rbdlsim/src/vissim.cc

370 lines
11 KiB
C++

// clang-format off
// glad must be included before any other OpenGL libraries
#include <glad/gl.h>
// clang-format on
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include <X11/Xlib.h>
#include <signal.h>
#include <unistd.h>
#include <cstdio>
#include <cstdlib>
#include <iostream>
#include <sstream>
#include "backends/imgui_impl_glfw.h"
#include "backends/imgui_impl_opengl3.h"
#include "imgui.h"
#include "utils.h"
#include "srender.h"
#include "simulator.h"
GLFWwindow* gWindow = nullptr;
GuiInputState* gGuiInputState = nullptr;
// Rendering
srndr* gRndr = nullptr;
srview* gView = nullptr;
srcmdbuf* gRndrCmds = nullptr;
double mouse_scroll_x = 0.;
double mouse_scroll_y = 0.;
using namespace std;
static void error_callback(int error, const char* description) {
fprintf(stderr, "Error (%d): %s\n", error, description);
}
static void opengl_error_callback(
GLenum source,
GLenum type,
GLuint id,
GLenum severity,
GLsizei length,
const GLchar* message,
const void* userParam) {
gLog(
"OpenGL Error: %s type %0x%x, severity = 0x%x, message = %s",
(type == GL_DEBUG_TYPE_ERROR ? "** GL ERROR **" : ""),
type,
severity,
message);
}
static void
key_callback(GLFWwindow* window, int key, int scancode, int action, int mods) {
if (key == GLFW_KEY_ESCAPE && action == GLFW_PRESS)
glfwSetWindowShouldClose(window, GLFW_TRUE);
}
void signal_handler(int signo) { gLog("Received signal %d", signo); }
void mouse_scroll_callback(GLFWwindow* window, double xoffset, double yoffset) {
mouse_scroll_x += xoffset;
mouse_scroll_y += yoffset;
}
void handle_mouse() {
if (!glfwGetWindowAttrib(gWindow, GLFW_FOCUSED)) {
return;
}
double mouse_x, mouse_y;
glfwGetCursorPos(gWindow, &mouse_x, &mouse_y);
if (gGuiInputState->mouseButton) {
gGuiInputState->mousedX = mouse_x - gGuiInputState->mouseX;
gGuiInputState->mousedY = mouse_y - gGuiInputState->mouseY;
} else {
gGuiInputState->mousedX = 0;
gGuiInputState->mousedY = 0;
}
gGuiInputState->mouseX = mouse_x;
gGuiInputState->mouseY = mouse_y;
gGuiInputState->mouseScroll = mouse_scroll_y;
gGuiInputState->mouseButton = glfwGetMouseButton(gWindow, 0)
+ (glfwGetMouseButton(gWindow, 1) << 1)
+ (glfwGetMouseButton(gWindow, 2) << 2);
}
void ShowDockspace(bool open) {
static bool opt_fullscreen = true;
static bool opt_padding = false;
static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_None;
ImGuiIO& io = ImGui::GetIO();
(void)io;
// We are using the ImGuiWindowFlags_NoDocking flag to make the parent window not dockable into,
// because it would be confusing to have two docking targets within each others.
ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDocking;
if (opt_fullscreen) {
ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->GetWorkPos());
ImGui::SetNextWindowSize(viewport->GetWorkSize());
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse
| ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |=
ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
} else {
dockspace_flags &= ~ImGuiDockNodeFlags_PassthruCentralNode;
}
// When using ImGuiDockNodeFlags_PassthruCentralNode, DockSpace() will render our background
// and handle the pass-thru hole, so we ask Begin() to not render a background.
if (dockspace_flags & ImGuiDockNodeFlags_PassthruCentralNode)
window_flags |= ImGuiWindowFlags_NoBackground;
// Important: note that we proceed even if Begin() returns false (aka window is collapsed).
// This is because we want to keep our DockSpace() active. If a DockSpace() is inactive,
// all active windows docked into it will lose their parent and become undocked.
// We cannot preserve the docking relationship between an active window and an inactive docking, otherwise
// any change of dockspace/settings would lead to windows being stuck in limbo and never being visible.
if (!opt_padding)
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
ImGui::Begin("DockSpace Demo", &open, window_flags);
if (!opt_padding) ImGui::PopStyleVar();
if (opt_fullscreen) ImGui::PopStyleVar(2);
// DockSpace
if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) {
ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
} else {
gLog("Error: no docking not enabled");
}
ImGui::End();
}
void DoRender() {
// Render Output
ImGui::Begin("Render Output");
// Update the view
const ImVec2 content_avail = ImGui::GetContentRegionAvail();
srview_set_size(gView, content_avail.x, content_avail.y);
simd4x4f view;
simd4x4f proj;
simd4x4f_translation(&view, 0.1f, 0.1f, -0.5f);
simd4f eye = simd4f_create (0.f, 3.f, 10.f, 1.f);
simd4x4f_lookat(
&view,
eye,
simd4f_create(0.f, 1.f, 0.f, 1.f),
simd4f_create(0.f, 1.f, 0.f, 1.f));
float view_width = content_avail.x / 50.f;
float view_height = content_avail.y / 50.f;
simd4x4f_ortho(
&proj,
-0.5f * view_width,
0.5f * view_width,
-0.5f * view_height,
0.5f * view_height,
-50.0f,
50.0f);
simd4x4f_perspective(&proj,
70.f * (M_PI / 180.f), view_width / view_height, 0.1f, 50.f);
srview_set_view(gView, view);
srview_set_proj(gView, proj);
// Populate render commands
srcmdbuf_clear(gRndrCmds);
srcmd rcmd;
srcmd_clear(&rcmd);
rcmd.type = SRndrCmdTypeFrame;
srcmdbuf_add(gRndrCmds, &rcmd);
simulator_draw(gRndrCmds);
// Perform the actual render
srndr_render(gRndr, gView, gRndrCmds);
GLuint view_texture;
srview_get_output_texture(gView, &view_texture);
ImGui::Image(
(void*)view_texture,
content_avail,
ImVec2(0.0f, 1.0f),
ImVec2(1.0f, 0.0f));
ImGui::End();
}
int main(void) {
gTimerInit();
LoggingInit();
if (signal(SIGUSR1, signal_handler) == SIG_ERR) {
gLog("Error registering signal handler!");
}
// Initialize GLFW
glfwSetErrorCallback(error_callback);
glfwInit();
const char* glsl_version = "#version 130";
glfwWindowHint(GLFW_CLIENT_API, GLFW_OPENGL_API);
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 2);
glfwWindowHint(GLFW_SAMPLES, 16);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#if __APPLE__
glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
#endif
gWindow = glfwCreateWindow(800, 600, "ViSimir", NULL, NULL);
assert(gWindow != NULL);
glfwMakeContextCurrent(gWindow);
glfwSwapInterval(1);
// Initialize OpenGL loader
gladLoadGL(glfwGetProcAddress);
glfwSetKeyCallback(gWindow, key_callback);
glfwSetScrollCallback(gWindow, mouse_scroll_callback);
std::cout << "OpenGL Version: " << glGetString(GL_VERSION) << endl;
std::cout << "GLSL Version : " << glGetString(GL_SHADING_LANGUAGE_VERSION)
<< endl;
// During init, enable debug output
// glEnable ( GL_DEBUG_OUTPUT );
// glDebugMessageCallback( (GLDEBUGPROC) opengl_error_callback, 0 );
// imgui initialization.
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO();
(void)io;
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
// io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
GuiInputState gui_input_state;
gGuiInputState = &gui_input_state;
ImGui_ImplGlfw_InitForOpenGL(gWindow, true);
ImGui_ImplOpenGL3_Init(glsl_version);
// Setup Style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
ImGuiStyle& style = ImGui::GetStyle();
style.WindowRounding =
0.0f; // When viewports are enabled it is preferable to disable WinodwRounding
style.Colors[ImGuiCol_WindowBg].w =
1.0f; // When viewports are enabled it is preferable to disable WindowBg alpha
double frame_time_last = glfwGetTime();
double frame_time_current = frame_time_last;
double frame_delta_time = 0.0;
uint64_t frame_counter = 0;
bool show_demo_window = true;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
gRndr = srndr_create();
gView = srview_create();
gRndrCmds = srcmdbuf_create(1024);
simulator_init();
while (!glfwWindowShouldClose(gWindow)) {
frame_counter++;
// Start the imgui frame such that widgets can be submitted
handle_mouse();
glfwPollEvents();
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
frame_time_last = frame_time_current;
frame_time_current = glfwGetTime();
frame_delta_time = frame_time_current - frame_time_last;
gTimer->mFrameTime = (float)(frame_delta_time);
if (!gTimer->mPaused) {
gTimer->mDeltaTime = gTimer->mFrameTime;
gTimer->mCurrentTime = gTimer->mCurrentTime + gTimer->mDeltaTime;
} else {
gTimer->mDeltaTime = 0.0f;
}
assert(gTimer->mDeltaTime >= 0.0f);
int width, height;
ImGui::BeginMainMenuBar();
if (ImGui::BeginMenu("Dialogs")) {
ImGui::Checkbox("ImGui Demo", &show_demo_window);
ImGui::EndMenu();
}
float menu_bar_height = ImGui::GetWindowHeight();
ImGui::EndMainMenuBar();
if (show_demo_window) ImGui::ShowDemoWindow();
ShowDockspace(true);
DoRender();
simulator_update(gTimer->mDeltaTime);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
// Rendering
ImGui::Render();
int display_w, display_h;
glfwMakeContextCurrent(gWindow);
glfwGetFramebufferSize(gWindow, &display_w, &display_h);
glViewport(0, 0, display_w, display_h);
glClearColor(clear_color.x, clear_color.y, clear_color.z, clear_color.w);
glClear(GL_COLOR_BUFFER_BIT);
ImDrawData* draw_data = ImGui::GetDrawData();
assert(draw_data != NULL);
ImGui_ImplOpenGL3_RenderDrawData(draw_data);
// Update and Render additional Platform Windows
if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable) {
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
}
glfwMakeContextCurrent(gWindow);
glfwSwapBuffers(gWindow);
// Send the application to sleep if we have some time left for this frame
double frame_target_time = 1.0 / 60.0;
if (frame_delta_time < frame_target_time) {
usleep((frame_target_time - frame_delta_time) * 1000000 * 0.98);
}
}
gLog("Exiting application");
srview_destroy(gView);
srndr_destroy(gRndr);
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
glfwTerminate();
}