protot/src/modules/TestModule.cc

560 lines
15 KiB
C++

#include "RuntimeModule.h"
#include "Globals.h"
#include "modules/RenderModule.h"
#include "3rdparty/ocornut-imgui/imgui.h"
#include "imgui/imgui.h"
#include <bx/fpumath.h>
#include <GLFW/glfw3.h>
#include "SimpleMath/SimpleMath.h"
#include "SimpleMath/SimpleMathMap.h"
#include "SimpleMath/SimpleMathGL.h"
#include "RuntimeModuleManager.h"
#include "Serializer.h"
#include <iostream>
#include <sstream>
using namespace std;
double mouse_scroll_x = 0.;
double mouse_scroll_y = 0.;
bool fps_camera = true;
// Boilerplate for the module reload stuff
struct CharacterController {
enum ControllerState {
ControlJump,
ControlStateLast
};
bool state[ControlStateLast];
Vector3f direction = Vector3f::Zero();
void reset() {
for (int i = 0; i < ControlStateLast; i++) {
state[i] = false;
}
direction.setZero();
}
CharacterController() {
reset();
};
};
const float cJumpVelocity = 4.0f;
const float cVelocityDamping = 4.0f;
const float cGravity = 9.81f;
const float cGroundAcceleration = 30.0f;
const float cCharacterHeight = 1.8f;
const float cCharacterWidth = 1.f;
struct CharacterEntity {
/// Render entity
Entity *entity;
Vector3f position;
Vector3f velocity;
CharacterController controller;
void reset() {
position.setZero();
velocity.setZero();
controller.reset();
}
void update(float dt) {
Vector3f controller_acceleration (
controller.direction[0] * cGroundAcceleration,
controller.direction[1] * cGroundAcceleration,
controller.direction[2] * cGroundAcceleration
);
Vector3f gravity (0.0f, -cGravity, 0.0f);
Vector3f damping (
-velocity[0] * cVelocityDamping,
0.0f,
-velocity[2] * cVelocityDamping
);
Vector3f acceleration = controller_acceleration + gravity + damping;
velocity = velocity + acceleration * dt;
if (position[1] == 0.0f
&& controller.state[CharacterController::ControlJump]) {
velocity[1] = cJumpVelocity;
}
// integrate position
position += velocity * dt;
if (position[1] < 0.f) {
position[1] = 0.f;
velocity[1] = 0.0f;
}
// apply transformation
entity->transform.translation.set(
position[0],
position[1],
position[2]);
entity->mesh.updateMatrices(entity->transform.toMatrix());
}
};
struct module_state {
bool fps_camera;
float camera_theta;
float camera_phi;
bool modules_window_visible = false;
bool imgui_demo_window_visible = false;
bool character_properties_window_visible = false;
int modules_window_selected_index = -1;
CharacterEntity* character = nullptr;
};
void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
mouse_scroll_x += xoffset;
mouse_scroll_y += yoffset;
}
void handle_mouse (struct module_state *state) {
if (!glfwGetWindowAttrib(gWindow, GLFW_FOCUSED)) {
return;
}
if (glfwGetMouseButton(gWindow, 1)) {
glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
} else {
glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
double mouse_x, mouse_y;
glfwGetCursorPos(gWindow, &mouse_x, &mouse_y);
gRenderer->inputState.mousedX = mouse_x - gRenderer->inputState.mouseX;
gRenderer->inputState.mousedY = mouse_y - gRenderer->inputState.mouseY;
gRenderer->inputState.mouseX = mouse_x;
gRenderer->inputState.mouseY = mouse_y;
gRenderer->inputState.mouseScroll = mouse_scroll_y;
gRenderer->inputState.mouseButton =
glfwGetMouseButton(gWindow, 0)
+ (glfwGetMouseButton(gWindow, 1) << 1)
+ (glfwGetMouseButton(gWindow, 2) << 2);
Camera *active_camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
assert (active_camera != nullptr);
Matrix44f camera_view_matrix = SimpleMath::Map<Matrix44f>(active_camera->mtxView, 4, 4);
Matrix33f camera_rot_inv = camera_view_matrix.block<3,3>(0,0).transpose();
Vector3f eye = active_camera->eye;
Vector3f poi = active_camera->poi;
if (glfwGetMouseButton(gWindow, 1)) {
Vector3f view_dir;
view_dir = (poi - eye).normalized();
Vector3f right = camera_rot_inv.block<1,3>(0,0).transpose();
right = view_dir.cross (Vector3f (0.f, 1.f, 0.f));
Matrix33f rot_matrix_y = SimpleMath::GL::RotateMat33(
gRenderer->inputState.mousedY * 0.4f,
right[0], right[1], right[2]);
Matrix33f rot_matrix_x = SimpleMath::GL::RotateMat33(
gRenderer->inputState.mousedX * 0.4f,
0.f, 1.f, 0.f);
poi = eye + rot_matrix_x * rot_matrix_y * view_dir;
active_camera->poi = poi;
}
active_camera->updateMatrices();
}
void handle_keyboard (struct module_state *state, float dt) {
if (!glfwGetWindowAttrib(gWindow, GLFW_FOCUSED)) {
return;
}
if (glfwGetMouseButton(gWindow, 1)) {
glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_DISABLED);
} else {
glfwSetInputMode(gWindow, GLFW_CURSOR, GLFW_CURSOR_NORMAL);
}
Camera *active_camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
assert (active_camera != nullptr);
Matrix44f camera_view_matrix = SimpleMath::Map<Matrix44f>(active_camera->mtxView, 4, 4);
Matrix33f camera_rot_inv = camera_view_matrix.block<3,3>(0,0).transpose();
Vector3f forward = camera_rot_inv.transpose() * Vector3f (0.f, 0.f, 1.f);
Vector3f right = camera_rot_inv.transpose() * Vector3f (1.f, 0.f, 0.f);
if (glfwGetMouseButton(gWindow, 1)) {
// Right mouse button pressed, move the camera
Vector3f eye = active_camera->eye;
Vector3f poi = active_camera->poi;
Vector3f direction (0.f, 0.f, 0.f);
if (glfwGetKey(gWindow, GLFW_KEY_W) == GLFW_PRESS) {
direction -= forward;
}
if (glfwGetKey(gWindow, GLFW_KEY_S) == GLFW_PRESS) {
direction += forward;
}
if (glfwGetKey(gWindow, GLFW_KEY_D) == GLFW_PRESS) {
direction += right;
}
if (glfwGetKey(gWindow, GLFW_KEY_A) == GLFW_PRESS) {
direction -= right;
}
if (glfwGetKey(gWindow, GLFW_KEY_SPACE) == GLFW_PRESS) {
direction += Vector3f (0.f, 1.f, 0.f);
}
if (glfwGetKey(gWindow, GLFW_KEY_LEFT_CONTROL) == GLFW_PRESS) {
direction += Vector3f (0.f, -1.f, 0.f);
}
eye += direction * 5.f * dt;
poi += direction * 5.f * dt;
active_camera->eye = eye;
active_camera->poi = poi;
} else if (state->character != nullptr) {
// Movement of the character
CharacterController& controller = state->character->controller;
controller.reset();
Vector3f forward_plane = Vector3f (0.0f, 1.0f, 0.0f).cross(right);
// Reset the character control state:
if (glfwGetKey(gWindow, GLFW_KEY_W) == GLFW_PRESS) {
controller.direction += forward_plane;
}
if (glfwGetKey(gWindow, GLFW_KEY_S) == GLFW_PRESS) {
controller.direction -= forward_plane;
}
if (glfwGetKey(gWindow, GLFW_KEY_D) == GLFW_PRESS) {
controller.direction += right;
}
if (glfwGetKey(gWindow, GLFW_KEY_A) == GLFW_PRESS) {
controller.direction -= right;
}
if (glfwGetKey(gWindow, GLFW_KEY_SPACE) == GLFW_PRESS) {
controller.state[CharacterController::ControlJump] = true;
}
}
}
void update_character(module_state* state, float dt) {
if (state->character != nullptr) {
state->character->update(dt);
}
}
static struct module_state *module_init() {
std::cout << "Module init called" << std::endl;
module_state *state = (module_state*) malloc(sizeof(*state));
state->character = new CharacterEntity;
state->character->position = Vector3f (0.f, 0.f, 0.f);
state->modules_window_selected_index = -1;
fps_camera = true;
return state;
}
static void module_finalize(struct module_state *state) {
std::cout << "Module finalize called" << std::endl;
free(state);
}
static void module_reload(struct module_state *state) {
std::cout << "Module reload called. State: " << state << std::endl;
// reset mouse scrolling state
mouse_scroll_x = 0;
mouse_scroll_y = 0;
cout << "Creating render entity ..." << endl;
state->character->entity = gRenderer->createEntity();
state->character->position = Vector3f (0.f, 0.0f, 0.0f);
cout << "Creating render entity ... success!" << endl;
cout << "Creating render entity mesh ..." << endl;
Vector3f snowman_offsets (0.45f, 0.35f, 0.25f);
float height_offset = 0.0f;
for (int i = 0; i < 3; i++) {
float radius = cCharacterHeight * snowman_offsets[i];
Transform transform = Transform::fromTransRotScale(
Vector3f(0.f, height_offset + radius * 0.5f, 0.0f),
Quaternion(0.0f, 0.0f, 0.0f, 1.0f),
Vector3f(radius, radius, radius)
);
state->character->entity->mesh.addMesh(
-1,
transform,
bgfxutils::createUVSphere (45, 45)
);
height_offset += radius * 0.8;
}
// state->character->entity->mesh = bgfxutils::createCuboid (1.f, 1.f, 1.f);
// state->character->entity->mesh = bgfxutils::createCylinder (20);
cout << "Creating render entity mesh ... success!" << endl;
// load the state of the entity
SerializeVec3(*gReadSerializer, "protot.TestModule.entity.position", state->character->position);
SerializeBool(*gReadSerializer, "protot.TestModule.character_window.visible", state->character_properties_window_visible);
SerializeBool(*gReadSerializer, "protot.TestModule.modules_window.visible", state->modules_window_visible);
SerializeInt(*gReadSerializer, "protot.TestModule.modules_window.selection_index", state->modules_window_selected_index);
glfwSetScrollCallback (gWindow, mouse_scroll_callback);
}
static void module_unload(struct module_state *state) {
glfwSetScrollCallback (gWindow, nullptr);
// serialize the state of the entity
SerializeVec3(*gWriteSerializer, "protot.TestModule.entity.position", state->character->position);
SerializeBool(*gWriteSerializer, "protot.TestModule.character_window.visible", state->character_properties_window_visible);
SerializeBool(*gWriteSerializer, "protot.TestModule.modules_window.visible", state->modules_window_visible);
SerializeInt(*gWriteSerializer, "protot.TestModule.modules_window.selection_index", state->modules_window_selected_index);
// clean up
cout << "destroying render entity " << state->character->entity << endl;
if (!gRenderer->destroyEntity (state->character->entity)) {
cerr << "Warning: could not destroy entity " << state->character->entity << endl;
} else {
cout << "Successfully destroyed entity " << state->character->entity << endl;
}
state->character->entity = nullptr;
Vector3f bla (1.2f, 1.3f, 1.6f);
std::cout << "TestModule unloaded. State: " << state << std::endl;
}
void ShowModulesWindow(struct module_state *state) {
ImGui::SetNextWindowSize (ImVec2(400.f, 300.0f), ImGuiSetCond_Once);
ImGui::SetNextWindowPos (ImVec2(400.f, 16.0f), ImGuiSetCond_Once);
ImGui::Begin("Modules");
// ImGui::Columns(2);
int selected = state->modules_window_selected_index;
for (int i = 0; i < gModuleManager->mModules.size(); i++) {
ImGuiTreeNodeFlags node_flags =
ImGuiTreeNodeFlags_Leaf
| ((i == selected) ? ImGuiTreeNodeFlags_Selected : 0)
;
bool node_open = ImGui::TreeNodeEx(
gModuleManager->mModules[i]->name.c_str(),
node_flags);
if (ImGui::IsItemClicked()) {
selected = i;
}
if (node_open) {
ImGui::TreePop();
}
}
state->modules_window_selected_index = selected;
ImGui::Separator();
RuntimeModule* selected_module = nullptr;
if (selected != -1) {
selected_module = gModuleManager->mModules[selected];
}
if (selected_module) {
static char time_buf[32];
memset (time_buf, 0, 32);
ImGui::LabelText("File", "%s", selected_module->name.c_str());
ImGui::LabelText("Handle", "0x%p", selected_module->handle);
ImGui::LabelText("id", "%ld", selected_module->id);
ctime_r((time_t*)&selected_module->mtime, time_buf);
ImGui::LabelText("mtime", "%s", time_buf);
if (ImGui::Button ("Force Reload")) {
selected_module->mtime = 0;
selected_module->id = 0;
}
}
ImGui::End();
}
// Returns a normalized vector where the value at the modified index
// is kept and only the other values are being modified so that the
// resulting vector is normalized.
bool DragFloat4Normalized(const char* label, float v[4], float v_speed = 1.0f, float v_min = 0.0f, float v_max = 0.0f, const char* display_format = "%.3f", float power = 1.0f)
{
float old_values[4];
memcpy (old_values, v, sizeof(float) * 4);
bool modified = ImGui::DragFloat4(label, v, v_speed, v_min, v_max, display_format, power);
if (modified) {
int mod_index = -1;
Vector3f other_values;
int other_index = 0;
// determine the modified index and copy the unmodified values to
// other_values
for (int i = 0; i < 4; ++i) {
if (old_values[i] != v[i]) {
mod_index = i;
} else {
other_values[other_index] = v[i];
other_index++;
}
}
// normalize, but take zero length of other values into account and
// also modification of vectors with a single 1.
float other_length = other_values.norm();
if (fabs(v[mod_index]) >= 1.0f - 1.0e-6f || other_length == 0.0f) {
other_values.setZero();
v[mod_index] = 1.0f * v[mod_index] < 0.0f ? -1.0f : 1.0f;
} else {
// normalize other_values to have the remaining length
other_values = other_values * (1.f / other_length) * (sqrt(1.0f - v[mod_index] * v[mod_index]));
}
// construct the new vector
other_index = 0;
for (int i = 0; i < 4; ++i) {
if (i != mod_index) {
v[i] = other_values[other_index];
other_index++;
}
}
}
return modified;
}
void ShowCharacterPropertiesWindow (CharacterEntity* character) {
assert (character != nullptr);
ImGui::SetNextWindowSize (ImVec2(600.f, 300.0f), ImGuiSetCond_Once);
ImGui::SetNextWindowPos (ImVec2(400.f, 16.0f), ImGuiSetCond_Once);
ImGui::Begin("Character");
if (ImGui::Button ("Reset")) {
character->reset();
}
ImGui::DragFloat3 ("Position", character->position.data(), 0.01, -10.0f, 10.0f);
ImGui::DragFloat3 ("Velocity", character->velocity.data(), 0.01, -10.0f, 10.0f);
for (int i = 0; i < character->entity->mesh.meshes.size(); ++i) {
char buf[32];
snprintf (buf, 32, "Mesh %d", i);
ImGuiTreeNodeFlags node_flags = 0;
bool node_open = ImGui::TreeNodeEx(
buf,
node_flags);
if (node_open) {
Transform &transform = character->entity->mesh.localTransforms[i];
ImGui::DragFloat3 ("Position", transform.translation.data(), 0.01, -10.0f, 10.0f);
if (DragFloat4Normalized ("Rotation", transform.rotation.data(), 0.001, -1.0f, 1.0f)) {
if (isnan(transform.rotation.squaredNorm())) {
cout << "nan! " << transform.rotation.transpose() << endl;
abort();
}
}
ImGui::DragFloat3 ("Scale", transform.scale.data(), 0.01, 0.001f, 10.0f);
ImGui::TreePop();
}
}
ImGui::End();
}
static bool module_step(struct module_state *state, float dt) {
if (gRenderer == nullptr)
return false;
bool enabled = true;
static bool imgui_demo_window_visible = false;
ImGui::BeginMainMenuBar();
if (ImGui::BeginMenu("Dialogs"))
{
ImGui::Checkbox("Modules", &state->modules_window_visible);
ImGui::Checkbox("ImGui Demo", &state->imgui_demo_window_visible);
ImGui::Checkbox("Character", &state->character_properties_window_visible);
ImGui::EndMenu();
}
ImGui::EndMainMenuBar();
if (state->modules_window_visible) {
ShowModulesWindow(state);
}
if (state->character_properties_window_visible && state->character != nullptr) {
ShowCharacterPropertiesWindow(state->character);
}
if (state->imgui_demo_window_visible) {
ImGui::ShowTestWindow();
}
handle_mouse(state);
handle_keyboard(state, dt);
update_character(state, dt);
gRenderer->drawDebugAxes (
Vector3f (0.f, 0.f, 0.f),
Matrix33f::Identity(),
1.0f);
return true;
}
extern "C" {
const struct module_api MODULE_API = {
.init = module_init,
.reload = module_reload,
.step = module_step,
.unload = module_unload,
.finalize = module_finalize
};
}