mirror of
https://github.com/rwengine/openrw.git
synced 2024-11-22 18:32:44 +01:00
205 lines
6.3 KiB
C++
205 lines
6.3 KiB
C++
#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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#include "RWGame.hpp"
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#include <imgui.h>
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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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}
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RWImGui::~RWImGui() {
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destroy();
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}
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void RWImGui::init() {
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IMGUI_CHECKVERSION();
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_context = ImGui::CreateContext();
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auto [window, context] = _game.getWindow().getSDLContext();
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ImGui_ImplSDL2_InitForOpenGL(window, context);
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ImGui_ImplOpenGL3_Init("#version 150");
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}
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void RWImGui::destroy() {
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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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ImGui_ImplOpenGL3_Shutdown();
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ImGui_ImplSDL2_Shutdown();
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ImGui::DestroyContext();
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_context = nullptr;
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}
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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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ImGui::SetCurrentContext(_context);
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ImGui_ImplSDL2_ProcessEvent(&event);
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auto& io = ImGui::GetIO();
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return io.WantCaptureMouse || io.WantCaptureKeyboard;
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}
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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 [window, sdl_glcontext] = _game.getWindow().getSDLContext();
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplSDL2_NewFrame(window);
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ImGui::NewFrame();
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}
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void RWImGui::endFrame(const ViewCamera& camera) {
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switch (_game.getDebugViewMode()) {
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case RWGame::DebugViewMode::General:
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WindowDebugStats(_game);
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break;
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case RWGame::DebugViewMode::Objects:
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WindowDebugObjects(_game, camera);
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break;
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default:
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break;
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}
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static bool show_demo_window = false;
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if (show_demo_window) {
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ImGui::ShowDemoWindow(&show_demo_window);
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}
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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