mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-21 18:02:43 +01:00
Render debug view UI with ImGui
This commit is contained in:
parent
cf38b449c5
commit
4202297e0e
@ -19,7 +19,7 @@ public:
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, rotation(rot) {
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}
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glm::mat4 getView() {
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glm::mat4 getView() const {
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auto up = rotation * glm::vec3(0.f, 0.f, 1.f);
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return glm::lookAt(position,
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position + rotation * glm::vec3(1.f, 0.f, 0.f), up);
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@ -3,7 +3,7 @@
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#include <glm/glm.hpp>
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#include <glm/gtc/matrix_transform.hpp>
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glm::mat4 ViewFrustum::projection() {
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glm::mat4 ViewFrustum::projection() const {
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return glm::perspective(fov / aspectRatio, aspectRatio, near, far);
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}
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@ -27,7 +27,7 @@ public:
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: near(near), far(far), fov(fov), aspectRatio(aspect) {
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}
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glm::mat4 projection();
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glm::mat4 projection() const;
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void update(const glm::mat4& proj);
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@ -483,7 +483,7 @@ bool RWGame::updateInput() {
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RW_PROFILE_SCOPE(__func__);
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SDL_Event event;
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while (SDL_PollEvent(&event)) {
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if (imgui.process_event(event)) {
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if (imgui.processEvent(event)) {
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continue;
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}
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switch (event.type) {
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@ -634,10 +634,12 @@ void RWGame::tickObjects(float dt) const {
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void RWGame::render(float alpha, float time) {
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RW_PROFILE_SCOPEC(__func__, MP_CORNFLOWERBLUE);
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RW_UNUSED(time);
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lastDraws = getRenderer().getRenderer().getDrawCount();
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getRenderer().getRenderer().swap();
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imgui.startFrame();
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// Update the camera
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if (!stateManager.states.empty()) {
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@ -667,7 +669,7 @@ void RWGame::render(float alpha, float time) {
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renderer.getRenderer().popDebugGroup();
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renderDebugView(time, viewCam);
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renderDebugView();
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if (!world->isPaused()) hudDrawer.drawOnScreenText(world.get(), renderer);
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@ -676,99 +678,25 @@ void RWGame::render(float alpha, float time) {
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stateManager.draw(renderer);
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}
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imgui.tick();
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imgui.endFrame(viewCam);
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}
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void RWGame::renderDebugView(float time, ViewCamera &viewCam) {
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void RWGame::renderDebugView() {
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RW_PROFILE_SCOPE(__func__);
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switch (debugview_) {
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case DebugViewMode::General:
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renderDebugStats(time);
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break;
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case DebugViewMode::Physics:
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world->dynamicsWorld->debugDrawWorld();
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debug.flush(renderer);
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break;
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case DebugViewMode::Navigation:
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renderDebugPaths(time);
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break;
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case DebugViewMode::Objects:
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renderDebugObjects(time, viewCam);
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renderDebugPaths();
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break;
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default:
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break;
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}
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}
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void RWGame::renderDebugStats(float time) {
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// Turn time into milliseconds
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float time_ms = time * 1000.f;
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constexpr size_t average_every_frame = 15;
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static float times[average_every_frame];
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static size_t times_index = 0;
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static float time_average = 0;
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times[times_index++] = time_ms;
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if (times_index >= average_every_frame) {
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times_index = 0;
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time_average = 0;
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for (size_t i = 0; i < average_every_frame; ++i) {
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time_average += times[i];
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}
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time_average /= average_every_frame;
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}
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std::stringstream ss;
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ss << "FPS: " << (1000.f / time_average) << " (" << time_average << "ms)\n"
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<< "Frame: " << time_ms << "ms\n"
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<< "Draws/Culls/Textures/Buffers: " << lastDraws << "/"
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<< renderer.getCulledCount() << "/"
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<< renderer.getRenderer().getTextureCount() << "/"
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<< renderer.getRenderer().getBufferCount() << "\n"
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<< "Timescale: " << world->state->basic.timeScale;
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TextRenderer::TextInfo ti;
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ti.font = FONT_ARIAL;
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ti.text = GameStringUtil::fromString(ss.str(), FONT_ARIAL);
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ti.screenPosition = glm::vec2(10.f, 10.f);
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ti.size = 15.f;
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ti.baseColour = glm::u8vec3(255);
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renderer.text.renderText(ti);
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/*while( engine->log.size() > 0 && engine->log.front().time + 10.f <
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engine->gameTime ) {
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engine->log.pop_front();
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}
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ti.screenPosition = glm::vec2( 10.f, 500.f );
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ti.size = 15.f;
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for(auto it = engine->log.begin(); it != engine->log.end(); ++it) {
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ti.text = it->message;
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switch(it->type) {
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case GameWorld::LogEntry::Error:
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ti.baseColour = glm::vec3(1.f, 0.f, 0.f);
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break;
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case GameWorld::LogEntry::Warning:
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ti.baseColour = glm::vec3(1.f, 1.f, 0.f);
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break;
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default:
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ti.baseColour = glm::vec3(1.f, 1.f, 1.f);
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break;
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}
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// Interpolate the color
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// c.a = (engine->gameTime - it->time > 5.f) ? 255 - (((engine->gameTime
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- it->time) - 5.f)/5.f) * 255 : 255;
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// text.setColor(c);
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engine->renderer.text.renderText(ti);
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ti.screenPosition.y -= ti.size;
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}*/
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}
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void RWGame::renderDebugPaths(float time) {
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RW_UNUSED(time);
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void RWGame::renderDebugPaths() {
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btVector3 roadColour(1.f, 0.f, 0.f);
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btVector3 pedColour(0.f, 0.f, 1.f);
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@ -872,74 +800,6 @@ void RWGame::renderDebugPaths(float time) {
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debug.flush(renderer);
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}
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void RWGame::renderDebugObjects(float time, ViewCamera& camera) {
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RW_UNUSED(time);
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std::stringstream ss;
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ss << "Models: " << data.modelinfo.size() << "\n"
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<< "Dynamic Objects:\n"
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<< " Vehicles: " << world->vehiclePool.objects.size() << "\n"
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<< " Peds: " << world->pedestrianPool.objects.size() << "\n";
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TextRenderer::TextInfo ti;
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ti.font = FONT_ARIAL;
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ti.text = GameStringUtil::fromString(ss.str(), FONT_ARIAL);
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ti.screenPosition = glm::vec2(10.f, 10.f);
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ti.size = 15.f;
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ti.baseColour = glm::u8vec3(255);
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renderer.text.renderText(ti);
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// Render worldspace overlay for nearby objects
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constexpr float kNearbyDistance = 25.f;
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const auto& view = camera.position;
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const auto& model = camera.getView();
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const auto& proj = camera.frustum.projection();
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const auto& size = getWindow().getSize();
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glm::vec4 viewport(0.f, 0.f, size.x, size.y);
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auto isnearby = [&](GameObject* o) {
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return glm::distance2(o->getPosition(), view) <
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kNearbyDistance * kNearbyDistance;
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};
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auto showdata = [&](GameObject* o, std::stringstream& ss) {
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auto screen = glm::project(o->getPosition(), model, proj, viewport);
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if (screen.z >= 1.f) {
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return;
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}
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ti.text = GameStringUtil::fromString(ss.str(), FONT_ARIAL);
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screen.y = viewport.w - screen.y;
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ti.screenPosition = glm::vec2(screen);
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ti.size = 10.f;
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renderer.text.renderText(ti);
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};
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for (auto& p : world->vehiclePool.objects) {
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if (!isnearby(p.second.get())) continue;
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auto v = static_cast<VehicleObject*>(p.second.get());
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std::stringstream ss;
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ss << v->getVehicle()->vehiclename_ << "\n"
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<< (v->isFlipped() ? "Flipped" : "Upright") << "\n"
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<< (v->isStopped() ? "Stopped" : "Moving") << "\n"
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<< v->getVelocity() << "m/s\n";
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showdata(v, ss);
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}
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for (auto& p : world->pedestrianPool.objects) {
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if (!isnearby(p.second.get())) continue;
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auto c = static_cast<CharacterObject*>(p.second.get());
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const auto& state = c->getCurrentState();
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auto act = c->controller->getCurrentActivity();
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std::stringstream ss;
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ss << "Health: " << state.health << " (" << state.armour << ")\n"
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<< (c->isAlive() ? "Alive" : "Dead") << "\n"
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<< "Activity: " << (act ? act->name() : "Idle") << "\n";
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showdata(c, ss);
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}
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}
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void RWGame::globalKeyEvent(const SDL_Event& event) {
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const auto toggle_debug = [&](DebugViewMode m) {
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debugview_ = debugview_ == m ? DebugViewMode::Disabled : m;
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@ -22,6 +22,16 @@
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#include <chrono>
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class RWGame final : public GameBase {
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public:
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enum class DebugViewMode {
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Disabled,
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General,
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Physics,
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Navigation,
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Objects
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};
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private:
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GameData data;
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GameRenderer renderer;
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RWImGui imgui;
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@ -40,14 +50,6 @@ class RWGame final : public GameBase {
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bool inFocus = true;
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ViewCamera currentCam;
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enum class DebugViewMode {
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Disabled,
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General,
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Physics,
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Navigation,
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Objects
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};
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DebugViewMode debugview_ = DebugViewMode::Disabled;
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int lastDraws{0}; /// Number of draws issued for the last frame.
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@ -92,6 +94,10 @@ public:
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return hudDrawer;
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}
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DebugViewMode getDebugViewMode() const {
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return debugview_;
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}
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bool hitWorldRay(glm::vec3& hit, glm::vec3& normal,
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GameObject** object = nullptr);
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@ -112,9 +118,7 @@ private:
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void tick(float dt);
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void render(float alpha, float dt);
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void renderDebugStats(float time);
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void renderDebugPaths(float time);
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void renderDebugObjects(float time, ViewCamera& camera);
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void renderDebugPaths();
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void handleCheatInput(char symbol);
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@ -124,7 +128,7 @@ private:
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float tickWorld(const float deltaTime, float accumulatedTime);
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void renderDebugView(float time, ViewCamera &viewCam);
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void renderDebugView();
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void tickObjects(float dt) const;
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};
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@ -1,5 +1,9 @@
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#include "RWImGui.hpp"
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#include <ai/CharacterController.hpp>
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#include <objects/CharacterObject.hpp>
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#include <objects/VehicleObject.hpp>
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#ifdef RW_IMGUI
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#include "RWGame.hpp"
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@ -8,7 +12,125 @@
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#include <imgui_impl_sdl.h>
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#include <imgui_impl_opengl3.h>
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#include <glm/glm.hpp>
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#include <gl/gl_core_3_3.h>
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#include <glm/gtx/norm.hpp>
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namespace {
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void WindowDebugStats(RWGame& game) {
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auto& io = ImGui::GetIO();
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auto time_ms = 1000.0f / io.Framerate;
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constexpr size_t average_every_frame = 240;
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static float times[average_every_frame];
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static size_t times_index = 0;
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static double time_average = 0, time_min = 0, time_max = 0;
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times[times_index++] = time_ms;
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if (times_index >= average_every_frame) {
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times_index = 0;
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time_average = 0;
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time_min = std::numeric_limits<double>::max();
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time_max = std::numeric_limits<double>::lowest();
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for (double time : times) {
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time_average += time;
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time_min = std::min(time, time_min);
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time_max = std::max(time, time_max);
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}
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time_average /= average_every_frame;
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}
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const auto& world = game.getWorld();
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auto& renderer = game.getRenderer();
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ImGui::SetNextWindowPos({20.f, 20.f});
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ImGui::Begin("Engine Information", nullptr,
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ImGuiWindowFlags_NoDecoration |
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ImGuiWindowFlags_NoSavedSettings |
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ImGuiWindowFlags_NoInputs);
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ImGui::Text("%.3f ms/frame (%.1f FPS)\n%.3f / %.3f / %.3f ms",
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static_cast<double>(1000.0f / io.Framerate),
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static_cast<double>(io.Framerate), time_average, time_min,
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time_max);
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ImGui::Text("Timescale %.2f",
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static_cast<double>(world->state->basic.timeScale));
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ImGui::Text("%i Drawn %lu Culled", renderer.getRenderer().getDrawCount(),
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renderer.getCulledCount());
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ImGui::Text("%i Textures %i Buffers",
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renderer.getRenderer().getTextureCount(),
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renderer.getRenderer().getBufferCount());
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ImGui::End();
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}
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void WindowDebugObjects(RWGame& game, const ViewCamera& camera) {
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auto& data = game.getGameData();
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auto world = game.getWorld();
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ImGui::SetNextWindowPos({20.f, 20.f});
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ImGui::Begin("Object Information", nullptr,
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ImGuiWindowFlags_NoDecoration |
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ImGuiWindowFlags_NoSavedSettings |
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ImGuiWindowFlags_NoInputs);
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ImGui::Text("%lu Models", data.modelinfo.size());
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ImGui::Text("Dynamic Objects\n %lu Vehicles\n %lu Peds",
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world->vehiclePool.objects.size(),
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world->pedestrianPool.objects.size());
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ImGui::End();
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// Render worldspace overlay for nearby objects
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constexpr float kNearbyDistance = 25.f;
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const auto& view = camera.position;
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const auto& model = camera.getView();
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const auto& proj = camera.frustum.projection();
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const auto& size = game.getWindow().getSize();
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glm::vec4 viewport(0.f, 0.f, size.x, size.y);
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auto isnearby = [&](GameObject* o) {
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return glm::distance2(o->getPosition(), view) <
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kNearbyDistance * kNearbyDistance;
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};
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auto showdata = [&](GameObject* o, std::stringstream& ss) {
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auto screen = glm::project(o->getPosition(), model, proj, viewport);
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if (screen.z >= 1.f) {
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return;
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}
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ImGui::SetNextWindowPos({screen.x, viewport.w - screen.y}, 0,
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{0.5f, 0.5f});
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ImGui::Begin(
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std::to_string(reinterpret_cast<uintptr_t>(o)).c_str(), nullptr,
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ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoSavedSettings |
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ImGuiWindowFlags_NoInputs);
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ImGui::Text("%s", ss.str().c_str());
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ImGui::End();
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};
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for (auto& p : world->vehiclePool.objects) {
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if (!isnearby(p.second.get())) continue;
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auto v = static_cast<VehicleObject*>(p.second.get());
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std::stringstream ss;
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ss << v->getVehicle()->vehiclename_ << "\n"
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<< (v->isFlipped() ? "Flipped" : "Upright") << "\n"
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<< (v->isStopped() ? "Stopped" : "Moving") << "\n"
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<< v->getVelocity() << "m/s\n";
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showdata(v, ss);
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}
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for (auto& p : world->pedestrianPool.objects) {
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if (!isnearby(p.second.get())) continue;
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auto c = static_cast<CharacterObject*>(p.second.get());
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const auto& state = c->getCurrentState();
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auto act = c->controller->getCurrentActivity();
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std::stringstream ss;
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ss << "Health: " << state.health << " (" << state.armour << ")\n"
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<< (c->isAlive() ? "Alive" : "Dead") << "\n"
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<< "Activity: " << (act ? act->name() : "Idle") << "\n";
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showdata(c, ss);
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}
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}
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} // namespace
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RWImGui::RWImGui(RWGame &game)
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: _game(game) {
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@ -39,7 +161,7 @@ void RWImGui::destroy() {
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_context = nullptr;
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}
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bool RWImGui::process_event(SDL_Event &event) {
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bool RWImGui::processEvent(SDL_Event& event) {
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if (!_context) {
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return false;
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}
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@ -49,27 +171,32 @@ bool RWImGui::process_event(SDL_Event &event) {
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return io.WantCaptureMouse || io.WantCaptureKeyboard;
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}
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void RWImGui::tick() {
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void RWImGui::startFrame() {
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if (!_context) {
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return;
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}
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ImGui::SetCurrentContext(_context);
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auto& io = ImGui::GetIO();
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auto [window, sdl_glcontext] = _game.getWindow().getSDLContext();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame(window);
|
||||
ImGui::NewFrame();
|
||||
}
|
||||
|
||||
static float f = 0.0f;
|
||||
void RWImGui::endFrame(const ViewCamera& camera) {
|
||||
switch (_game.getDebugViewMode()) {
|
||||
case RWGame::DebugViewMode::General:
|
||||
WindowDebugStats(_game);
|
||||
break;
|
||||
case RWGame::DebugViewMode::Objects:
|
||||
WindowDebugObjects(_game, camera);
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
ImGui::Begin("Hello, world!");
|
||||
ImGui::Text("Hello, world!");
|
||||
ImGui::SliderFloat("float", &f, 0.0f, 1.0f);
|
||||
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", static_cast<double>(1000.0f / io.Framerate), static_cast<double>(io.Framerate)); ImGui::End();
|
||||
|
||||
static bool show_demo_window = true;
|
||||
static bool show_demo_window = false;
|
||||
if (show_demo_window) {
|
||||
ImGui::ShowDemoWindow(&show_demo_window);
|
||||
}
|
||||
|
@ -5,6 +5,7 @@
|
||||
|
||||
class RWGame;
|
||||
struct ImGuiContext;
|
||||
class ViewCamera;
|
||||
|
||||
class RWImGui {
|
||||
RWGame &_game;
|
||||
@ -14,8 +15,9 @@ public:
|
||||
~RWImGui();
|
||||
void init();
|
||||
void destroy();
|
||||
bool process_event(SDL_Event &event);
|
||||
void tick();
|
||||
bool processEvent(SDL_Event &event);
|
||||
void startFrame();
|
||||
void endFrame(const ViewCamera &);
|
||||
};
|
||||
|
||||
#endif // RWGAME_RWIMGUI_HPP
|
||||
|
Loading…
Reference in New Issue
Block a user