AnimTestbed/src/main.cc

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//------------------------------------------------------------------------------
// imgui-glfw
// Demonstrates basic integration with Dear Imgui (without custom
// texture or custom font support).
//------------------------------------------------------------------------------
#include "imgui.h"
#include "imnodes.h"
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#define SOKOL_IMPL
#define SOKOL_GLCORE33
#include "sokol_gfx.h"
#include "sokol_time.h"
#define SOKOL_GL_IMPL
#include "util/sokol_gl.h"
#define GLFW_INCLUDE_NONE
#include <iostream>
#include "Camera.h"
#include "SkinnedMesh.h"
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#include "src/AnimGraph/AnimGraphEditor.h"
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#include "GLFW/glfw3.h"
const int Width = 1024;
const int Height = 768;
const int MaxVertices = (1 << 16);
const int MaxIndices = MaxVertices * 3;
uint64_t last_time = 0;
bool show_imgui_demo_window = false;
bool show_another_window = false;
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bool show_graph_editor = true;
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sg_pass_action pass_action;
sg_pipeline pip;
sg_bindings bind;
typedef struct {
ImVec2 disp_size;
} vs_params_t;
static void draw_imgui(ImDrawData*);
#define HANDMADE_MATH_IMPLEMENTATION
#define HANDMADE_MATH_NO_SSE
#include "HandmadeMath.h"
#include "camera.h"
// ozz-animation headers
#include <cmath> // fmodf
#include <memory> // std::unique_ptr, std::make_unique
#include "SkinnedMeshRenderer.h"
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#include "ozz/animation/runtime/animation.h"
#include "ozz/animation/runtime/local_to_model_job.h"
#include "ozz/animation/runtime/sampling_job.h"
#include "ozz/animation/runtime/skeleton.h"
#include "ozz/base/containers/vector.h"
#include "ozz/base/io/archive.h"
#include "ozz/base/io/stream.h"
#include "ozz/base/log.h"
#include "ozz/base/maths/soa_transform.h"
#include "ozz/base/maths/vec_float.h"
// wrapper struct for managed ozz-animation C++ objects, mUST BE DEleted
// before shutdown, otherwise ozz-animation will report a memory leak
typedef struct {
ozz::animation::Skeleton skeleton;
ozz::animation::Animation animation;
ozz::animation::SamplingCache cache;
ozz::vector<ozz::math::SoaTransform> local_matrices;
ozz::vector<ozz::math::Float4x4> model_matrices;
} ozz_t;
static struct {
std::unique_ptr<ozz_t> ozz;
sg_pass_action pass_action;
Camera camera;
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struct {
bool skeleton;
bool animation;
bool failed;
} loaded;
struct {
double frame;
double absolute;
uint64_t laptime;
float factor;
float anim_ratio;
bool anim_ratio_ui_override;
bool paused;
} time;
} state;
typedef struct {
int32_t mousedX;
int32_t mousedY;
int32_t mouseX;
int32_t mouseY;
uint8_t mouseButton;
int32_t mouseScroll;
char key;
} GuiInputState;
GuiInputState gGuiInputState = {0, 0, 0, 0, 0, 0, 0};
enum class ControlMode {
ControlModeNone,
ControlModeFPS
};
ControlMode gControlMode = ControlMode::ControlModeNone;
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// io buffers for skeleton and animation data files, we know the max file size upfront
static uint8_t skel_data_buffer[4 * 1024];
static uint8_t anim_data_buffer[32 * 1024];
static void draw_grid(void);
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static void draw_ui(void);
// static void skeleton_data_loaded(const sfetch_response_t* response);
// static void animation_data_loaded(const sfetch_response_t* response);
static void frame(void);
void handle_mouse(GLFWwindow* w, GuiInputState* io_input_state) {
if (!glfwGetWindowAttrib(w, GLFW_FOCUSED)) {
return;
}
double mouse_x, mouse_y;
glfwGetCursorPos(w, &mouse_x, &mouse_y);
if (io_input_state->mouseButton) {
io_input_state->mousedX = int32_t(mouse_x) - io_input_state->mouseX;
io_input_state->mousedY = int32_t(mouse_y) - io_input_state->mouseY;
} else {
io_input_state->mousedX = 0;
io_input_state->mousedY = 0;
}
io_input_state->mouseX = int32_t(mouse_x);
io_input_state->mouseY = int32_t(mouse_y);
io_input_state->mouseButton = glfwGetMouseButton(w, 0)
+ (glfwGetMouseButton(w, 1) << 1)
+ (glfwGetMouseButton(w, 2) << 2);
}
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int main() {
// window and GL context via GLFW and flextGL
glfwInit();
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GLFW_TRUE);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwWindowHint(GLFW_COCOA_RETINA_FRAMEBUFFER, GLFW_FALSE);
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glfwWindowHint(GLFW_SAMPLES, 16);
GLFWwindow* w = glfwCreateWindow(Width, Height, "AnimTestbed", 0, 0);
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glfwMakeContextCurrent(w);
glfwSwapInterval(1);
// GLFW to ImGui input forwarding
glfwSetMouseButtonCallback(
w,
[](GLFWwindow*, int btn, int action, int /*mods*/) {
if ((btn >= 0) && (btn < 3)) {
ImGui::GetIO().MouseDown[btn] = (action == GLFW_PRESS);
}
});
glfwSetCursorPosCallback(w, [](GLFWwindow*, double pos_x, double pos_y) {
ImGui::GetIO().MousePos.x = float(pos_x);
ImGui::GetIO().MousePos.y = float(pos_y);
});
glfwSetScrollCallback(w, [](GLFWwindow*, double /*pos_x*/, double pos_y) {
ImGui::GetIO().MouseWheel = float(pos_y);
});
glfwSetKeyCallback(
w,
[](GLFWwindow*, int key, int /*scancode*/, int action, int mods) {
ImGuiIO& io = ImGui::GetIO();
if ((key >= 0) && (key < 512)) {
io.KeysDown[key] = (action == GLFW_PRESS) || (action == GLFW_REPEAT);
}
io.KeyCtrl = (0 != (mods & GLFW_MOD_CONTROL));
io.KeyAlt = (0 != (mods & GLFW_MOD_ALT));
io.KeyShift = (0 != (mods & GLFW_MOD_SHIFT));
});
glfwSetCharCallback(w, [](GLFWwindow*, unsigned int codepoint) {
ImGui::GetIO().AddInputCharacter((ImWchar)codepoint);
});
// setup sokol_gfx and sokol_time
stm_setup();
sg_desc desc = {};
sg_setup(&desc);
assert(sg_isvalid());
// setup sokol-gl
sgl_desc_t sgldesc = {};
sgldesc.sample_count = 0;
sgl_setup(&sgldesc);
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// Animation setup
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SkinnedMesh skinned_mesh;
skinned_mesh.LoadSkeleton("../media/MixamoYBot-skeleton.ozz");
skinned_mesh.LoadAnimation("../media/Idle-loop.ozz");
int anim_idx = 0;
float idle_markers[] = {0.f, 0.5};
skinned_mesh.m_animation_sync_track[anim_idx] = SyncTrack::CreateFromMarkers(skinned_mesh.m_animations[anim_idx]->duration(), 2, idle_markers);
anim_idx = 1;
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skinned_mesh.LoadAnimation("../media/Walking-loop.ozz");
float walking_markers[] = {0.293, 0.762};
skinned_mesh.m_animation_sync_track[anim_idx] = SyncTrack::CreateFromMarkers(skinned_mesh.m_animations[anim_idx]->duration(), 2, walking_markers);
anim_idx = 2;
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skinned_mesh.LoadAnimation("../media/RunningSlow-loop.ozz");
float running_slow_markers[] = {0.315, 0.834};
skinned_mesh.m_animation_sync_track[anim_idx] = SyncTrack::CreateFromMarkers(skinned_mesh.m_animations[anim_idx]->duration(), 2, running_slow_markers);
anim_idx = 3;
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skinned_mesh.LoadAnimation("../media/RunningFast-loop.ozz");
float running_fast_markers[] = {0.403, 0.818};
skinned_mesh.m_animation_sync_track[anim_idx] = SyncTrack::CreateFromMarkers(skinned_mesh.m_animations[anim_idx]->duration(), 2, running_fast_markers);
anim_idx = 4;
skinned_mesh.LoadAnimation("../media/Limping-loop.ozz");
float limping_markers[] = {0.757, 0.044};
skinned_mesh.m_animation_sync_track[anim_idx] = SyncTrack::CreateFromMarkers(skinned_mesh.m_animations[anim_idx]->duration(), 2, limping_markers);
anim_idx = 5;
skinned_mesh.LoadAnimation("../media/ZombieWalk-loop.ozz");
float zombiewalk_markers[] = {0.619, 0.};
skinned_mesh.m_animation_sync_track[anim_idx] = SyncTrack::CreateFromMarkers(skinned_mesh.m_animations[anim_idx]->duration(), 2, zombiewalk_markers);
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skinned_mesh.SetCurrentAnimation(0);
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state.time.factor = 1.0f;
Camera_Init(&state.camera);
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// setup Dear Imgui
ImGui::CreateContext();
ImGui::StyleColorsDark();
ImGuiIO& io = ImGui::GetIO();
io.IniFilename = nullptr;
io.Fonts->AddFontDefault();
io.KeyMap[ImGuiKey_Tab] = GLFW_KEY_TAB;
io.KeyMap[ImGuiKey_LeftArrow] = GLFW_KEY_LEFT;
io.KeyMap[ImGuiKey_RightArrow] = GLFW_KEY_RIGHT;
io.KeyMap[ImGuiKey_UpArrow] = GLFW_KEY_UP;
io.KeyMap[ImGuiKey_DownArrow] = GLFW_KEY_DOWN;
io.KeyMap[ImGuiKey_Home] = GLFW_KEY_HOME;
io.KeyMap[ImGuiKey_End] = GLFW_KEY_END;
io.KeyMap[ImGuiKey_Delete] = GLFW_KEY_DELETE;
io.KeyMap[ImGuiKey_Backspace] = GLFW_KEY_BACKSPACE;
io.KeyMap[ImGuiKey_Enter] = GLFW_KEY_ENTER;
io.KeyMap[ImGuiKey_Escape] = GLFW_KEY_ESCAPE;
io.KeyMap[ImGuiKey_A] = GLFW_KEY_A;
io.KeyMap[ImGuiKey_C] = GLFW_KEY_C;
io.KeyMap[ImGuiKey_V] = GLFW_KEY_V;
io.KeyMap[ImGuiKey_X] = GLFW_KEY_X;
io.KeyMap[ImGuiKey_Y] = GLFW_KEY_Y;
io.KeyMap[ImGuiKey_Z] = GLFW_KEY_Z;
// ImNodes
ImNodes::CreateContext();
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// dynamic vertex- and index-buffers for imgui-generated geometry
sg_buffer_desc vbuf_desc = {};
vbuf_desc.usage = SG_USAGE_STREAM;
vbuf_desc.size = MaxVertices * sizeof(ImDrawVert);
bind.vertex_buffers[0] = sg_make_buffer(&vbuf_desc);
sg_buffer_desc ibuf_desc = {};
ibuf_desc.type = SG_BUFFERTYPE_INDEXBUFFER;
ibuf_desc.usage = SG_USAGE_STREAM;
ibuf_desc.size = MaxIndices * sizeof(ImDrawIdx);
bind.index_buffer = sg_make_buffer(&ibuf_desc);
// font texture for imgui's default font
unsigned char* font_pixels;
int font_width, font_height;
io.Fonts->GetTexDataAsRGBA32(&font_pixels, &font_width, &font_height);
sg_image_desc img_desc = {};
img_desc.width = font_width;
img_desc.height = font_height;
img_desc.pixel_format = SG_PIXELFORMAT_RGBA8;
img_desc.wrap_u = SG_WRAP_CLAMP_TO_EDGE;
img_desc.wrap_v = SG_WRAP_CLAMP_TO_EDGE;
img_desc.data.subimage[0][0] =
sg_range{font_pixels, size_t(font_width * font_height * 4)};
bind.fs_images[0] = sg_make_image(&img_desc);
// shader object for imgui rendering
sg_shader_desc shd_desc = {};
auto& ub = shd_desc.vs.uniform_blocks[0];
ub.size = sizeof(vs_params_t);
ub.uniforms[0].name = "disp_size";
ub.uniforms[0].type = SG_UNIFORMTYPE_FLOAT2;
shd_desc.vs.source =
"#version 330\n"
"uniform vec2 disp_size;\n"
"layout(location=0) in vec2 position;\n"
"layout(location=1) in vec2 texcoord0;\n"
"layout(location=2) in vec4 color0;\n"
"out vec2 uv;\n"
"out vec4 color;\n"
"void main() {\n"
" gl_Position = vec4(((position/disp_size)-0.5)*vec2(2.0,-2.0), 0.5, "
"1.0);\n"
" uv = texcoord0;\n"
" color = color0;\n"
"}\n";
shd_desc.fs.images[0].name = "tex";
shd_desc.fs.images[0].image_type = SG_IMAGETYPE_2D;
shd_desc.fs.source =
"#version 330\n"
"uniform sampler2D tex;\n"
"in vec2 uv;\n"
"in vec4 color;\n"
"out vec4 frag_color;\n"
"void main() {\n"
" frag_color = texture(tex, uv) * color;\n"
"}\n";
sg_shader shd = sg_make_shader(&shd_desc);
// pipeline object for imgui rendering
sg_pipeline_desc pip_desc = {};
pip_desc.layout.buffers[0].stride = sizeof(ImDrawVert);
auto& attrs = pip_desc.layout.attrs;
attrs[0].format = SG_VERTEXFORMAT_FLOAT2;
attrs[1].format = SG_VERTEXFORMAT_FLOAT2;
attrs[2].format = SG_VERTEXFORMAT_UBYTE4N;
pip_desc.shader = shd;
pip_desc.index_type = SG_INDEXTYPE_UINT16;
pip_desc.colors[0].blend.enabled = true;
pip_desc.colors[0].blend.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA;
pip_desc.colors[0].blend.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA;
pip_desc.colors[0].write_mask = SG_COLORMASK_RGB;
pip = sg_make_pipeline(&pip_desc);
// initial clear color
pass_action.colors[0].action = SG_ACTION_CLEAR;
pass_action.colors[0].value = {0.1f, 0.1f, 0.1f, 1.0f};
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// draw loop
while (!glfwWindowShouldClose(w)) {
state.time.frame = stm_sec(
stm_round_to_common_refresh_rate(stm_laptime(&state.time.laptime)));
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state.time.absolute += state.time.frame * state.time.factor;
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int cur_width, cur_height;
glfwGetFramebufferSize(w, &cur_width, &cur_height);
// this is standard ImGui demo code
ImGuiIO& io = ImGui::GetIO();
io.DisplaySize = ImVec2(float(cur_width), float(cur_height));
io.DeltaTime = (float)stm_sec(stm_laptime(&last_time));
ImGui::NewFrame();
// handle input
handle_mouse (w, &gGuiInputState);
if (glfwGetMouseButton(w, GLFW_MOUSE_BUTTON_RIGHT)) {
if (gControlMode == ControlMode::ControlModeNone) {
gControlMode = ControlMode::ControlModeFPS;
Camera_CalcFromMatrix(&state.camera, &state.camera.mtxView[0]);
glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
}
} else {
gControlMode = ControlMode::ControlModeNone;
glfwSetInputMode(w, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
Camera_Update(
&state.camera,
cur_width,
cur_height,
state.time.frame,
0,
0,
nullptr);
}
if (gControlMode == ControlMode::ControlModeFPS) {
float camera_accel[3] = {0.f, 0.f, 0.f};
float accel_scale = 100.0;
if (glfwGetKey(w, GLFW_KEY_LEFT_SHIFT)) {
accel_scale *= 3.;
} else if (glfwGetKey(w, GLFW_KEY_LEFT_CONTROL)) {
accel_scale /= 3.;
}
if (glfwGetKey(w, GLFW_KEY_W)) {
camera_accel[0] -= accel_scale;
}
if (glfwGetKey(w, GLFW_KEY_S)) {
camera_accel[0] += accel_scale;
}
if (glfwGetKey(w, GLFW_KEY_C)) {
camera_accel[1] -= accel_scale;
}
if (glfwGetKey(w, GLFW_KEY_SPACE)) {
camera_accel[1] += accel_scale;
}
if (glfwGetKey(w, GLFW_KEY_A)) {
camera_accel[2] -= accel_scale;
}
if (glfwGetKey(w, GLFW_KEY_D)) {
camera_accel[2] += accel_scale;
}
Camera_Update(
&state.camera,
cur_width,
cur_height,
state.time.frame,
gGuiInputState.mousedX,
gGuiInputState.mousedY,
camera_accel);
}
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if (ImGui::BeginMainMenuBar()) {
ImGui::Text("AnimTestbed");
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ImGui::Checkbox("Graph Editor", &show_graph_editor);
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ImGui::Checkbox("ImGui Demo", &show_imgui_demo_window);
ImGui::EndMainMenuBar();
}
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// Animation Runtime
{
ImGui::Begin("Camera");
ImGui::SliderFloat3("pos", state.camera.pos, -100.f, 100.f);
ImGui::SliderFloat("near", &state.camera.near, 0.001f, 10.f);
ImGui::SliderFloat("far", &state.camera.far, 1.0f, 10000.f);
ImGui::SliderFloat("heading", &state.camera.heading, -180.0f, 180.f);
ImGui::SliderFloat("pitch", &state.camera.pitch, -179.0f, 179.f);
ImGui::End();
ImGui::SetNextWindowPos(ImVec2(600, 60), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(300, 400), ImGuiCond_FirstUseEver);
draw_grid();
skinned_mesh.DrawDebugUi();
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// TODO: add AnimGraph to calculate pose
// skinned_mesh.CalcModelMatrices();
sgl_defaults();
sgl_matrix_mode_projection();
sgl_load_matrix((const float*)&state.camera.mtxProj);
sgl_matrix_mode_modelview();
sgl_load_matrix((const float*)&state.camera.mtxView);
RenderSkinnedMesh(skinned_mesh);
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}
// Animation Graph Editor
if (show_graph_editor) {
ImGui::SetNextWindowPos(ImVec2(20, 20), ImGuiCond_FirstUseEver);
ImGui::SetNextWindowSize(ImVec2(500, 400), ImGuiCond_FirstUseEver);
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ImGui::Begin(
"Graph Editor",
&show_graph_editor,
ImGuiWindowFlags_MenuBar);
AnimGraphEditorUpdate();
ImGui::End();
}
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// 3. Show the ImGui test window. Most of the sample code is in ImGui::ShowDemoWindow()
if (show_imgui_demo_window) {
ImGui::SetNextWindowPos(ImVec2(460, 20), ImGuiCond_FirstUseEver);
ImGui::ShowDemoWindow();
}
// the sokol_gfx draw pass
sg_begin_default_pass(&pass_action, cur_width, cur_height);
sgl_draw();
ImGui::Render();
draw_imgui(ImGui::GetDrawData());
sg_end_pass();
sg_commit();
glfwSwapBuffers(w);
glfwPollEvents();
}
/* cleanup */
ImNodes::DestroyContext();
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ImGui::DestroyContext();
sgl_shutdown();
sg_shutdown();
glfwTerminate();
return 0;
}
bool LoadSkeleton(const char* _filename, ozz::animation::Skeleton* _skeleton) {
assert(_filename && _skeleton);
ozz::log::Out() << "Loading skeleton archive " << _filename << "."
<< std::endl;
ozz::io::File file(_filename, "rb");
if (!file.opened()) {
ozz::log::Err() << "Failed to open skeleton file " << _filename << "."
<< std::endl;
return false;
}
ozz::io::IArchive archive(&file);
if (!archive.TestTag<ozz::animation::Skeleton>()) {
ozz::log::Err() << "Failed to load skeleton instance from file "
<< _filename << "." << std::endl;
return false;
}
// Once the tag is validated, reading cannot fail.
archive >> *_skeleton;
return true;
}
bool LoadAnimation(
const char* _filename,
ozz::animation::Animation* _animation) {
assert(_filename && _animation);
ozz::log::Out() << "Loading animation archive: " << _filename << "."
<< std::endl;
ozz::io::File file(_filename, "rb");
if (!file.opened()) {
ozz::log::Err() << "Failed to open animation file " << _filename << "."
<< std::endl;
return false;
}
ozz::io::IArchive archive(&file);
if (!archive.TestTag<ozz::animation::Animation>()) {
ozz::log::Err() << "Failed to load animation instance from file "
<< _filename << "." << std::endl;
return false;
}
// Once the tag is validated, reading cannot fail.
archive >> *_animation;
return true;
}
static void load_skeleton(void) {
// const char* skeleton_file = "../media/skeleton.ozz";
const char* skeleton_file = "../media/MixamoYBot-skeleton.ozz";
if (!LoadSkeleton(skeleton_file, &state.ozz->skeleton)) {
std::cerr << "Could not load skeleton " << skeleton_file << std::endl;
return;
}
const int num_soa_joints = state.ozz->skeleton.num_soa_joints();
const int num_joints = state.ozz->skeleton.num_joints();
state.ozz->local_matrices.resize(num_soa_joints);
state.ozz->model_matrices.resize(num_joints);
state.ozz->cache.Resize(num_joints);
state.loaded.skeleton = true;
std::cout << "Successfully loaded " << skeleton_file
<< " (soa: " << num_soa_joints << ", joints: " << num_joints << ")"
<< std::endl;
}
static void load_animation(void) {
// const char* anim_file = "../media/animation1.ozz";
const char* anim_file = "../media/RunningSlow-loop.ozz";
if (!LoadAnimation(anim_file, &state.ozz->animation)) {
std::cerr << "Could not load animation " << anim_file << std::endl;
return;
}
state.loaded.animation = true;
std::cout << "Successfully loade " << anim_file << std::endl;
}
static void draw_vec(const ozz::math::SimdFloat4& vec) {
sgl_v3f(ozz::math::GetX(vec), ozz::math::GetY(vec), ozz::math::GetZ(vec));
}
static void draw_line(
const ozz::math::SimdFloat4& v0,
const ozz::math::SimdFloat4& v1) {
draw_vec(v0);
draw_vec(v1);
}
static void draw_grid(void) {
sgl_defaults();
sgl_matrix_mode_projection();
sgl_load_matrix((const float*)&state.camera.mtxProj);
sgl_matrix_mode_modelview();
sgl_load_matrix((const float*)&state.camera.mtxView);
const int grid_size = 10;
sgl_begin_lines();
sgl_c3f(0.4f, 0.4f, 0.4f);
for (int i = -grid_size; i <= grid_size; i++) {
if (i == 0) {
continue;
}
ozz::math::SimdFloat4 p0 = ozz::math::simd_float4::Load(i * 1.0f, 0.f, -grid_size * 1.0f, 1.f);
ozz::math::SimdFloat4 p1 = ozz::math::simd_float4::Load(i * 1.0f, 0.f, grid_size * 1.0f, 1.f);
draw_line(p0, p1);
p0 = ozz::math::simd_float4::Load(-grid_size * 1.0f, 0.f, i * 1.0f, 1.f);
p1 = ozz::math::simd_float4::Load(grid_size * 1.0f, 0.f, i * 1.0f, 1.f);
draw_line(p0, p1);
}
sgl_c3f (0.7f, 0.4f, 0.2f);
ozz::math::SimdFloat4 p0 = ozz::math::simd_float4::Load(0, 0.f, -grid_size * 1.0f, 1.f);
ozz::math::SimdFloat4 p1 = ozz::math::simd_float4::Load(0, 0.f, grid_size * 1.0f, 1.f);
draw_line(p0, p1);
sgl_c3f (0.2f, 0.4f, 0.7f);
p0 = ozz::math::simd_float4::Load(-grid_size * 1.0f, 0.f, 0.f, 1.f);
p1 = ozz::math::simd_float4::Load(grid_size * 1.0f, 0.f, 0.f, 1.f);
draw_line(p0, p1);
sgl_end();
}
2021-11-11 21:22:24 +01:00
// draw ImGui draw lists via sokol-gfx
void draw_imgui(ImDrawData* draw_data) {
assert(draw_data);
if (draw_data->CmdListsCount == 0) {
return;
}
// render the command list
sg_apply_pipeline(pip);
vs_params_t vs_params;
vs_params.disp_size.x = ImGui::GetIO().DisplaySize.x;
vs_params.disp_size.y = ImGui::GetIO().DisplaySize.y;
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE(vs_params));
for (int cl_index = 0; cl_index < draw_data->CmdListsCount; cl_index++) {
const ImDrawList* cl = draw_data->CmdLists[cl_index];
// append vertices and indices to buffers, record start offsets in resource binding struct
const uint32_t vtx_size = cl->VtxBuffer.size() * sizeof(ImDrawVert);
const uint32_t idx_size = cl->IdxBuffer.size() * sizeof(ImDrawIdx);
const uint32_t vb_offset = sg_append_buffer(
bind.vertex_buffers[0],
{&cl->VtxBuffer.front(), vtx_size});
const uint32_t ib_offset =
sg_append_buffer(bind.index_buffer, {&cl->IdxBuffer.front(), idx_size});
/* don't render anything if the buffer is in overflow state (this is also
checked internally in sokol_gfx, draw calls that attempt from
overflowed buffers will be silently dropped)
*/
if (sg_query_buffer_overflow(bind.vertex_buffers[0])
|| sg_query_buffer_overflow(bind.index_buffer)) {
continue;
}
bind.vertex_buffer_offsets[0] = vb_offset;
bind.index_buffer_offset = ib_offset;
sg_apply_bindings(&bind);
int base_element = 0;
for (const ImDrawCmd& pcmd : cl->CmdBuffer) {
if (pcmd.UserCallback) {
pcmd.UserCallback(cl, &pcmd);
} else {
const int scissor_x = (int)(pcmd.ClipRect.x);
const int scissor_y = (int)(pcmd.ClipRect.y);
const int scissor_w = (int)(pcmd.ClipRect.z - pcmd.ClipRect.x);
const int scissor_h = (int)(pcmd.ClipRect.w - pcmd.ClipRect.y);
sg_apply_scissor_rect(scissor_x, scissor_y, scissor_w, scissor_h, true);
sg_draw(base_element, pcmd.ElemCount, 1);
}
base_element += pcmd.ElemCount;
}
}
}