direct render tris, and moving some stuff out of main.
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@@ -9,10 +9,16 @@
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#include <algorithm>
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#include <cmath>
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#include <iostream>
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#include <chrono>
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#include "../../eigen/Eigen/Dense"
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#include "../../eigen/Eigen/Geometry"
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#include "./camera.hpp"
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#include "../output/frame.hpp"
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#include "../imgui/imgui.h"
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#include "../imgui/backends/imgui_impl_glfw.h"
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#include "../imgui/backends/imgui_impl_opengl3.h"
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#include <GLFW/glfw3.h>
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#include "../stb/stb_image.h"
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using Vector2f = Eigen::Vector2f;
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using Vector3f = Eigen::Vector3f;
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@@ -236,13 +242,26 @@ public:
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outFrame.setData(buffer, colorformat);
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return outFrame;
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}
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};
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void printStats(std::ostream& os = std::cout) const {
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os << "========================================\n";
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os << " Mesh STATS \n";
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os << "========================================\n";
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os << "Structure:\n";
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os << " Total Vertices : " << _vertices.size() << "\n";
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os << " Total Tris : " << _tris.size() << "\n";
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os << " Total Polys : " << _polys.size() << "\n";
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os << " colors : " << _colors.size() << "\n";
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}
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};
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class Scene {
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private:
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std::vector<std::shared_ptr<Mesh>> _meshes;
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std::string cachedStats;
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std::chrono::steady_clock::time_point lastStatsUpdate;
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bool statsNeedUpdate = true;
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const std::chrono::seconds STATS_UPDATE_INTERVAL{60};
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public:
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Scene() {}
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@@ -268,6 +287,115 @@ public:
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return Mesh::rasterizeTriangles(allTriangles, width, height, colorformat);
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}
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void drawSceneWindow(const char* windowTitle, Camera& cam, float nearClip = 0.1f, float farClip = 1000.0f, bool showFps = true) {
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ImGui::Begin(windowTitle);
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// Get the position and size of the content area within the ImGui window
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ImVec2 canvas_p = ImGui::GetCursorScreenPos();
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ImVec2 canvas_sz = ImGui::GetContentRegionAvail();
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if (canvas_sz.x < 1.0f || canvas_sz.y < 1.0f) {
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ImGui::End();
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return;
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}
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ImDrawList* draw_list = ImGui::GetWindowDrawList();
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// Clip drawing to the specific window area
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draw_list->PushClipRect(canvas_p, ImVec2(canvas_p.x + canvas_sz.x, canvas_p.y + canvas_sz.y), true);
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// Draw background
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draw_list->AddRectFilled(canvas_p, ImVec2(canvas_p.x + canvas_sz.x, canvas_p.y + canvas_sz.y), IM_COL32(20, 20, 20, 255));
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// Collect and project triangles
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std::vector<Triangle2D> allTriangles;
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for (auto& mesh : _meshes) {
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std::vector<Triangle2D> meshTris = mesh->project_2d(cam, (int)canvas_sz.y, (int)canvas_sz.x, nearClip, farClip);
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allTriangles.insert(allTriangles.end(), meshTris.begin(), meshTris.end());
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}
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// Sort by depth (Painter's Algorithm)
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std::sort(allTriangles.begin(), allTriangles.end(), [](const Triangle2D& a, const Triangle2D& b) {
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return a.depth > b.depth;
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});
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// Draw triangles
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for (const auto& tri : allTriangles) {
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ImVec2 p1(canvas_p.x + tri.a.x(), canvas_p.y + tri.a.y());
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ImVec2 p2(canvas_p.x + tri.b.x(), canvas_p.y + tri.b.y());
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ImVec2 p3(canvas_p.x + tri.c.x(), canvas_p.y + tri.c.y());
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// Simple culling optimization
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// float minX = std::min({p1.x, p2.x, p3.x});
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// float minY = std::min({p1.y, p2.y, p3.y});
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// float maxX = std::max({p1.x, p2.x, p3.x});
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// float maxY = std::max({p1.y, p2.y, p3.y});
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// if (maxX < canvas_p.x || minX > canvas_p.x + canvas_sz.x ||
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// maxY < canvas_p.y || minY > canvas_p.y + canvas_sz.y) {
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// continue;
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// }
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// float r = std::clamp(tri.color.x(), 0.0f, 1.0f);
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// float g = std::clamp(tri.color.y(), 0.0f, 1.0f);
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// float b = std::clamp(tri.color.z(), 0.0f, 1.0f);
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ImU32 col = ImGui::ColorConvertFloat4ToU32(ImVec4(tri.color.x(), tri.color.y(), tri.color.z(), 1.0f));
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draw_list->AddTriangleFilled(p1, p2, p3, col);
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}
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// Draw FPS Counter
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if (showFps) {
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char fpsText[32];
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snprintf(fpsText, sizeof(fpsText), "FPS: %.1f", ImGui::GetIO().Framerate);
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ImVec2 txtSz = ImGui::CalcTextSize(fpsText);
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// Position: Top Right with 10px padding
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ImVec2 txtPos = ImVec2(canvas_p.x + canvas_sz.x - txtSz.x - 10.0f, canvas_p.y + 10.0f);
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// Semi-transparent background for text
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draw_list->AddRectFilled(
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ImVec2(txtPos.x - 5.0f, txtPos.y - 2.0f),
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ImVec2(txtPos.x + txtSz.x + 5.0f, txtPos.y + txtSz.y + 2.0f),
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IM_COL32(0, 0, 0, 150),
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4.0f
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);
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draw_list->AddText(txtPos, IM_COL32(255, 255, 255, 255), fpsText);
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}
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draw_list->PopClipRect();
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// Invisible button to handle inputs over the viewport area
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ImGui::InvisibleButton("viewport_btn", canvas_sz);
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ImGui::End();
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}
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void printStats(std::ostream& os = std::cout) const {
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os << "========================================\n";
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os << " Scene STATS \n";
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os << "========================================\n";
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for (auto m : _meshes) {
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m->printStats(os);
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}
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}
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void drawGridStats() {
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auto now = std::chrono::steady_clock::now();
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if ((now - lastStatsUpdate) > STATS_UPDATE_INTERVAL || statsNeedUpdate) {
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std::stringstream meshStats;
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printStats(meshStats);
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cachedStats = meshStats.str();
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lastStatsUpdate = std::chrono::steady_clock::now();
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statsNeedUpdate = false;
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}
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ImGui::TextUnformatted(cachedStats.c_str());
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}
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void updateStats() {
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statsNeedUpdate = true;
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}
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};
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#endif
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