut recorder = self.command_buffer.begin(VkCommandBufferBeginInfo::new(
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT
| VK_COMMAND_BUFFER_USAGE_SIMULTANEOUS_USE_BIT,
))?;
self.render_target
.begin(&recorder, VK_SUBPASS_CONTENTS_INLINE, image_index as usize);
recorder.bind_pipeline(self.pipeline.pipeline())?;
recorder.set_scissor(&scissor);
recorder.set_viewport(&viewport);
write_log!(format!("-> Rendering {} objects", objects.len()));
for object in objects {
let buffer = object.buffer();
recorder.bind_descriptor_sets_minimal(&[object.descriptor()]);
recorder.bind_vertex_buffer(buffer);
recorder.draw_complete_single_instance(buffer.size() as u32);
}
self.render_target.end(&recorder);
}
write_log!(format!(
"submitting {} commandbuffer(s)",
command_buffers.len()
));
let queue = self.queue.lock().unwrap();
queue.minimal_submit(Duration::from_secs(10), &[self.command_buffer.clone()])?;
queue.minimal_submit(Duration::from_secs(10), &command_buffers)?;
Ok(())
}
pub fn images(&self) -> &Vec<Arc<Image>> {
&self.images
}
}

View file

@ -1,196 +1,81 @@
use anyhow::Result;
use cgmath::{ortho, vec2, vec3, vec4, Deg, InnerSpace, Matrix4, Rad, Vector2, Vector3};
use rfactor_sm_reader::*;
use vulkan_rs::prelude::*;
use serde::{Deserialize, Serialize};
use std::{cell::RefCell, rc::Rc, time::Instant};
use std::{sync::Arc, time::Instant};
use super::rendering::PositionOnlyVertex;
use crate::write_log;
fn convert_vec(v: rF2Vec3) -> Vector3<f32> {
vec3(v.x as f32, v.y as f32, v.z as f32)
use super::UiOverlay;
pub trait DataReceiver {
fn scoring_update(
&mut self,
phase: GamePhase,
vehicle_scoring: &[VehicleScoringInfoV01],
) -> Result<()>;
fn telemetry_update(
&mut self,
player_id: Option<i32>,
telemetries: &[rF2VehicleTelemetry],
) -> Result<()>;
}
pub trait RenderObject {
fn descriptor(&self) -> &Arc<DescriptorSet>;
fn buffer(&self) -> &Arc<Buffer<PositionOnlyVertex>>;
#[derive(Clone, Copy, Debug)]
pub enum GamePhase {
TestDay,
Practice,
Qualifying,
Warmup,
Race,
}
#[derive(Deserialize, Serialize, Clone, Copy, Debug)]
pub struct DataConfig {
pub radar_scale: f32,
pub radar_center_factor: f32,
pub radar_transparency: f32,
pub height_scale: f32,
pub width_scale: f32,
pub radar_car_distance: f32,
pub safe_color: Vector3<f32>,
pub danger_color: Vector3<f32>,
}
impl TryFrom<i32> for GamePhase {
type Error = anyhow::Error;
impl DataConfig {
pub const fn new() -> Self {
Self {
radar_scale: 1.0,
radar_center_factor: 0.25,
radar_transparency: 0.5,
height_scale: 0.15,
width_scale: 0.4,
radar_car_distance: 20.0,
safe_color: vec3(0.0, 0.75, 0.0),
danger_color: vec3(0.75, 0.0, 0.0),
}
fn try_from(value: i32) -> Result<Self> {
Ok(match value {
0 => Self::TestDay,
1..=4 => Self::Practice,
5..=8 => Self::Qualifying,
9 => Self::Warmup,
10..=13 => Self::Race,
_ => return Err(anyhow::anyhow!("Failed to parse GamePhase from: {}", value)),
})
}
}
pub struct RFactorData {
// config
config: DataConfig,
// rf2 memory mapped data
telemetry_reader: TelemetryReader,
scoring_reader: ScoringReader,
// radar objects
background: Option<RadarObject>,
player_car: RadarObject,
cars: Vec<RadarObject>,
// buffer car objects, to prevent recreating them every update
car_handles: Vec<RadarObject>,
// game info
start_time: Instant,
player_id: Option<i32>,
// math objects
radar_center: Vector2<f32>,
ortho: Matrix4<f32>,
_window_width: u32,
_window_height: u32,
radar_extent: f32,
car_width: f32,
car_height: f32,
start_time: Instant,
device: Arc<Device>,
descriptor_layout: Arc<DescriptorSetLayout>,
receivers: Vec<Rc<RefCell<dyn UiOverlay>>>,
}
impl RFactorData {
pub fn new(
config: DataConfig,
device: Arc<Device>,
descriptor_layout: &Arc<DescriptorSetLayout>,
width: u32,
height: u32,
) -> Result<Self> {
pub fn new() -> Result<Self> {
write_log!(" =================== create RFactorData ===================");
let radar_extent = width as f32 * 0.075 * config.radar_scale;
let car_height = radar_extent * config.height_scale;
let car_width = car_height * config.width_scale;
let radar_center = vec2(
width as f32 / 2.0,
height as f32 / 2.0 - height as f32 * config.radar_center_factor,
);
let flip_y = matrix4_from_diagonal(vec3(1.0, -1.0, 1.0));
let ortho = flip_y * ortho(0.0, width as f32, 0.0, height as f32, -1.0, 1.0);
let start_time = Instant::now();
Ok(Self {
config,
telemetry_reader: TelemetryReader::new(start_time.elapsed().as_secs_f32())?,
scoring_reader: ScoringReader::new(start_time.elapsed().as_secs_f32())?,
background: if config.radar_transparency == 0.0 {
None
} else {
Some(RadarObject::new(
device.clone(),
descriptor_layout,
PositionOnlyVertex::from_2d_corners(
ortho * Matrix4::from_translation(radar_center.extend(0.0)),
[
vec2(-radar_extent, -radar_extent),
vec2(-radar_extent, radar_extent),
vec2(radar_extent, radar_extent),
vec2(radar_extent, -radar_extent),
],
),
[0.5, 0.5, 0.5, config.radar_transparency],
)?)
},
player_car: RadarObject::new(
device.clone(),
descriptor_layout,
PositionOnlyVertex::from_2d_corners(
ortho * Matrix4::from_translation(radar_center.extend(0.0)),
[
vec2(-car_width, -car_height),
vec2(-car_width, car_height),
vec2(car_width, car_height),
vec2(car_width, -car_height),
],
),
[0.0, 0.9, 0.0, 0.9],
)?,
cars: Vec::new(),
car_handles: Vec::new(),
start_time,
player_id: None,
radar_center,
ortho,
_window_width: width,
_window_height: height,
radar_extent,
car_width,
car_height,
start_time,
device,
descriptor_layout: descriptor_layout.clone(),
receivers: Vec::new(),
})
}
fn create_car_object(&self, offset: Vector2<f32>, color: [f32; 4]) -> Result<RadarObject> {
write_log!(" =================== create car object ===================");
RadarObject::new(
self.device.clone(),
&self.descriptor_layout,
Self::create_car_vertices(
self.ortho
* Matrix4::from_translation(self.radar_center.extend(0.0))
* Matrix4::from_translation(offset.extend(0.0)),
self.car_width,
self.car_height,
),
color,
)
}
fn create_car_vertices(
mvp: Matrix4<f32>,
car_width: f32,
car_height: f32,
) -> [PositionOnlyVertex; 6] {
PositionOnlyVertex::from_2d_corners(
mvp,
[
vec2(-car_width, -car_height),
vec2(-car_width, car_height),
vec2(car_width, car_height),
vec2(car_width, -car_height),
],
)
pub fn add_receiver(&mut self, receiver: Rc<RefCell<dyn UiOverlay>>) {
self.receivers.push(receiver);
}
fn now(&self) -> f32 {
@ -200,8 +85,6 @@ impl RFactorData {
pub fn update(&mut self) -> Result<()> {
write_log!(" =================== update RFactorData ===================");
let mut should_render = false;
// get scoring info
if let Some((scoring_info, vehicle_scorings)) =
self.scoring_reader.vehicle_scoring(self.now())
@ -224,223 +107,29 @@ impl RFactorData {
}
}
if let Some(id) = &self.player_id {
if let Some(vehicle_scoring) =
vehicle_scorings.iter().find(|scoring| scoring.mID == *id)
{
should_render = vehicle_scoring.mInPits != 0;
}
let phase = GamePhase::try_from(scoring_info.mSession)?;
write_log!(format!("GamePhase: {:?}", phase));
for receiver in self.receivers.iter() {
receiver
.borrow_mut()
.scoring_update(phase, &vehicle_scorings)?;
}
}
// if player id is set (a map is loaded), check telemetry data
if let Some(player_id) = &self.player_id {
// check telemetry data
write_log!("before telemetry update");
if let Some(telemetries) = self.telemetry_reader.query_telemetry(self.now()) {
write_log!("new telemetry update");
self.cars.clear();
if should_render {
// make sure there are enough cars in buffer
if self.car_handles.len() < telemetries.len() {
let size_diff = telemetries.len() - self.car_handles.len();
for _ in 0..size_diff {
self.car_handles.push(
self.create_car_object(vec2(0.0, 0.0), [0.0, 0.0, 0.0, 0.0])?,
);
}
}
let mut player_position = CarPosition::default();
let mut other_positions = Vec::new();
for telemetry in telemetries {
let car = CarPosition::new(
convert_vec(telemetry.position),
[
convert_vec(telemetry.orientation[0]),
convert_vec(telemetry.orientation[1]),
convert_vec(telemetry.orientation[2]),
],
);
if telemetry.id == *player_id {
player_position = car
} else {
other_positions.push(car);
}
}
// update radar objects
let mut buffer_car_index = 0;
for other_position in other_positions {
let diff = player_position.position - other_position.position;
let distance = diff.magnitude();
// check if car is close enough to the players car
if distance < self.config.radar_car_distance {
let offset =
diff.xz() * (self.radar_extent / self.config.radar_car_distance);
let buffered_car = self.car_handles[buffer_car_index].clone();
buffer_car_index += 1;
buffered_car.update(
self.ortho,
offset,
player_position.rotation,
other_position.rotation,
self.radar_center,
self.car_width,
self.car_height,
[0.9, 0.9, 0.0, 0.9],
)?;
self.cars.push(buffered_car);
}
}
}
for receiver in self.receivers.iter() {
receiver
.borrow_mut()
.telemetry_update(self.player_id, &telemetries)?;
}
}
Ok(())
}
pub fn objects(&self) -> Vec<&dyn RenderObject> {
write_log!(" =================== get objects of RFactorData ===================");
let mut objects: Vec<&dyn RenderObject> = Vec::new();
// only draw radar when player is loaded into a map
if let Some(_player_id) = &self.player_id {
// only draw radar when any car is near enough
if !self.cars.is_empty() {
if let Some(background) = &self.background {
objects.push(background);
}
for other_player_cars in &self.cars {
objects.push(other_player_cars);
}
objects.push(&self.player_car);
}
}
objects
}
}
#[derive(Clone)]
struct RadarObject {
descriptor_set: Arc<DescriptorSet>,
// uniform buffer
color_buffer: Arc<Buffer<f32>>,
// vertex buffer
position_buffer: Arc<Buffer<PositionOnlyVertex>>,
}
impl RadarObject {
fn new(
device: Arc<Device>,
descriptor_layout: &Arc<DescriptorSetLayout>,
positions: [PositionOnlyVertex; 6],
color: [f32; 4],
) -> Result<Self> {
let color_buffer = Buffer::builder()
.set_usage(VK_BUFFER_USAGE_UNIFORM_BUFFER_BIT)
.set_memory_usage(MemoryUsage::CpuOnly)
.set_data(&color)
.build(device.clone())?;
let position_buffer = Buffer::builder()
.set_usage(VK_BUFFER_USAGE_VERTEX_BUFFER_BIT)
.set_memory_usage(MemoryUsage::CpuOnly)
.set_data(&positions)
.build(device.clone())?;
let descriptor_pool = DescriptorPool::builder()
.set_layout(descriptor_layout.clone())
.build(device.clone())?;
let descriptor_set = descriptor_pool.prepare_set().allocate()?;
descriptor_set.update(&[DescriptorWrite::uniform_buffers(0, &[&color_buffer])])?;
Ok(Self {
descriptor_set,
color_buffer,
position_buffer,
})
}
pub fn update(
&self,
ortho: Matrix4<f32>,
offset: Vector2<f32>,
player_rotation: impl Into<Deg<f32>>,
rotation: impl Into<Deg<f32>>,
radar_center: Vector2<f32>,
car_width: f32,
car_height: f32,
color: [f32; 4],
) -> Result<()> {
self.position_buffer
.fill(&RFactorData::create_car_vertices(
ortho
* Matrix4::from_translation(radar_center.extend(0.0))
* Matrix4::from_angle_z(-player_rotation.into())
* Matrix4::from_translation(offset.extend(0.0))
* Matrix4::from_angle_z(rotation.into()),
car_width,
car_height,
))?;
self.color_buffer.fill(&color)
}
}
impl RenderObject for RadarObject {
fn descriptor(&self) -> &Arc<DescriptorSet> {
&self.descriptor_set
}
fn buffer(&self) -> &Arc<Buffer<PositionOnlyVertex>> {
&self.position_buffer
}
}
struct CarPosition {
pub position: Vector3<f32>,
pub rotation: Rad<f32>,
}
impl CarPosition {
fn new(position: Vector3<f32>, orientation: [Vector3<f32>; 3]) -> Self {
Self {
position,
rotation: Rad(orientation[2].x.atan2(orientation[2].z)),
}
}
}
impl Default for CarPosition {
fn default() -> Self {
Self {
position: vec3(0.0, 0.0, 0.0),
rotation: Rad(0.0),
}
}
}
const fn matrix4_from_diagonal(diagonal: Vector3<f32>) -> Matrix4<f32> {
Matrix4::from_cols(
vec4(diagonal.x, 0.0, 0.0, 0.0),
vec4(0.0, diagonal.y, 0.0, 0.0),
vec4(0.0, 0.0, diagonal.z, 0.0),
vec4(0.0, 0.0, 0.0, 1.0),
)
}