spoonedit/src/MainViewport.cpp

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//
// Created by tv on 21.05.23.
//
#include "MainViewport.h"
#include "MainWindow.h"
#include <glm/ext.hpp>
#include<imgui.h>
#include "IconsFontAwesome6.h"
#include "glm/gtx/string_cast.hpp"
#include<algorithm>
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#include<cmath>
#include"Config/Configs.h"
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MainViewport *MainVP;
glm::mat4 TransformToMatrix(Transform tf) {
auto Pos = glm::vec3(tf.Position.X, tf.Position.Y, tf.Position.Z);
auto Rot = glm::vec3(tf.Rotation.X, tf.Rotation.Y, tf.Rotation.Z);
auto Scale = glm::vec3(tf.Scale.X, tf.Scale.Y, tf.Scale.Z);
glm::mat4 translationMatrix = glm::translate(glm::mat4(1), Pos);
glm::mat4 rotationMatrixZ = glm::rotate(glm::mat4(1), glm::radians(Rot.z), glm::vec3(0, 0, 1));
glm::mat4 rotationMatrixY = glm::rotate(rotationMatrixZ, glm::radians(Rot.y), glm::vec3(0, 1, 0));
glm::mat4 rotationMatrix = glm::rotate(rotationMatrixY, glm::radians(Rot.x), glm::vec3(1, 0, 0));
glm::mat4 scaleMatrix = glm::scale(glm::mat4(1), Scale);
return translationMatrix * rotationMatrix * scaleMatrix;
}
glm::vec3 ToGlmVec3(Vector3 Vec3) {
return {Vec3.X, Vec3.Y, Vec3.Z};
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}
bool IsArea(const std::string& Type) {
return std::any_of(Configs::g_areas.begin(), Configs::g_areas.end(),[&](const std::string &areatype){
return Type == areatype;
});
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}
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MainViewport::MainViewport() : Graphics::ViewportWidget("Main Viewport", true), VP(1.0f), defaultShader("ForwardPass"), flatShader("FlatForwardPass") {
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MainVP = this;
m_internalFramebuf = std::make_unique<Graphics::Framebuffer>(
std::vector<Graphics::FramebufferTextureInfo>{
{GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, GL_COLOR_ATTACHMENT0},
{GL_R32UI, GL_RED_INTEGER, GL_UNSIGNED_INT, GL_COLOR_ATTACHMENT1},
{GL_RGBA16F, GL_RGBA, GL_FLOAT, GL_COLOR_ATTACHMENT2},
{GL_DEPTH24_STENCIL8, GL_DEPTH_STENCIL, GL_UNSIGNED_INT_24_8, GL_DEPTH_STENCIL_ATTACHMENT}
},
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defaultShader);
SunCam = std::make_unique<Graphics::Framebuffer>(
std::vector<Graphics::FramebufferTextureInfo>{
{GL_DEPTH_COMPONENT16,GL_DEPTH_COMPONENT,GL_FLOAT,GL_DEPTH_ATTACHMENT}
},
Graphics::Shader("ShadowPass"),
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Math::Vector2i(8192,8192));
auto& tex = SunCam->getFbTexByAttachment(GL_DEPTH_ATTACHMENT);
glBindTexture(GL_TEXTURE_2D, tex.m_texture->getId());
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glBindTexture(GL_TEXTURE_2D,0);
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//ObjMesh = Graphics::Mesh();
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ObjIdPos = m_internalFramebuf->m_shader.getUniformLocation("ObjIdIn");
ObjColPos = m_internalFramebuf->m_shader.getUniformLocation("ObjColor");
TeamId = m_internalFramebuf->m_shader.getUniformLocation("TeamId");
CamPosLoc = m_internalFramebuf->m_shader.getUniformLocation("CameraPosition");
LightDirId = m_internalFramebuf->m_shader.getUniformLocation("LightDirection");
SunVpLoc = m_internalFramebuf->m_shader.getUniformLocation("SunVP");
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}
void MainViewport::RenderRail(Rail *rail) {
static Model RailPointMdl = Model("St_RailPoint");
if (rail->Points.size() > 1) {
auto lastRailPoint = rail->Points.front();
for (RailPoint &railPoint: rail->Points) {
RailPointMdl.Draw(railPoint.TF, m_internalFramebuf->m_shader, VP);
}
}
}
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void MainViewport::Draw() {
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if(greenScreen) {
glClearColor(0, 1, 0, 1);
glClear(GL_COLOR_BUFFER_BIT);
}
m_internalFramebuf->m_shader.use();
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static auto lasttime = boost::chrono::high_resolution_clock::now();
auto timenow = boost::chrono::high_resolution_clock::now();
boost::chrono::duration<float> TimeDiff = (timenow - lasttime);
lasttime = timenow;
float DeltaTime = TimeDiff.count();
glm::vec3 cameraDirection = glm::vec3(
glm::sin(glm::radians(camrot.x)) * glm::cos(glm::radians(camrot.y)),
glm::sin(glm::radians(camrot.y)),
glm::cos(glm::radians(camrot.x)) * glm::cos(glm::radians(camrot.y))
);
glm::vec3 cameraLeft = glm::vec3(
glm::sin(glm::radians(camrot.x + 90)),
0,
glm::cos(glm::radians(camrot.x + 90))
);
if (ImGui::IsWindowFocused()) {
if (ImGui::IsKeyPressed(ImGuiKey_N))
ImGui::OpenPopup("Main VP Debug");
float speedmod = 1.0f;
if (ImGui::IsKeyDown(ImGuiKey_LeftShift))
speedmod = 2;
if (ImGui::IsKeyDown(ImGuiKey_LeftCtrl))
speedmod = 0.5;
if (ImGui::IsKeyDown(ImGuiKey_W)) {
camPos += cameraDirection * speed * speedmod * DeltaTime;
}
if (ImGui::IsKeyDown(ImGuiKey_A)) {
camPos += cameraLeft * speed * speedmod * DeltaTime;
}
if (ImGui::IsKeyDown(ImGuiKey_S)) {
camPos -= cameraDirection * speed * speedmod * DeltaTime;
}
if (ImGui::IsKeyDown(ImGuiKey_D)) {
camPos -= cameraLeft * speed * speedmod * DeltaTime;
}
}
//glm::mat4 VP = Projection * View;
glm::mat4 projectionMatrix = glm::perspective(
glm::radians(
fov), // The vertical Field of View, in radians: the amount of "zoom". Think "camera lens". Usually between 90° (extra wide) and 30° (quite zoomed in)
(float) m_internalFramebuf->getSize().x /
(float) m_internalFramebuf->getSize().y, // Aspect Ratio. Depends on the size of your window. Notice that 4/3 == 800/600 == 1280/960, sounds familiar ?
NearClippingPlane, // Near clipping plane. Keep as big as possible, or you'll get precision issues.
FarClippingPlane // Far clipping plane. Keep as little as possible.
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);
//glm::mat4 ViewMatrix = glm::translate(glm::mat4(1.0f), -camPos);
glm::mat4 ViewMatrix = glm::lookAt(camPos, camPos + cameraDirection, glm::vec3(0, 1, 0));
VP = projectionMatrix * ViewMatrix;// * ViewMatrix * ModelMat;
glUniform3f(CamPosLoc, camPos.x,camPos.y,camPos.z);
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if (ImGui::BeginPopup("Main VP Debug")) {
ImGui::DragFloat3("Camera Postion", &camPos.x, 0.01);
ImGui::DragFloat2("Camera Rotation", &camrot.x, 0.01);
ImGui::SliderFloat("FOV", &fov, 0, 180);
ImGui::DragFloat("Speed", &speed, 1);
ImGui::DragFloat("Near Clipping Plane", &NearClippingPlane, 1);
ImGui::DragFloat("Far Clipping Plane", &FarClippingPlane, 1);
ImGui::DragFloat("Shadow Area", &shadowArea, 0.01);
//ImGui::SliderFloat("Shading Effectiveness", &ShadingEffectiveness, 0, 1);
ImGui::DragFloat3("Light Direction", &LightDir.x, 0.01);
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ImGui::Checkbox("Draw All Areas", &drawAllAreas);
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ImGui::Checkbox("Green Screen", &greenScreen);
if(ImGui::Button("Switch Shading Modes")){
if(flatShading)
m_internalFramebuf->m_shader = defaultShader;
else
m_internalFramebuf->m_shader = flatShader;
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ObjIdPos = m_internalFramebuf->m_shader.getUniformLocation("ObjIdIn");
ObjColPos = m_internalFramebuf->m_shader.getUniformLocation("ObjColor");
TeamId = m_internalFramebuf->m_shader.getUniformLocation("TeamId");
CamPosLoc = m_internalFramebuf->m_shader.getUniformLocation("CameraPosition");
LightDirId = m_internalFramebuf->m_shader.getUniformLocation("LightDirection");
SunVpLoc = m_internalFramebuf->m_shader.getUniformLocation("SunVP");
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flatShading = !flatShading;
}
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ImGui::EndPopup();
}
m_internalFramebuf->m_shader.use();
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if(!flatShading)
glUniform3f(LightDirId, LightDir.x , LightDir.y,LightDir.z);
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glUniform4f(ObjColPos, 1, 1, 1, 1);
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auto &map = GetMainWindow()->loadedMap;
glDrawBuffer(GL_COLOR_ATTACHMENT1);
GLuint ClearID[] = {0};
glClearBufferuiv(GL_COLOR, 0, ClearID);
glDrawBuffer(GL_COLOR_ATTACHMENT2);
GLfloat ClearPos[] = {0, 0, 0, 0};
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glClearBufferfv(GL_COLOR, 0, ClearPos);
glDrawBuffer(GL_COLOR_ATTACHMENT0);
unsigned int ObjID = 16;
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if(!flatShading) {
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glm::vec3 SunPos = (glm::normalize(LightDir) * 1500.0f) + camPos;
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glm::mat4 SunProj = glm::ortho(-shadowArea, shadowArea, -shadowArea, shadowArea, 1.0f, 4000.0f);
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glm::mat4 SunView = glm::lookAt(SunPos, camPos, {0, 1, 0});
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glm::mat4 SunVP = SunProj * SunView;
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SunCam->bind();
SunCam->m_shader.use();
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glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
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glEnable(GL_CULL_FACE);
glCullFace(GL_BACK);
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glDisable(GL_BLEND);
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glClear(GL_DEPTH_BUFFER_BIT);
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for (auto &obj: map.Objects) {
if (IsArea(obj.Type)) {
continue;
}
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if (!MdlFromObj.contains(obj.Type)) {
if (boost::filesystem::exists(
boost::filesystem::current_path() / "Models" / obj.Type / (obj.Type + ".dae")))
MdlFromObj.insert({obj.Type, Model(obj.Type)});
else {
MdlFromObj.insert({obj.Type, Model("St_Default")});
std::cout << "Model missing: \n\t" << obj.Type << std::endl;
}
}
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auto &mdl = MdlFromObj.find(obj.Type)->second;
mdl.Draw(obj.TF, SunCam->m_shader, SunVP);
}
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m_internalFramebuf->bind();
m_internalFramebuf->m_shader.use();
glEnable(GL_DEPTH_TEST);
glDepthFunc(GL_LESS);
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
auto &tex = SunCam->getFbTexByAttachment(GL_DEPTH_ATTACHMENT);
tex.m_texture->setActive(5);
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glUniformMatrix4fv(SunVpLoc,1,GL_FALSE,&SunVP[0][0]);
}
glEnable(GL_CULL_FACE);
glCullFace(GL_FRONT);
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glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
for (auto &obj: map.Objects) {
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if(!flatShading)
glUniform1i(TeamId,(GLint)obj.Team);
if (IsArea(obj.Type) && !drawAllAreas) {
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ObjID++;
continue;
} else if (IsArea(obj.Type) && drawAllAreas) {
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static auto AreaMdl = Model("St_Area");
glUniform1ui(ObjIdPos, ObjID);
AreaMdl.Draw(obj.TF, m_internalFramebuf->m_shader, VP);
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ObjID++;
continue;
}
if (!MdlFromObj.contains(obj.Type)) {
if (boost::filesystem::exists(
boost::filesystem::current_path() / "Models" / obj.Type / (obj.Type + ".dae")))
MdlFromObj.insert({obj.Type, Model(obj.Type)});
else {
MdlFromObj.insert({obj.Type, Model("St_Default")});
std::cout << "Model missing: \n\t" << obj.Type << std::endl;
}
}
auto &mdl = MdlFromObj.find(obj.Type)->second;
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glUniform1ui(ObjIdPos, ObjID);
if (&obj == GetMainWindow()->selectedElem)
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glUniform4f(ObjColPos, 1, .7, .7, 1);
mdl.Draw(obj.TF, m_internalFramebuf->m_shader, VP);
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if (&obj == GetMainWindow()->selectedElem)
glUniform4f(ObjColPos, 1, 1, 1, 1);
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ObjID++;
}
if (GetMainWindow()->selectedElem != nullptr) {
auto selobj = GetMainWindow()->selectedElem;
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glUniform1ui(ObjIdPos, 0);
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if (IsArea(selobj->Type)) {
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static auto AreaMdl = Model("St_Area");
AreaMdl.Draw(selobj->TF, m_internalFramebuf->m_shader, VP);
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}
glClear(GL_DEPTH_BUFFER_BIT);
for (Link &link: GetMainWindow()->selectedElem->Links) {
Element *elem = GetMainWindow()->loadedMap.GetElementById(link.Destination);
if (elem == nullptr)
continue;
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if (Rail *rail = dynamic_cast<Rail *>(elem)) {
RenderRail(rail);
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}
}
if (Rail *rail = dynamic_cast<Rail *>(GetMainWindow()->selectedElem)) {
RenderRail(rail);
}
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//mdl.DrawSelection(selobj->TF);
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//glClear(GL_DEPTH_BUFFER_BIT);
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/*if (CurrentGizmoType == Move) {
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static Model Arrow = Model("St_Arrow");
auto tf = Transform();
tf.Position = selobj->TF.Position;
// float size = glm::distance(glm::vec3(tf.Position.X, tf.Position.Y, tf.Position.Z), camPos);
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//tf.Scale = {size/ 50, size/ 50, size/ 50};
tf.Scale = {1, 1, 1};
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tf.Rotation = {0, 0, 90};
glUniform4f(ObjColPos, 0.5, 0, 0, 1);
if (HoveredObjId == 1)
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glUniform4f(ObjColPos, 1, 0, 0, 1);
glUniform1ui(ObjIdPos, 1);
Arrow.Draw(tf, m_internalFramebuf->m_shader, VP);
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tf.Rotation = {0, 0, 0};
glUniform4f(ObjColPos, 0, 0.5, 0, 1);
if (HoveredObjId == 2)
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glUniform4f(ObjColPos, 0, 1, 0, 1);
glUniform1ui(ObjIdPos, 2);
Arrow.Draw(tf, m_internalFramebuf->m_shader, VP);
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tf.Rotation = {90, 0, 0};
glUniform4f(ObjColPos, 0, 0, 0.5, 1);
if (HoveredObjId == 3)
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glUniform4f(ObjColPos, 0, 0, 1, 1);
glUniform1ui(ObjIdPos, 3);
Arrow.Draw(tf, m_internalFramebuf->m_shader, VP);
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glUniform4f(ObjColPos, 1, 1, 1, 1);
} else if (CurrentGizmoType == Scale) {
static Model Scalar = Model("St_Scalar");
auto tf = Transform();
tf.Position = selobj->TF.Position;
// float size = glm::distance(glm::vec3(tf.Position.X, tf.Position.Y, tf.Position.Z), camPos);
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//tf.Scale = {size/ 50, size/ 50, size/ 50};
tf.Scale = {1, 1, 1};
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tf.Rotation = {selobj->TF.Rotation.X + 90, selobj->TF.Rotation.Y + 90, selobj->TF.Rotation.Z};
glUniform4f(ObjColPos, 0.5, 0, 0, 1);
if (HoveredObjId == 1)
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glUniform4f(ObjColPos, 1, 0, 0, 1);
glUniform1ui(ObjIdPos, 1);
Scalar.Draw(tf, m_internalFramebuf->m_shader, VP);
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tf.Rotation = {selobj->TF.Rotation.X, selobj->TF.Rotation.Y, selobj->TF.Rotation.Z};
glUniform4f(ObjColPos, 0, 0.5, 0, 1);
if (HoveredObjId == 2)
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glUniform4f(ObjColPos, 0, 1, 0, 1);
glUniform1ui(ObjIdPos, 2);
Scalar.Draw(tf, m_internalFramebuf->m_shader, VP);
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tf.Rotation = {selobj->TF.Rotation.X + 90, selobj->TF.Rotation.Y, selobj->TF.Rotation.Z};
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glUniform4f(ObjColPos, 0, 0, 0.5, 1);
if (HoveredObjId == 3)
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glUniform4f(ObjColPos, 0, 0, 1, 1);
glUniform1ui(ObjIdPos, 3);
Scalar.Draw(tf, m_internalFramebuf->m_shader, VP);
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glUniform4f(ObjColPos, 1, 1, 1, 1);
} else if (CurrentGizmoType == Rotate) {
static Model Rotator = Model("St_Rotate");
auto tf = Transform();
tf.Position = selobj->TF.Position;
// float size = glm::distance(glm::vec3(tf.Position.X, tf.Position.Y, tf.Position.Z), camPos);
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//tf.Scale = {size/ 50, size/ 50, size/ 50};
tf.Scale = {1, 1, 1};
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tf.Rotation = {0, 0, 90};
glUniform4f(ObjColPos, 0.5, 0, 0, 1);
if (HoveredObjId == 1)
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glUniform4f(ObjColPos, 1, 0, 0, 1);
glUniform1ui(ObjIdPos, 1);
Rotator.Draw(tf, m_internalFramebuf->m_shader, VP);
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tf.Rotation = {0, 0, 0};
glUniform4f(ObjColPos, 0, 0.5, 0, 1);
if (HoveredObjId == 2)
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glUniform4f(ObjColPos, 0, 1, 0, 1);
glUniform1ui(ObjIdPos, 2);
Rotator.Draw(tf, m_internalFramebuf->m_shader, VP);
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tf.Rotation = {90, 0, 0};
glUniform4f(ObjColPos, 0, 0, 0.5, 1);
if (HoveredObjId == 3)
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glUniform4f(ObjColPos, 0, 0, 1, 1);
glUniform1ui(ObjIdPos, 3);
Rotator.Draw(tf, m_internalFramebuf->m_shader, VP);
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glUniform4f(ObjColPos, 1, 1, 1, 1);
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}*/
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}
}
template<typename t>
inline float GetVecComponent(const t &v1, const t &v2) {
auto NormComp = glm::normalize(v2);
return (glm::dot(v1, NormComp));
}
template<typename t>
inline t ProjectToRayNormalized(const t &v1, const t &ray) {
return glm::dot(v1, ray) / glm::dot(ray, ray) * ray;
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}
template<typename t>
inline t ProjectToRay(const t &v1, const t &rayStart, const t &ray) {
return ProjectToRayNormalized(v1 - rayStart, ray - rayStart) + rayStart;
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}
template<typename t>
inline t ProjectToRayNormDir(const t &v1, const t &rayStart, const t &RayDir) {
return ProjectToRayNormalized(v1 - rayStart, RayDir) + rayStart;
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}
glm::vec3 MainViewport::ScreenSpaceToRay(glm::vec2 ScreenPos) {
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auto InverseVP = glm::inverse(VP);
glm::vec4 worldPos = InverseVP * glm::vec4(ScreenPos, 1.0, 1.0);
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glm::vec3 dir = glm::normalize(glm::vec3(worldPos));
return dir;
}
void MainViewport::HandleInput(InputEvent event) {
static glm::vec2 lastMpos = glm::vec2(0, 0);
glm::vec2 currentMpos = glm::vec2(event.x, event.y);
//static glm::vec3 GizmoDirPrePos = {0,0,0};
glm::vec2 DeltaMousePos = currentMpos - lastMpos;
static glm::vec3 ObjBindingVec = {0, 0, 0};
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static float ObjScalingDist = 0.0f;
static glm::vec3 GizmoDir = glm::vec3(1, 1, 1);
static unsigned int SpecialObjCur = 0;
auto SelObj = GetMainWindow()->selectedElem;
switch (event.EventType) {
case (InputType::MouseHover): {
GLint y = event.y * m_internalFramebuf->getSize().y;
GLint x = event.x * m_internalFramebuf->getSize().x;
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glReadBuffer(GL_COLOR_ATTACHMENT1);
glReadPixels(x, y, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &HoveredObjId);
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}
break;
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case (InputType::MouseDownL): {
GLint y = event.y * m_internalFramebuf->getSize().y;
GLint x = event.x * m_internalFramebuf->getSize().x;
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glBindFramebuffer(GL_FRAMEBUFFER, m_internalFramebuf->getId());
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glReadBuffer(GL_COLOR_ATTACHMENT1);
unsigned int obj = 0;
glReadPixels(x, y, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &obj);
if (obj < 16) {
SpecialObjCur = obj;
if (CurrentGizmoType == Move) {
if (0 < obj && obj <= 3) {
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if (obj == 1) {
GizmoDir = {1, 0, 0};
} else if (obj == 2) {
GizmoDir = {0, 1, 0};
} else if (obj == 3) {
GizmoDir = {0, 0, 1};
}
glReadBuffer(GL_COLOR_ATTACHMENT2);
glm::vec4 CurWDirPos = {0, 0, 0, 0};
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glReadPixels(x, y, 1, 1, GL_RGBA, GL_FLOAT, glm::value_ptr(CurWDirPos));
glm::vec3 GizmoDirPrePos = ProjectToRayNormalized({CurWDirPos.x, CurWDirPos.y, CurWDirPos.z},
GizmoDir);
glm::vec3 objpos = {SelObj->TF.Position.X, SelObj->TF.Position.Y, SelObj->TF.Position.Z};
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ObjBindingVec = objpos - GizmoDirPrePos;
std::cout << glm::to_string(ObjBindingVec) << std::endl;
}
} else if (CurrentGizmoType == Scale) {
if (0 < obj && obj <= 3) {
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if (obj == 1) {
GizmoDir = {1, 0, 0};
} else if (obj == 2) {
GizmoDir = {0, 1, 0};
} else if (obj == 3) {
GizmoDir = {0, 0, 1};
}
auto TF = SelObj->TF;
TF.Scale = {1, 1, 1};
TF.Position = {0, 0, 0};
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auto mat = TransformToMatrix(TF);
GizmoDir = mat * glm::vec4(GizmoDir, 1);
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glReadBuffer(GL_COLOR_ATTACHMENT2);
glm::vec4 CurWDirPos = {0, 0, 0, 0};
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glReadPixels(x, y, 1, 1, GL_RGBA, GL_FLOAT, glm::value_ptr(CurWDirPos));
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glm::vec3 GizmoDirPrePos = ProjectToRayNormalized({CurWDirPos.x, CurWDirPos.y, CurWDirPos.z},
GizmoDir);
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glm::vec3 objpos = ToGlmVec3(SelObj->TF.Position);
ObjScalingDist = glm::distance(ProjectToRayNormalized(objpos, GizmoDir), GizmoDirPrePos);
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ObjBindingVec = ToGlmVec3(SelObj->TF.Scale);
//std::cout << ObjScalingDist << std::endl;
} /*if (CurrentGizmoType == Rotate) {
if(0 < obj && obj <= 3 ) {
if (obj == 1) {
GizmoDir = {1, 0, 0};
} else if (obj == 2) {
GizmoDir = {0, 1, 0};
} else if (obj == 3) {
GizmoDir = {0, 0, 1};
}
glReadBuffer(GL_COLOR_ATTACHMENT2);
glm::vec4 CurWDirPos = {0,0,0,0};
glReadPixels(x, y, 1, 1, GL_RGBA, GL_FLOAT, glm::value_ptr(CurWDirPos));
glm::vec3 GizmoDirPrePos = ProjectToRayNormalized({CurWDirPos.x,-CurWDirPos.y,CurWDirPos.z},GizmoDir);
glm::vec3 objpos = {SelObj->TF.Position.X,SelObj->TF.Position.Y,SelObj->TF.Position.Z};
ObjBindingVec = objpos - GizmoDirPrePos;
}
}*/
}
return;
}
obj -= 16;
GetMainWindow()->selectedElem = &GetMainWindow()->loadedMap.Objects[obj];
}
break;
case (InputType::MouseHoldL): {
GLint y = event.y * m_internalFramebuf->getSize().y;
GLint x = event.x * m_internalFramebuf->getSize().x;
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glBindFramebuffer(GL_FRAMEBUFFER, m_internalFramebuf->getId());
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glReadBuffer(GL_COLOR_ATTACHMENT1);
unsigned int obj = 0;
glReadPixels(x, y, 1, 1, GL_RED_INTEGER, GL_UNSIGNED_INT, &obj);
if (CurrentGizmoType == Move) {
if (SpecialObjCur == 0) {
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return;
}
/*if(SpecialObjCur != obj){
SpecialObjCur = 0;
return;
}*/
auto tf = SelObj->TF;
tf.Rotation = {0, 0, 0};
tf.Scale = {1, 1, 1};
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auto Tf = TransformToMatrix(tf);
if (SpecialObjCur == 1) {
GizmoDir = {1, 0, 0};
} else if (SpecialObjCur == 2) {
GizmoDir = {0, 1, 0};
} else if (SpecialObjCur == 3) {
GizmoDir = {0, 0, 1};
}
auto ClipSpaceStart = (VP * Tf) * glm::vec4(0, 0, 0, 1);
auto ClipSpaceEnd = (VP * Tf) * glm::vec4(GizmoDir, 1);
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glm::vec2 ScreenSpaceStart = {
((ClipSpaceStart.x / ClipSpaceStart.w + 1) / 2) * (float)m_internalFramebuf->getSize().x,
((ClipSpaceStart.y / ClipSpaceStart.w + 1) / 2) * (float)m_internalFramebuf->getSize().y};
glm::vec2 ScreenSpaceEnd = {
((ClipSpaceEnd.x / ClipSpaceEnd.w + 1) / 2) * (float)m_internalFramebuf->getSize().x,
((ClipSpaceEnd.y / ClipSpaceEnd.w + 1) / 2) * (float)m_internalFramebuf->getSize().y};
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glm::vec2 ScrenSpaceDir = ScreenSpaceEnd - ScreenSpaceStart;
glm::vec2 MousePos = {x, y};
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glm::vec2 FixedMousePos = ProjectToRayNormDir(MousePos, ScreenSpaceStart, ScrenSpaceDir);
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//SpecialObjCur = obj;
if (0 < SpecialObjCur && SpecialObjCur <= 3) {
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glReadBuffer(GL_COLOR_ATTACHMENT2);
glm::vec4 CurWDirPos = {0, 0, 0, 0};
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glReadPixels((int)floorf(FixedMousePos.x), (int)floorf(FixedMousePos.y), 1, 1, GL_RGBA, GL_FLOAT,
glm::value_ptr(CurWDirPos));
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//std::cout << glm::to_string(CurWDirPos) << std::endl;
auto DirProjectedTranslationPos = ProjectToRayNormalized(
{CurWDirPos.x, CurWDirPos.y, CurWDirPos.z}, GizmoDir);
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if (SpecialObjCur == 1) {
SelObj->TF.Position.X = ObjBindingVec.x + DirProjectedTranslationPos.x;
} else if (SpecialObjCur == 2) {
SelObj->TF.Position.Y = ObjBindingVec.y + DirProjectedTranslationPos.y;
} else if (SpecialObjCur == 3) {
SelObj->TF.Position.Z = ObjBindingVec.z + DirProjectedTranslationPos.z;
}
glm::vec3 objpos = {SelObj->TF.Position.X, SelObj->TF.Position.Y, SelObj->TF.Position.Z};
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ObjBindingVec = objpos - DirProjectedTranslationPos;
lastMpos = currentMpos;
}
} else if (CurrentGizmoType == Scale) {
if (SpecialObjCur == 0)
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return;
if (SpecialObjCur != obj) {
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SpecialObjCur = 0;
return;
}
if (0 < SpecialObjCur && SpecialObjCur <= 3) {
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SpecialObjCur = obj;
if (obj == 1) {
GizmoDir = {1, 0, 0};
} else if (obj == 2) {
GizmoDir = {0, 1, 0};
} else if (obj == 3) {
GizmoDir = {0, 0, 1};
}
auto TF = SelObj->TF;
TF.Scale = {1, 1, 1};
TF.Position = {0, 0, 0};
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auto mat = TransformToMatrix(TF);
GizmoDir = mat * glm::vec4(GizmoDir, 1);
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glReadBuffer(GL_COLOR_ATTACHMENT2);
glm::vec4 CurWDirPos = {0, 0, 0, 0};
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//GizmoDir = glm::normalize( * GizmoDir)
glReadPixels(x, y, 1, 1, GL_RGBA, GL_FLOAT, glm::value_ptr(CurWDirPos));
glm::vec3 ObjPos = ToGlmVec3(SelObj->TF.Position);
ObjPos.y = -ObjPos.y;
CurWDirPos -= glm::vec4(ObjPos, 1);
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auto DirProjectedTranslationPos = ProjectToRayNormalized(
{CurWDirPos.x, CurWDirPos.y, CurWDirPos.z}, GizmoDir);
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float VecComp = GetVecComponent(DirProjectedTranslationPos, GizmoDir);
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float DeltaInDir = 0;
if (SpecialObjCur == 1) {
DeltaInDir = (ObjBindingVec.x + ((VecComp / ObjScalingDist) - 1) * ObjBindingVec.x) -
SelObj->TF.Scale.X;
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SelObj->TF.Scale.X = ObjBindingVec.x + ((VecComp / ObjScalingDist) - 1) * ObjBindingVec.x;
} else if (SpecialObjCur == 2) {
DeltaInDir = (ObjBindingVec.y + ((VecComp / ObjScalingDist) - 1) * ObjBindingVec.y) -
SelObj->TF.Scale.Y;
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SelObj->TF.Scale.Y = ObjBindingVec.y + ((VecComp / ObjScalingDist) - 1) * ObjBindingVec.y;
} else if (SpecialObjCur == 3) {
DeltaInDir = (ObjBindingVec.z + ((VecComp / ObjScalingDist) - 1) * ObjBindingVec.z) -
SelObj->TF.Scale.Z;
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SelObj->TF.Scale.Z = ObjBindingVec.z + ((VecComp / ObjScalingDist) - 1) * ObjBindingVec.z;
}
if (ImGui::IsKeyDown(ImGuiKey_LeftCtrl)) {
if (SpecialObjCur != 1) SelObj->TF.Scale.X += DeltaInDir;
if (SpecialObjCur != 2) SelObj->TF.Scale.Y += DeltaInDir;
if (SpecialObjCur != 3) SelObj->TF.Scale.Z += DeltaInDir;
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}
lastMpos = currentMpos;
}
}
}
break;
case (InputType::MouseUpL):
SpecialObjCur = 0;
break;
case (InputType::MouseDownR):
ImGui::SetWindowFocus();
lastMpos = currentMpos;
break;
case (InputType::MouseHoldR):
ImGui::SetWindowFocus();
camrot.x += (lastMpos.x - currentMpos.x) * (float) m_internalFramebuf->getSize().x * .1f;
camrot.y += (lastMpos.y - currentMpos.y) * (float) m_internalFramebuf->getSize().y * .1f;
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lastMpos = currentMpos;
break;
default:
break;
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}
}
void MainViewport::DrawOver() {
auto textsz = ImGui::CalcTextSize(ICON_FA_ARROWS_UP_DOWN_LEFT_RIGHT " "
ICON_FA_ARROWS_LEFT_RIGHT_TO_LINE " "
ICON_FA_ROTATE);
ImGui::SetCursorPos(ImVec2(ImGui::GetWindowWidth() - textsz.x - 70, textsz.y + 20));
ImGui::BeginGroupPanel("Tools");
if (CurrentGizmoType == Move) {
ImGui::PushStyleColor(ImGuiCol_Button, 0xFF008000);
if (ImGui::Button(ICON_FA_ARROWS_UP_DOWN_LEFT_RIGHT "##MainVpMoveGadget"))
CurrentGizmoType = Move;
ImGui::PopStyleColor();
} else {
if (ImGui::Button(ICON_FA_ARROWS_UP_DOWN_LEFT_RIGHT "##MainVpMoveGadget"))
CurrentGizmoType = Move;
}
ImGui::SameLine();
if (CurrentGizmoType == Scale) {
ImGui::PushStyleColor(ImGuiCol_Button, 0xFF008000);
if (ImGui::Button(ICON_FA_ARROWS_LEFT_RIGHT_TO_LINE "##MainVpScaleGadget"))
CurrentGizmoType = Scale;
ImGui::PopStyleColor();
} else {
if (ImGui::Button(ICON_FA_ARROWS_LEFT_RIGHT_TO_LINE "##MainVpScaleGadget"))
CurrentGizmoType = Scale;
}
ImGui::SameLine();
if (CurrentGizmoType == Rotate) {
ImGui::PushStyleColor(ImGuiCol_Button, 0xFF008000);
if (ImGui::Button(ICON_FA_ROTATE "##MainVpRotateGadget"))
CurrentGizmoType = Rotate;
ImGui::PopStyleColor();
} else {
if (ImGui::Button(ICON_FA_ROTATE "##MainVpRotateGadget"))
CurrentGizmoType = Rotate;
}
ImGui::EndGroupPanel();
}
glm::vec2 MainViewport::CalcGizmoDir(glm::vec3 dir) {
auto SelObj = GetMainWindow()->selectedElem;
auto DirPos = glm::vec4(dir, 1);
auto ObjPos = glm::vec4(0, 0, 0, 1);
auto tf = SelObj->TF;
tf.Rotation = {0, 0, 0};
tf.Scale = {1, 1, 1};
auto ModelMat = TransformToMatrix(tf);
auto ObjPosClipSpace = (VP * ModelMat) * ObjPos;
auto DirPosClipSpace = (VP * ModelMat) * DirPos;
auto ObjPosVPSpace = glm::vec2(ObjPosClipSpace.x / ObjPosClipSpace.w,
ObjPosClipSpace.y / ObjPosClipSpace.w);
auto DirPosVPSpace = glm::vec2(DirPosClipSpace.x / DirPosClipSpace.w,
DirPosClipSpace.y / DirPosClipSpace.w);
return DirPosVPSpace - ObjPosVPSpace;
}
void MainViewport::clearModels() {
MdlFromObj.clear();
}
void MainViewport::cleanUnnescessary() {
auto &map = GetMainWindow()->loadedMap;
for(auto mdlPairIter = MdlFromObj.begin(); mdlPairIter != MdlFromObj.end(); ){
auto nextiter = mdlPairIter;
nextiter++;
if(nextiter == MdlFromObj.end())
break;
if(std::none_of(map.Objects.begin(), map.Objects.end(),[&](const LevelObject &obj){
return obj.Type == nextiter->first;
})){
MdlFromObj.erase(nextiter);
} else {
mdlPairIter = nextiter;
}
}
}
MainViewport *g_getMainViewport() {
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return MainVP;
}