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mirror of synced 2024-12-15 17:21:16 +01:00
ImHex/plugins/visualizers/source/content/pl_visualizers/3d_model.cpp

908 lines
37 KiB
C++

#include <hex/helpers/utils.hpp>
#include <content/visualizer_helpers.hpp>
#include <fonts/codicons_font.h>
#include <fonts/blendericons_font.h>
#include <imgui.h>
#include <imgui_internal.h>
#include <hex/helpers/opengl.hpp>
#include <opengl_support.h>
#include <GLFW/glfw3.h>
#include <numbers>
#include <hex/ui/imgui_imhex_extensions.h>
#include <hex/api/imhex_api.hpp>
#include <hex/api/localization_manager.hpp>
#include <romfs/romfs.hpp>
namespace hex::plugin::visualizers {
namespace {
enum class IndexType {
U8,
U16,
U32,
Invalid,
};
struct Vectors {
std::vector<float> vertices;
std::vector<float> normals;
std::vector<float> colors;
std::vector<float> uv1;
std::vector<u8> indices8;
std::vector<u16> indices16;
std::vector<u32> indices32;
};
struct LineVectors {
std::vector<float> vertices;
std::vector<float> colors;
std::vector<u8> indices8;
std::vector<u16> indices16;
std::vector<u32> indices32;
};
struct Buffers {
gl::Buffer<float> vertices;
gl::Buffer<float> normals;
gl::Buffer<float> colors;
gl::Buffer<float> uv1;
gl::Buffer<u8> indices8;
gl::Buffer<u16> indices16;
gl::Buffer<u32> indices32;
};
struct LineBuffers {
gl::Buffer<float> vertices;
gl::Buffer<float> colors;
gl::Buffer<u8> indices8;
gl::Buffer<u16> indices16;
gl::Buffer<u32> indices32;
};
ImVec2 s_renderingWindowSize;
int s_drawMode = GL_TRIANGLES;
float s_nearLimit = 0.9F;
float s_farLimit = 100.0F;
float s_scaling = 1.0F;
float s_max;
bool s_isPerspective = true;
bool s_drawAxes = true;
bool s_drawGrid = true;
bool s_drawLightSource = true;
bool s_drawTexture = false;
bool s_shouldReset = false;
bool s_shouldUpdateLightSource = true;
bool s_shouldUpdateTexture = false;
IndexType s_indexType;
ImGuiExt::Texture s_modelTexture;
gl::Vector<float, 3> s_translation = { { 0.0F, 0.0F, -3.0F } };
gl::Vector<float, 3> s_rotation = { { 0.0F, 0.0F, 0.0F } };
gl::Vector<float, 3> s_lightPosition = { { -0.7F, 0.0F, 0.0F } };
gl::Vector<float, 4> s_lightBrightness = { { 0.5F, 0.5F, 0.5F, 32.0F } };
gl::Vector<float, 3> s_lightColor = { { 1.0F, 1.0F, 1.0F } };
gl::Matrix<float, 4, 4> s_rotate = gl::Matrix<float, 4, 4>::identity();
ImGuiExt::Texture s_texture;
std::fs::path s_texturePath;
template<typename T>
void indicesForLines(std::vector<T> &vertexIndices) {
std::vector<u32> indices;
u32 vertexCount = vertexIndices.size() / 3;
indices.resize(vertexCount * 6);
for (u32 i = 0; i < vertexCount; ++i) {
indices[i * 6] = vertexIndices[3 * i];
indices[i * 6 + 1] = vertexIndices[3 * i + 1];
indices[i * 6 + 2] = vertexIndices[3 * i + 1];
indices[i * 6 + 3] = vertexIndices[3 * i + 2];
indices[i * 6 + 4] = vertexIndices[3 * i + 2];
indices[i * 6 + 5] = vertexIndices[3 * i];
}
vertexIndices.resize(indices.size());
for (u32 i = 0; i < indices.size(); ++i)
vertexIndices[i] = indices[i];
}
float getBoundingBox(const std::vector<float> &vertices) {
gl::Vector<float, 4> minWorld(std::numeric_limits<float>::infinity()), maxWorld(-std::numeric_limits<float>::infinity());
for (u32 i = 0; i < vertices.size(); i += 3) {
if (vertices[i] < minWorld[0]) minWorld[0] = vertices[i];
if (vertices[i + 1] < minWorld[1]) minWorld[1] = vertices[i + 1];
if (vertices[i + 2] < minWorld[2]) minWorld[2] = vertices[i + 2];
if (vertices[i] > maxWorld[0]) maxWorld[0] = vertices[i];
if (vertices[i + 1] > maxWorld[1]) maxWorld[1] = vertices[i + 1];
if (vertices[i + 2] > maxWorld[2]) maxWorld[2] = vertices[i + 2];
}
minWorld[3] = 1;
maxWorld[3] = 1;
gl::Vector<float, 4> minCamera = minWorld, maxCamera = maxWorld;
if (maxCamera[3] != 0)
maxCamera = maxCamera * (1.0F / maxCamera[3]);
if (minCamera[3] != 0)
minCamera = minCamera * (1.0F / minCamera[3]);
float maxx = std::max(std::fabs(minCamera[0]), std::fabs(maxCamera[0]));
float maxy = std::max(std::fabs(minCamera[1]), std::fabs(maxCamera[1]));
return std::max(maxx, maxy);
}
void setDefaultColors(std::vector<float> &colors, size_t size, u32 color) {
colors.resize(size / 3 * 4);
float red = float((color >> 0) & 0xFF) / 255.0F;
float green = float((color >> 8) & 0xFF) / 255.0F;
float blue = float((color >> 16) & 0xFF) / 255.0F;
float alpha = float((color >> 24) & 0xFF) / 255.0F;
for (u32 i = 0; i < colors.size(); i += 4) {
colors[i] = red;
colors[i + 1] = green;
colors[i + 2] = blue;
colors[i + 3] = alpha;
}
}
void setNormals(const std::vector<float> &vertices, std::vector<float> &normals) {
for (u32 i = 0; i < normals.size(); i += 9) {
auto v1 = gl::Vector<float, 3>({vertices[i], vertices[i + 1], vertices[i + 2]});
auto v2 = gl::Vector<float, 3>({vertices[i + 3], vertices[i + 4], vertices[i + 5]});
auto v3 = gl::Vector<float, 3>({vertices[i + 6], vertices[i + 7], vertices[i + 8]});
auto normal = ((v2 - v1).cross(v3 - v1));
normals[i] += normal[0];
normals[i + 1] += normal[1];
normals[i + 2] += normal[2];
normals[i + 3] += normal[0];
normals[i + 4] += normal[1];
normals[i + 5] += normal[2];
normals[i + 6] += normal[0];
normals[i + 7] += normal[1];
normals[i + 8] += normal[2];
}
for (u32 i = 0; i < normals.size(); i += 3) {
auto normal = gl::Vector<float, 3>({normals[i], normals[i + 1], normals[i + 2]});
normal.normalize();
normals[i] = normal[0];
normals[i + 1] = normal[1];
normals[i + 2] = normal[2];
}
}
void setNormalsWithIndices(const std::vector<float> &vertices, std::vector<float> &normals, const std::vector<u32> &indices) {
for (u32 i = 0; i < indices.size(); i += 3) {
auto idx = indices[i];
auto idx1 = indices[i + 1];
auto idx2 = indices[i + 2];
auto v1 = gl::Vector<float, 3>({vertices[3 * idx], vertices[3 * idx + 1], vertices[3 * idx + 2]});
auto v2 = gl::Vector<float, 3>(
{vertices[3 * idx1], vertices[3 * idx1 + 1], vertices[3 * idx1 + 2]});
auto v3 = gl::Vector<float, 3>(
{vertices[3 * idx2], vertices[3 * idx2 + 1], vertices[3 * idx2 + 2]});
auto weighted = ((v2 - v1).cross(v3 - v1));
normals[3 * idx] += weighted[0];
normals[3 * idx + 1] += weighted[1];
normals[3 * idx + 2] += weighted[2];
normals[3 * idx1] += weighted[0];
normals[3 * idx1 + 1] += weighted[1];
normals[3 * idx1 + 2] += weighted[2];
normals[3 * idx2] += weighted[0];
normals[3 * idx2 + 1] += weighted[1];
normals[3 * idx2 + 2] += weighted[2];
}
for (u32 i = 0; i < normals.size(); i += 3) {
auto normal = gl::Vector<float, 3>({normals[i], normals[i + 1], normals[i + 2]});
auto mag = normal.magnitude();
if (mag > 0.001F) {
normals[i] = normal[0] / mag;
normals[i + 1] = normal[1] / mag;
normals[i + 2] = normal[2] / mag;
}
}
}
void loadVectors(Vectors &vectors, IndexType indexType) {
s_max = getBoundingBox(vectors.vertices);
if (s_drawTexture)
setDefaultColors(vectors.colors, vectors.vertices.size(), 0x00000000);
else if (vectors.colors.empty())
setDefaultColors(vectors.colors, vectors.vertices.size(), 0xFF337FFF);
if (vectors.normals.empty()) {
vectors.normals.resize(vectors.vertices.size());
if ((indexType == IndexType::U8 && vectors.indices8.empty()) || (indexType == IndexType::Invalid) ||
(indexType == IndexType::U16 && vectors.indices16.empty()) ||
(indexType == IndexType::U32 && vectors.indices32.empty())) {
setNormals(vectors.vertices, vectors.normals);
} else {
std::vector<u32> indices;
if (indexType == IndexType::U16) {
indices.resize(vectors.indices16.size());
for (u32 i = 0; i < vectors.indices16.size(); ++i)
indices[i] = vectors.indices16[i];
} else if (indexType == IndexType::U8) {
indices.resize(vectors.indices8.size());
for (u32 i = 0; i < vectors.indices8.size(); ++i)
indices[i] = vectors.indices8[i];
} else {
indices.resize(vectors.indices32.size());
for (u32 i = 0; i < vectors.indices32.size(); ++i)
indices[i] = vectors.indices32[i];
}
setNormalsWithIndices(vectors.vertices, vectors.normals, indices);
}
}
}
void loadLineVectors(LineVectors &lineVectors, IndexType indexType) {
s_max = getBoundingBox(lineVectors.vertices);
if (lineVectors.colors.empty())
setDefaultColors(lineVectors.colors, lineVectors.vertices.size(), 0xFF337FFF);
std::vector<u32> indices;
if (indexType == IndexType::U8)
indicesForLines(lineVectors.indices8);
else if (indexType == IndexType::U16)
indicesForLines(lineVectors.indices16);
else
indicesForLines(lineVectors.indices32);
}
void processKeyEvent(ImGuiKey key, float &variable, float incr, float accel) {
if (ImGui::IsKeyPressed(ImGui::GetKeyIndex(key))) {
auto temp = variable + incr * accel;
if (variable * temp < 0.0F)
variable = 0.0F;
else
variable = temp;
}
}
void processInputEvents(gl::Vector<float, 3> &rotation, gl::Vector<float, 3> &translation, float &scaling, float &nearLimit, float &farLimit) {
auto accel = 1.0F;
if (ImGui::IsKeyDown(ImGui::GetKeyIndex(ImGuiKey_LeftShift)) ||
ImGui::IsKeyDown(ImGui::GetKeyIndex(ImGuiKey_RightShift)))
accel = 10.0F;
auto dragDelta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Middle);
if (dragDelta.x != 0) {
rotation[1] += dragDelta.x * 0.0075F * accel;
}
if (dragDelta.y != 0) {
rotation[0] += dragDelta.y * 0.0075F * accel;
}
ImGui::ResetMouseDragDelta(ImGuiMouseButton_Middle);
dragDelta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);
translation[0] += dragDelta.x * 0.0075F * accel;
translation[1] -= dragDelta.y * 0.0075F * accel;
ImGui::ResetMouseDragDelta(ImGuiMouseButton_Right);
auto scrollDelta = ImGui::GetIO().MouseWheel;
scaling += scrollDelta * 0.1F * accel;
if (scaling < 0.01F)
scaling = 0.01F;
processKeyEvent(ImGuiKey_Keypad4, translation[0], -0.1F, accel);
processKeyEvent(ImGuiKey_Keypad6, translation[0], 0.1F, accel);
processKeyEvent(ImGuiKey_Keypad8, translation[1], 0.1F, accel);
processKeyEvent(ImGuiKey_Keypad2, translation[1], -0.1F, accel);
processKeyEvent(ImGuiKey_Keypad1, translation[2], 0.1F, accel);
processKeyEvent(ImGuiKey_Keypad7, translation[2], -0.1F, accel);
processKeyEvent(ImGuiKey_Keypad9, nearLimit, -0.01F, accel);
processKeyEvent(ImGuiKey_Keypad3, nearLimit, 0.01F, accel);
if (ImHexApi::System::isDebugBuild()) {
processKeyEvent(ImGuiKey_KeypadDivide, farLimit, -1.0F, accel);
processKeyEvent(ImGuiKey_KeypadMultiply, farLimit, 1.0F, accel);
}
processKeyEvent(ImGuiKey_KeypadAdd, rotation[2], -0.075F, accel);
processKeyEvent(ImGuiKey_KeypadSubtract, rotation[2], 0.075F, accel);
rotation[2] = std::fmod(rotation[2], 2 * std::numbers::pi);
}
void bindBuffers(Buffers &buffers, const gl::VertexArray &vertexArray, Vectors vectors, IndexType indexType) {
buffers.vertices = {};
buffers.normals = {};
buffers.colors = {};
buffers.uv1 = {};
buffers.indices8 = {};
buffers.indices16 = {};
buffers.indices32 = {};
vertexArray.bind();
buffers.vertices = gl::Buffer<float>(gl::BufferType::Vertex, vectors.vertices);
buffers.colors = gl::Buffer<float>(gl::BufferType::Vertex, vectors.colors);
buffers.normals = gl::Buffer<float>(gl::BufferType::Vertex, vectors.normals);
if (indexType == IndexType::U8)
buffers.indices8 = gl::Buffer<u8>(gl::BufferType::Index, vectors.indices8);
else if (indexType == IndexType::U16)
buffers.indices16 = gl::Buffer<u16>(gl::BufferType::Index, vectors.indices16);
else
buffers.indices32 = gl::Buffer<u32>(gl::BufferType::Index, vectors.indices32);
if (!vectors.uv1.empty())
buffers.uv1 = gl::Buffer<float>(gl::BufferType::Vertex, vectors.uv1);
vertexArray.addBuffer(0, buffers.vertices);
vertexArray.addBuffer(1, buffers.colors, 4);
vertexArray.addBuffer(2, buffers.normals);
if (!vectors.uv1.empty())
vertexArray.addBuffer(3, buffers.uv1, 2);
buffers.vertices.unbind();
buffers.colors.unbind();
buffers.normals.unbind();
if (!vectors.uv1.empty())
buffers.uv1.unbind();
if (indexType == IndexType::U8)
buffers.indices8.unbind();
else if (indexType == IndexType::U16)
buffers.indices16.unbind();
else if (indexType == IndexType::U32)
buffers.indices32.unbind();
vertexArray.unbind();
}
void bindLineBuffers(LineBuffers &lineBuffers, const gl::VertexArray &vertexArray, const LineVectors &lineVectors, IndexType indexType) {
lineBuffers.vertices = {};
lineBuffers.colors = {};
lineBuffers.indices8 = {};
lineBuffers.indices16 = {};
lineBuffers.indices32 = {};
vertexArray.bind();
lineBuffers.vertices = gl::Buffer<float>(gl::BufferType::Vertex, lineVectors.vertices);
lineBuffers.colors = gl::Buffer<float>(gl::BufferType::Vertex, lineVectors.colors);
if (indexType == IndexType::U8)
lineBuffers.indices8 = gl::Buffer<u8>(gl::BufferType::Index, lineVectors.indices8);
else if (indexType == IndexType::U16)
lineBuffers.indices16 = gl::Buffer<u16>(gl::BufferType::Index, lineVectors.indices16);
else
lineBuffers.indices32 = gl::Buffer<u32>(gl::BufferType::Index, lineVectors.indices32);
vertexArray.addBuffer(0, lineBuffers.vertices);
vertexArray.addBuffer(1, lineBuffers.colors, 4);
lineBuffers.vertices.unbind();
lineBuffers.colors.unbind();
if (indexType == IndexType::U8)
lineBuffers.indices8.unbind();
else if (indexType == IndexType::U16)
lineBuffers.indices16.unbind();
else if (indexType == IndexType::U32)
lineBuffers.indices32.unbind();
vertexArray.unbind();
}
void drawWindow(const ImGuiExt::Texture &texture, ImVec2 &renderingWindowSize, const gl::Matrix<float, 4, 4> &mvp) {
auto textureSize = texture.getSize();
auto textureWidth = textureSize.x;
auto textureHeight = textureSize.y;
ImVec2 screenPos = ImGui::GetCursorScreenPos();
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
ImGui::SetNextWindowSizeConstraints(scaled({ 350, 350 }), ImVec2(FLT_MAX, FLT_MAX));
if (ImGui::BeginChild("##image", textureSize, ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_Border, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse)) {
renderingWindowSize = ImGui::GetContentRegionAvail();
ImGui::Image(texture, textureSize, ImVec2(0, 1), ImVec2(1, 0));
if (s_drawAxes) {
gl::Matrix<float, 4, 4> axes = gl::Matrix<float, 4, 4>::identity();
axes(0, 3) = 1.0F;
axes(1, 3) = 1.0F;
axes(2, 3) = 1.0F;
axes = axes * mvp;
bool showX = axes(0, 3) > 0.0F;
bool showY = axes(1, 3) > 0.0F;
bool showZ = axes(2, 3) > 0.0F;
axes.updateRow(0, axes.getRow(0) * (1.0F / axes(0, 3)));
axes.updateRow(1, axes.getRow(1) * (1.0F / axes(1, 3)));
axes.updateRow(2, axes.getRow(2) * (1.0F / axes(2, 3)));
auto axesPosx = (axes.getColumn(0) + 1.0F) * (textureWidth / 2.0F);
auto axesPosy = (axes.getColumn(1) + 1.0F) * (-textureHeight / 2.0F) + textureHeight;
ImDrawList *drawList = ImGui::GetWindowDrawList();
if (showX)
drawList->AddText(ImVec2(axesPosx[0], axesPosy[0]) + screenPos, IM_COL32(255, 0, 0, 255), "X");
if (showY)
drawList->AddText(ImVec2(axesPosx[1], axesPosy[1]) + screenPos, IM_COL32(0, 255, 0, 255), "Y");
if (showZ)
drawList->AddText(ImVec2(axesPosx[2], axesPosy[2]) + screenPos, IM_COL32(0, 0, 255, 255), "Z");
}
if (ImHexApi::System::isDebugBuild()) {
auto mousePos = ImClamp(ImGui::GetMousePos() - screenPos, { 0, 0 }, textureSize);
ImDrawList *drawList = ImGui::GetWindowDrawList();
drawList->AddText(
screenPos + scaled({ 5, 5 }),
ImGui::GetColorU32(ImGuiCol_Text),
hex::format("X: {:.5}\nY: {:.5}", mousePos.x, mousePos.y).c_str());
}
}
ImGui::EndChild();
ImGui::PopStyleVar();
// Draw axis arrows toggle
{
ImGui::PushID(1);
if (ImGuiExt::DimmedIconToggle(ICON_BI_EMPTY_ARROWS, &s_drawAxes))
s_shouldReset = true;
ImGui::PopID();
}
ImGui::SameLine();
// Draw grid toggle
{
ImGui::PushID(2);
if (ImGuiExt::DimmedIconToggle(s_isPerspective ? ICON_BI_GRID : ICON_VS_SYMBOL_NUMBER, &s_drawGrid))
s_shouldReset = true;
ImGui::PopID();
}
ImGui::SameLine();
// Draw light source toggle
{
ImGui::PushID(3);
if (ImGuiExt::DimmedIconToggle(ICON_VS_LIGHTBULB, &s_drawLightSource))
s_shouldReset = true;
if (ImGui::IsItemClicked(ImGuiMouseButton_Right)) {
ImGui::OpenPopup("LightSettings");
}
if (ImGui::BeginPopup("LightSettings")) {
if (ImGui::DragFloat3("hex.visualizers.pl_visualizer.3d.light_position"_lang, s_lightPosition.data(), 0.05F)) {
s_shouldUpdateLightSource = true;
}
ImGui::SliderFloat("hex.visualizers.pl_visualizer.3d.ambient_brightness"_lang, &s_lightBrightness.data()[0], 0, 2);
ImGui::SliderFloat("hex.visualizers.pl_visualizer.3d.diffuse_brightness"_lang, &s_lightBrightness.data()[1], 0, 2);
ImGui::SliderFloat("hex.visualizers.pl_visualizer.3d.specular_brightness"_lang, &s_lightBrightness.data()[2], 0, 2);
ImGui::SliderFloat("hex.visualizers.pl_visualizer.3d.object_reflectiveness"_lang, &s_lightBrightness.data()[3], 0, 64);
if (ImGui::ColorEdit3("hex.visualizers.pl_visualizer.3d.light_color"_lang, s_lightColor.data()))
s_shouldUpdateLightSource = true;
ImGui::EndPopup();
}
ImGui::PopID();
}
ImGui::SameLine();
ImGui::SeparatorEx(ImGuiSeparatorFlags_Vertical);
ImGui::SameLine();
// Draw projection toggle
{
ImGui::PushID(4);
if (ImGuiExt::DimmedIconToggle(ICON_BI_VIEW_PERSPECTIVE, ICON_BI_VIEW_ORTHO, &s_isPerspective)) {
s_shouldReset = true;
}
ImGui::PopID();
}
ImGui::SameLine();
// Draw solid / line mode toggle
{
ImGui::PushID(4);
bool isSolid = s_drawMode == GL_TRIANGLES;
if (ImGuiExt::DimmedIconToggle(ICON_BI_MOD_SOLIDIFY, ICON_BI_CUBE , &isSolid)) {
s_shouldReset = true;
s_drawMode = isSolid ? GL_TRIANGLES : GL_LINES;
}
ImGui::PopID();
}
ImGui::SameLine();
ImGui::SeparatorEx(ImGuiSeparatorFlags_Vertical);
ImGui::SameLine();
if (ImGuiExt::DimmedButton("hex.ui.common.reset"_lang, ImVec2(ImGui::GetContentRegionAvail().x, 0))) {
s_translation = { { 0.0F, 0.0F, -3.0F } };
s_rotation = { { 0.0F, 0.0F, 0.0F } };
s_scaling = 1.0F;
}
// Draw more settings
if (ImGui::CollapsingHeader("hex.visualizers.pl_visualizer.3d.more_settings"_lang)) {
if (ImGuiExt::InputFilePicker("hex.visualizers.pl_visualizer.3d.texture_file"_lang, s_texturePath, {}))
s_shouldUpdateTexture = true;
}
}
}
void draw3DVisualizer(pl::ptrn::Pattern &, pl::ptrn::IIterable &, bool shouldReset, std::span<const pl::core::Token::Literal> arguments) {
static gl::LightSourceVectors sourceVectors(20);
static gl::VertexArray sourceVertexArray = {};
static gl::LightSourceBuffers sourceBuffers(sourceVertexArray, sourceVectors);
static gl::VertexArray gridVertexArray = {};
static gl::GridVectors gridVectors(9);
static gl::GridBuffers gridBuffers(gridVertexArray, gridVectors);
static gl::VertexArray axesVertexArray = {};
static gl::AxesVectors axesVectors;
static gl::AxesBuffers axesBuffers(axesVertexArray, axesVectors);
static gl::VertexArray vertexArray = {};
static Buffers buffers;
static LineBuffers lineBuffers;
std::shared_ptr<pl::ptrn::Pattern> verticesPattern = arguments[0].toPattern();
std::shared_ptr<pl::ptrn::Pattern> indicesPattern = arguments[1].toPattern();
std::shared_ptr<pl::ptrn::Pattern> normalsPattern = nullptr;
std::shared_ptr<pl::ptrn::Pattern> colorsPattern = nullptr;
std::shared_ptr<pl::ptrn::Pattern> uvPattern1 = nullptr;
std::string textureFile;
if (arguments.size() > 2) {
normalsPattern = arguments[2].toPattern();
if (arguments.size() > 3) {
colorsPattern = arguments[3].toPattern();
if (arguments.size() > 4) {
uvPattern1 = arguments[4].toPattern();
if (arguments.size() > 5)
textureFile = arguments[5].toString();
}
}
}
if (shouldReset)
s_shouldReset = true;
const auto fontSize = ImGui::GetFontSize();
const auto framePad = ImGui::GetStyle().FramePadding;
float minSize = fontSize * 8_scaled + framePad.x * 20_scaled;
minSize = minSize > 200_scaled ? minSize : 200_scaled;
if (s_renderingWindowSize.x <= 0 || s_renderingWindowSize.y <= 0)
s_renderingWindowSize = { minSize, minSize };
if (!textureFile.empty())
s_texturePath = textureFile;
else
s_drawTexture = false;
if (s_renderingWindowSize.x < minSize)
s_renderingWindowSize.x = minSize;
if (s_renderingWindowSize.y < minSize)
s_renderingWindowSize.y = minSize;
gl::Matrix<float, 4, 4> mvp(0);
processInputEvents(s_rotation, s_translation, s_scaling, s_nearLimit, s_farLimit);
if (s_shouldReset) {
s_shouldReset = false;
auto *iterable = dynamic_cast<pl::ptrn::IIterable*>(indicesPattern.get());
if (iterable != nullptr && iterable->getEntryCount() > 0) {
const auto &content = iterable->getEntry(0);
if (content->getSize() == 1) {
s_indexType = IndexType::U8;
} else if (content->getSize() == 2) {
s_indexType = IndexType::U16;
} else if (content->getSize() == 4) {
s_indexType = IndexType::U32;
} else {
s_indexType = IndexType::Invalid;
}
}
if (s_drawMode == GL_TRIANGLES) {
Vectors vectors;
vectors.vertices = patternToArray<float>(verticesPattern.get());
if (s_indexType == IndexType::U16)
vectors.indices16 = patternToArray<u16>(indicesPattern.get());
else if (s_indexType == IndexType::U32)
vectors.indices32 = patternToArray<u32>(indicesPattern.get());
else if (s_indexType == IndexType::U8)
vectors.indices8 = patternToArray<u8>(indicesPattern.get());
if (colorsPattern != nullptr)
vectors.colors = patternToArray<float>(colorsPattern.get());
if (normalsPattern != nullptr)
vectors.normals = patternToArray<float>(normalsPattern.get());
if (uvPattern1 != nullptr)
vectors.uv1 = patternToArray<float>(uvPattern1.get());
loadVectors(vectors, s_indexType);
bindBuffers(buffers, vertexArray, vectors, s_indexType);
} else {
LineVectors lineVectors;
lineVectors.vertices = patternToArray<float>(verticesPattern.get());
if (s_indexType == IndexType::U16)
lineVectors.indices16 = patternToArray<u16>(indicesPattern.get());
else if (s_indexType == IndexType::U32)
lineVectors.indices32 = patternToArray<u32>(indicesPattern.get());
else if (s_indexType == IndexType::U8)
lineVectors.indices8 = patternToArray<u8>(indicesPattern.get());
if (colorsPattern != nullptr)
lineVectors.colors = patternToArray<float>(colorsPattern.get());
loadLineVectors(lineVectors, s_indexType);
bindLineBuffers(lineBuffers, vertexArray, lineVectors, s_indexType);
}
}
if (s_shouldUpdateLightSource) {
s_shouldUpdateLightSource = false;
sourceVectors.moveTo(s_lightPosition);
sourceVectors.setColor(s_lightColor[0], s_lightColor[1], s_lightColor[2]);
sourceBuffers.moveVertices(sourceVertexArray, sourceVectors);
sourceBuffers.updateColors(sourceVertexArray, sourceVectors);
}
{
gl::Matrix<float, 4, 4> model(0);
gl::Matrix<float, 4, 4> scaledModel(0);
gl::Matrix<float, 4, 4> view(0);
gl::Matrix<float, 4, 4> projection(0);
unsigned width = std::floor(s_renderingWindowSize.x);
unsigned height = std::floor(s_renderingWindowSize.y);
gl::FrameBuffer frameBuffer(width, height);
gl::Texture renderTexture(width, height);
frameBuffer.attachTexture(renderTexture);
frameBuffer.bind();
s_rotate = gl::getRotationMatrix<float>(s_rotation, true, gl::RotationSequence::ZYX);
gl::Matrix<float, 4, 4> scale = gl::Matrix<float, 4, 4>::identity();
gl::Matrix<float, 4, 4> scaleForVertices = gl::Matrix<float, 4, 4>::identity();
gl::Matrix<float, 4, 4> translate = gl::Matrix<float, 4, 4>::identity();
float totalScale;
float viewWidth = s_renderingWindowSize.x / 500.0F;
float viewHeight = s_renderingWindowSize.y / 500.0F;
glViewport(0,0 , GLsizei(renderTexture.getWidth()), GLsizei(renderTexture.getHeight()));
glDepthRangef(s_nearLimit, s_farLimit);
glClearColor(0.00F, 0.00F, 0.00F, 0.00f);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
if (s_isPerspective == 0) {
projection = gl::GetOrthographicMatrix(viewWidth, viewHeight, s_nearLimit, s_farLimit, false);
totalScale = s_scaling / (std::fabs(s_translation[2]));
scale(0, 0) = totalScale;
scale(1, 1) = totalScale;
scale(2, 2) = totalScale;
translate(3, 0) = s_translation[0] / std::fabs(s_translation[2]);
translate(3, 1) = s_translation[1] / std::fabs(s_translation[2]);
translate(3, 2) = s_translation[2];
} else {
projection = gl::GetPerspectiveMatrix(viewWidth, viewHeight, s_nearLimit, s_farLimit, false);
totalScale = s_scaling;
scale(0, 0) = totalScale;
scale(1, 1) = totalScale;
scale(2, 2) = totalScale;
translate(3, 0) = s_translation[0];
translate(3, 1) = s_translation[1];
translate(3, 2) = s_translation[2];
}
totalScale /= (3.0F * s_max);
scaleForVertices(0, 0) = totalScale;
scaleForVertices(1, 1) = totalScale;
scaleForVertices(2, 2) = totalScale;
model = s_rotate * scale;
scaledModel = s_rotate * scaleForVertices;
view = translate;
mvp = model * view * projection;
if (s_drawMode == GL_TRIANGLES) {
static gl::Shader shader = gl::Shader(romfs::get("shaders/default/vertex.glsl").string(),
romfs::get("shaders/default/fragment.glsl").string());
shader.bind();
shader.setUniform("modelScale", scaledModel);
shader.setUniform("modelMatrix", model);
shader.setUniform("viewMatrix", view);
shader.setUniform("projectionMatrix",projection);
shader.setUniform("lightPosition", s_lightPosition);
shader.setUniform("lightBrightness", s_lightBrightness);
shader.setUniform("lightColor", s_lightColor);
vertexArray.bind();
if (s_shouldUpdateTexture) {
s_shouldUpdateTexture = false;
s_modelTexture = ImGuiExt::Texture(s_texturePath, ImGuiExt::Texture::Filter::Nearest);
}
if (s_drawTexture)
glBindTexture(GL_TEXTURE_2D, s_modelTexture);
if (s_indexType == IndexType::U8) {
buffers.indices8.bind();
if (buffers.indices8.getSize() == 0)
buffers.vertices.draw(s_drawMode);
else
buffers.indices8.draw(s_drawMode);
buffers.indices8.unbind();
} else if (s_indexType == IndexType::U16) {
buffers.indices16.bind();
if (buffers.indices16.getSize() == 0)
buffers.vertices.draw(s_drawMode);
else
buffers.indices16.draw(s_drawMode);
buffers.indices16.unbind();
} else {
buffers.indices32.bind();
if (buffers.indices32.getSize() == 0)
buffers.vertices.draw(s_drawMode);
else
buffers.indices32.draw(s_drawMode);
buffers.indices32.unbind();
}
} else {
static gl::Shader lineShader = gl::Shader(
romfs::get("shaders/default/lineVertex.glsl").string(),
romfs::get("shaders/default/lineFragment.glsl").string());
lineShader.bind();
lineShader.setUniform("modelMatrix", scaledModel);
lineShader.setUniform("viewMatrix", view);
lineShader.setUniform("projectionMatrix", projection);
vertexArray.bind();
if (s_indexType == IndexType::U8) {
lineBuffers.indices8.bind();
if (lineBuffers.indices8.getSize() == 0)
lineBuffers.vertices.draw(s_drawMode);
else
lineBuffers.indices8.draw(s_drawMode);
lineBuffers.indices8.unbind();
} else if (s_indexType == IndexType::U16) {
lineBuffers.indices16.bind();
if (lineBuffers.indices16.getSize() == 0)
lineBuffers.vertices.draw(s_drawMode);
else
lineBuffers.indices16.draw(s_drawMode);
lineBuffers.indices16.unbind();
} else {
lineBuffers.indices32.bind();
if (lineBuffers.indices32.getSize() == 0)
lineBuffers.vertices.draw(s_drawMode);
else
lineBuffers.indices32.draw(s_drawMode);
lineBuffers.indices32.unbind();
}
}
if (s_drawGrid || s_drawAxes) {
static auto gridAxesShader = gl::Shader(
romfs::get("shaders/default/lineVertex.glsl").string(),
romfs::get("shaders/default/lineFragment.glsl").string());
gridAxesShader.bind();
gridAxesShader.setUniform("modelMatrix", model);
gridAxesShader.setUniform("viewMatrix", view);
gridAxesShader.setUniform("projectionMatrix", projection);
if (s_drawGrid) {
gridVertexArray.bind();
gridBuffers.getIndices().bind();
gridBuffers.getIndices().draw(GL_LINES);
gridBuffers.getIndices().unbind();
gridVertexArray.unbind();
}
if (s_drawAxes) {
axesVertexArray.bind();
axesBuffers.getIndices().bind();
axesBuffers.getIndices().draw(GL_LINES);
axesBuffers.getIndices().unbind();
axesVertexArray.unbind();
}
gridAxesShader.unbind();
}
if (s_drawLightSource) {
static auto sourceShader = gl::Shader(
romfs::get("shaders/default/lightVertex.glsl").string(),
romfs::get("shaders/default/lightFragment.glsl").string());
sourceShader.bind();
sourceShader.setUniform("modelMatrix", model);
sourceShader.setUniform("viewMatrix", view);
sourceShader.setUniform("projectionMatrix", projection);
sourceVertexArray.bind();
sourceBuffers.getIndices().bind();
sourceBuffers.getIndices().draw(GL_TRIANGLES);
sourceBuffers.getIndices().unbind();
sourceVertexArray.unbind();
sourceShader.unbind();
}
vertexArray.unbind();
frameBuffer.unbind();
s_texture = ImGuiExt::Texture(renderTexture.release(), GLsizei(renderTexture.getWidth()), GLsizei(renderTexture.getHeight()));
drawWindow(s_texture, s_renderingWindowSize, mvp);
}
}
}