Files
FGL-Engine/src/engine/debug/drawers.cpp

276 lines
8.4 KiB
C++

//
// Created by kj16609 on 1/28/24.
//
#include "drawers.hpp"
#include "engine/Camera.hpp"
#include "engine/model/BoundingBox.hpp"
#include "engine/primitives/Line.hpp"
#include "engine/primitives/Vector.hpp"
namespace fgl::engine::debug
{
const ImVec2 windowSize()
{
return ImGui::GetMainViewport()->Size;
}
Coordinate< CoordinateSpace::Screen >
toScreenSpace( Coordinate< CoordinateSpace::World > world_point, const Camera& camera )
{
ZoneScoped;
const ImVec2 window_size { windowSize() };
return Coordinate< CoordinateSpace::Screen >( glm::projectZO(
static_cast< glm::vec3 >( world_point ),
glm::mat4( 1.0f ),
camera.getProjectionViewMatrix(),
glm::vec4( 0.0f, 0.0f, window_size.x, window_size.y ) ) );
}
ImVec2 glmToImgui( const glm::vec2 vec )
{
return ImVec2( vec.x, vec.y );
}
ImVec2 glmToImgui( const Coordinate< CoordinateSpace::Screen > coordinate )
{
return glmToImgui( static_cast< glm::vec3 >( coordinate ) );
}
bool isBehind( const glm::vec3 point )
{
return point.z > 1.0f || point.z < 0.0f;
}
bool inView( const glm::vec3 point )
{
const ImVec2 window_size { windowSize() };
return !isBehind( point ) && ( point.x > 0.0f && point.x < window_size.x )
&& ( point.y > 0.0f && point.y < window_size.y );
}
namespace world
{
void drawBoundingBox( const BoundingBox< CoordinateSpace::World >& box, Camera& camera, const glm::vec3 color )
{
ZoneScoped;
for ( const auto [ p1, p2 ] : box.lines() )
{
drawLine( p1, p2, camera, color );
}
for ( const auto point : box.points() )
{
drawPointText( point, camera, color );
}
}
void drawLine( const Line< CoordinateSpace::World > line, const Camera& camera, const glm::vec3 color )
{
ZoneScoped;
const Coordinate< CoordinateSpace::Screen > start_screen { toScreenSpace( line.start, camera ) };
const Coordinate< CoordinateSpace::Screen > end_screen { toScreenSpace( line.end, camera ) };
if ( !inView( start_screen ) && !inView( end_screen ) ) return;
if ( isBehind( start_screen ) || isBehind( end_screen ) ) return;
ImGui::GetForegroundDrawList()
->AddLine( glmToImgui( start_screen ), glmToImgui( end_screen ), ImColor( color.x, color.y, color.z ) );
}
void drawLine(
const Coordinate< CoordinateSpace::World > start,
const Coordinate< CoordinateSpace::World > end,
const Camera& camera,
const glm::vec3 color )
{
drawLine( { start, end }, camera, color );
}
void drawPointText(
const Coordinate< CoordinateSpace::World > point, const Camera& camera, const glm::vec3 color )
{
ZoneScoped;
const glm::vec3 screen_point { toScreenSpace( point, camera ) };
if ( !inView( screen_point ) ) return;
drawPoint( point, camera, "", color );
const std::string text { "World: (" + std::to_string( point.x ) + ", " + std::to_string( point.y ) + ", "
+ std::to_string( point.z ) + ")" };
screen::drawText( glm::vec2( screen_point.x, screen_point.y ), text, color, glm::vec2( 0.0f, 20.f ) );
const std::string text2 { "Screen: (" + std::to_string( screen_point.x ) + ", "
+ std::to_string( screen_point.y ) + ", " + std::to_string( screen_point.z )
+ ")" };
screen::drawText( glm::vec2( screen_point.x, screen_point.y ), text2, color, glm::vec2( 0.0f, 30.0f ) );
const Frustum frustum { camera.getFrustumBounds() };
const bool in_view { frustum.pointInside( point ) };
drawBoolAlpha( point, camera, in_view, glm::vec2( 0.0f, 40.0f ) );
}
void drawPointLabel(
const Coordinate< CoordinateSpace::World > point, const std::string label, const Camera& camera )
{
ZoneScoped;
const glm::vec3 screen_point { toScreenSpace( point, camera ) };
if ( !inView( screen_point ) ) return;
screen::drawText( glm::vec2( screen_point.x, screen_point.y ), label );
}
void drawPoint(
const Coordinate< CoordinateSpace::World > point,
const Camera& camera,
const std::string label,
const glm::vec3 color )
{
ZoneScoped;
const auto screen_point { toScreenSpace( point, camera ) };
if ( !inView( screen_point ) ) return;
ImGui::GetForegroundDrawList()
->AddCircleFilled( glmToImgui( screen_point ), 5.0f, ImColor( color.x, color.y, color.z ) );
drawPointLabel( point, label, camera );
}
void drawBoolAlpha(
const Coordinate< CoordinateSpace::World > point,
const Camera& camera,
const bool value,
const glm::vec2 offset )
{
ZoneScoped;
const auto screen_point { toScreenSpace( point, camera ) };
const auto color { value ? glm::vec3( 0.0f, 1.0f, 0.0f ) : glm::vec3( 1.0f, 0.0f, 0.0f ) };
screen::drawText( glm::vec2( screen_point.x, screen_point.y + offset.y ), value ? "true" : "false", color );
}
void drawVector(
const Coordinate< CoordinateSpace::World > point,
Vector vector,
const Camera& camera,
const std::string label,
const glm::vec3 color )
{
drawLine( point, point + glm::normalize( vector ), camera, color );
drawPoint( point + glm::normalize( vector ), camera, label, color );
drawPointLabel( point, label, camera );
drawPointText( point + glm::normalize( vector ), camera );
//Draw ending lines for the vector (two perpendicular lines)
const glm::vec3 perpendicular_vector { glm::normalize( glm::cross( vector, glm::vec3( 0.0f, 1.0f, 0.0f ) ) )
/ 4.0f };
const glm::vec3 perpendicular_vector2 { glm::normalize( glm::cross( vector, perpendicular_vector ) )
/ 4.0f };
drawLine(
point + glm::normalize( vector ) + perpendicular_vector,
point + glm::normalize( vector ) - perpendicular_vector,
camera,
color );
drawLine(
point + glm::normalize( vector ) + perpendicular_vector2,
point + glm::normalize( vector ) - perpendicular_vector2,
camera,
color );
}
void drawFrustum(
const Frustum< CoordinateSpace::World >& frustum, const Camera& camera, const WorldCoordinate point )
{
drawPlane( frustum.near, point, camera, "near" );
drawPlane( frustum.far, point, camera, "far" );
drawPlane( frustum.top, point, camera, "top" );
drawPlane( frustum.bottom, point, camera, "bottom" );
drawPlane( frustum.right, point, camera, "right" );
drawPlane( frustum.left, point, camera, "left" );
}
void drawFrustum( const Camera& camera )
{
const Frustum frustum { camera.getFrustumBounds() };
drawFrustum( frustum, camera, camera.getFrustumPosition() );
}
void drawPlane(
const Plane< CoordinateSpace::World >& plane,
const WorldCoordinate point,
const Camera& camera,
const std::string label,
const glm::vec3 color )
{
ZoneScoped;
const auto normal { plane.direction() };
assert( point != constants::DEFAULT_VEC3 );
drawLine( point, point + normal, camera, color );
drawPoint( point + normal, camera, label, color );
}
void drawCameraInfo( const Camera& camera )
{
/*
drawVector( { 0.0f, 0.0f, 0.0f }, camera.getUp(), camera, glm::vec3( 0.0f, 1.0f, 0.0f ) );
drawVector( { 0.0f, 0.0f, 0.0f }, camera.getRight(), camera, glm::vec3( 1.0f, 0.0f, 0.0f ) );
drawVector( { 0.0f, 0.0f, 0.0f }, camera.getForward(), camera, glm::vec3( 0.0f, 0.0f, 1.0f ) );
*/
{
drawFrustum( camera );
}
/*
{
const Frustum frustum { camera.getFrustumBounds() };
const auto pos { frustum.near.getPosition() };
drawVector( pos, frustum.far.direction(), camera );
drawVector( pos, frustum.near.direction(), camera );
drawVector( pos, frustum.top.direction(), camera );
drawVector( pos, frustum.bottom.direction(), camera );
drawVector( pos, frustum.right.direction(), camera );
drawVector( pos, frustum.left.direction(), camera );
}
*/
}
} // namespace world
namespace screen
{
void
drawText( const glm::vec2 position, const std::string& text, const glm::vec3 color, const glm::vec2 offset )
{
ZoneScoped;
ImGui::GetForegroundDrawList()
->AddText( glmToImgui( position + offset ), ImColor( color.x, color.y, color.z ), text.c_str() );
}
void drawBoolAlpha(
const glm::vec2 screen_point, const Camera& camera, const bool value, const glm::vec2 offset )
{
ZoneScoped;
const auto color { value ? glm::vec3( 0.0f, 1.0f, 0.0f ) : glm::vec3( 1.0f, 0.0f, 0.0f ) };
drawText( glm::vec2( screen_point.x, screen_point.y + offset.y ), value ? "true" : "false", color );
}
} // namespace screen
} // namespace fgl::engine::debug