added Im3d integration

This commit is contained in:
myT 2024-07-23 18:24:44 +02:00
parent 16a51506c0
commit 75466f3be0
33 changed files with 5599 additions and 20 deletions

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@ -18,13 +18,14 @@ You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// Dear ImGui client integration and utility functions
// Dear ImGui and Im3d client integration and utility functions
#include "client.h"
#include "cl_imgui.h"
#include "../imgui/font_proggy_clean.h"
#include "../imgui/font_sweet16_mono.h"
#include "../im3d/im3d.h"
static int keyMap[256];
@ -723,6 +724,12 @@ void CL_IMGUI_MouseEvent(int dx, int dy)
qbool CL_IMGUI_KeyEvent(int key, qbool down, const char* cmd)
{
static bool shiftDown = false;
if(key == K_SHIFT)
{
shiftDown = down != qfalse;
}
if(down)
{
if(cmd != NULL)
@ -769,7 +776,35 @@ qbool CL_IMGUI_KeyEvent(int key, qbool down, const char* cmd)
}
break;
}
if(!io.WantCaptureMouse)
{
Im3d::AppData& ad = Im3d::GetAppData();
switch(key)
{
case K_MOUSE1:
ad.m_keyDown[Im3d::Action_Select] = !!down;
break;
case 'l':
ad.m_keyDown[Im3d::Action_GizmoLocal] = shiftDown && !!down;
break;
case 't':
ad.m_keyDown[Im3d::Action_GizmoTranslation] = shiftDown && !!down;
break;
case 'r':
ad.m_keyDown[Im3d::Action_GizmoRotation] = shiftDown && !!down;
break;
case 's':
ad.m_keyDown[Im3d::Action_GizmoScale] = shiftDown && !!down;
break;
default:
break;
}
ad.m_snapTranslation = shiftDown ? 4.0f : 0.0f;
ad.m_snapRotation = shiftDown ? DEG2RAD(30.0f) : 0.0f;
ad.m_snapScale = shiftDown ? 0.5f : 0.0f;
}
return qtrue;
}

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@ -18,7 +18,7 @@ You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// Dear ImGui client integration and utility functions
// Dear ImGui and Im3d client integration and utility functions
#pragma once
@ -53,7 +53,8 @@ const char* OpenFolderDialog_GetPath();
#define MAIN_MENU_LIST(M) \
M(Tools, "Tools") \
M(Info, "Information") \
M(Perf, "Performance")
M(Perf, "Performance") \
M(Im3D, "Im3D")
#define M(Enum, Desc) Enum,
struct GUI_MainMenu

19
code/im3d/LICENSE Normal file
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@ -0,0 +1,19 @@
Copyright (c) 2016-2022 John Chapman
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.

3366
code/im3d/im3d.cpp Normal file

File diff suppressed because it is too large Load Diff

887
code/im3d/im3d.h Normal file
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@ -0,0 +1,887 @@
#pragma once
// Define IM3D_CONFIG "myfilename.h" from your build system if you do not want to modify im3d_config.h directly.
#ifdef IM3D_CONFIG
#include IM3D_CONFIG
#else
#include "im3d_config.h"
#endif
#define IM3D_VERSION "1.16"
#ifndef IM3D_API
#define IM3D_API
#endif
#ifndef IM3D_ASSERT
#include <cassert>
#define IM3D_ASSERT(e) assert(e)
#endif
#ifndef IM3D_VERTEX_ALIGNMENT
#define IM3D_VERTEX_ALIGNMENT 4
#endif
#include <cstdarg> // va_list
namespace Im3d {
typedef unsigned int U32;
struct Vec2;
struct Vec3;
struct Vec4;
struct Mat3;
struct Mat4;
struct Color;
struct VertexData;
struct AppData;
struct DrawList;
struct TextDrawList;
struct Context;
typedef U32 Id;
constexpr Id Id_Invalid = 0;
// Get AppData struct from the current context, fill before calling NewFrame().
IM3D_API AppData& GetAppData();
// Call at the start of each frame, after filling the AppData struct.
IM3D_API void NewFrame();
// Call after all Im3d calls have been made for the current frame, before accessing draw data.
IM3D_API void EndFrame();
// Access draw data. Draw lists are valid after calling EndFrame() and before calling NewFrame().
IM3D_API const DrawList* GetDrawLists();
IM3D_API U32 GetDrawListCount();
// Access to text draw data. Draw lists are valid after calling EndFrame() and before calling NewFrame().
IM3D_API const TextDrawList* GetTextDrawLists();
IM3D_API U32 GetTextDrawListCount();
// DEPRECATED (use EndFrame() + GetDrawLists()).
// Call after all Im3d calls have been made for the current frame.
IM3D_API void Draw();
// Begin/end primitive. End() must be called before starting each new primitive type.
IM3D_API void BeginPoints();
IM3D_API void BeginLines();
IM3D_API void BeginLineLoop();
IM3D_API void BeginLineStrip();
IM3D_API void BeginTriangles();
IM3D_API void BeginTriangleStrip();
IM3D_API void End();
// Add a vertex to the current primitive (call between Begin*() and End()).
IM3D_API void Vertex(const Vec3& _position);
IM3D_API void Vertex(const Vec3& _position, Color _color);
IM3D_API void Vertex(const Vec3& _position, float _size);
IM3D_API void Vertex(const Vec3& _position, float _size, Color _color);
IM3D_API void Vertex(float _x, float _y, float _z);
IM3D_API void Vertex(float _x, float _y, float _z, Color _color);
IM3D_API void Vertex(float _x, float _y, float _z, float _size);
IM3D_API void Vertex(float _x, float _y, float _z, float _size, Color _color);
// Color draw state (per vertex).
IM3D_API void PushColor(); // push the stack top
IM3D_API void PushColor(Color _color);
IM3D_API void PopColor();
IM3D_API void SetColor(Color _color);
IM3D_API void SetColor(float _r, float _g, float _b, float _a = 1.0f);
IM3D_API Color GetColor();
// Alpha draw state, multiplies the alpha set by the color draw state (per vertex).
IM3D_API void PushAlpha(); // push the stack top
IM3D_API void PushAlpha(float _alpha);
IM3D_API void PopAlpha();
IM3D_API void SetAlpha(float _alpha);
IM3D_API float GetAlpha();
// Size draw state, for points/lines this is the radius/width in pixels (per vertex).
IM3D_API void PushSize(); // push the stack top
IM3D_API void PushSize(float _size);
IM3D_API void PopSize();
IM3D_API void SetSize(float _size);
IM3D_API float GetSize();
// Sorting draw state, enable depth sorting between primitives (per primitive).
IM3D_API void PushEnableSorting(); // push the stack top
IM3D_API void PushEnableSorting(bool _enable);
IM3D_API void PopEnableSorting();
IM3D_API void EnableSorting(bool _enable);
// Push/pop all draw states (color, alpha, size, sorting).
IM3D_API void PushDrawState();
IM3D_API void PopDrawState();
// Transform state (per vertex).
IM3D_API void PushMatrix(); // push stack top
IM3D_API void PushMatrix(const Mat4& _mat4);
IM3D_API void PopMatrix();
IM3D_API void SetMatrix(const Mat4& _mat4);
IM3D_API void SetIdentity();
IM3D_API void MulMatrix(const Mat4& _mat4);
IM3D_API void Translate(float _x, float _y, float _z);
IM3D_API void Translate(const Vec3& _vec3);
IM3D_API void Rotate(const Vec3& _axis, float _angle);
IM3D_API void Rotate(const Mat3& _rotation);
IM3D_API void Scale(float _x, float _y, float _z);
// High order shapes. Where _detail = -1, an automatic level of detail is chosen based on the distance to the view origin (as specified via the AppData struct).
IM3D_API void DrawXyzAxes();
IM3D_API void DrawPoint(const Vec3& _position, float _size, Color _color);
IM3D_API void DrawLine(const Vec3& _a, const Vec3& _b, float _size, Color _color);
IM3D_API void DrawQuad(const Vec3& _a, const Vec3& _b, const Vec3& _c, const Vec3& _d);
IM3D_API void DrawQuad(const Vec3& _origin, const Vec3& _normal, const Vec2& _size);
IM3D_API void DrawQuadFilled(const Vec3& _a, const Vec3& _b, const Vec3& _c, const Vec3& _d);
IM3D_API void DrawQuadFilled(const Vec3& _origin, const Vec3& _normal, const Vec2& _size);
IM3D_API void DrawCircle(const Vec3& _origin, const Vec3& _normal, float _radius, int _detail = -1);
IM3D_API void DrawCircleFilled(const Vec3& _origin, const Vec3& _normal, float _radius, int _detail = -1);
IM3D_API void DrawSphere(const Vec3& _origin, float _radius, int _detail = -1);
IM3D_API void DrawSphereFilled(const Vec3& _origin, float _radius, int _detail = -1);
IM3D_API void DrawAlignedBox(const Vec3& _min, const Vec3& _max);
IM3D_API void DrawAlignedBoxFilled(const Vec3& _min, const Vec3& _max);
IM3D_API void DrawCylinder(const Vec3& _start, const Vec3& _end, float _radius, int _detail = -1);
IM3D_API void DrawCapsule(const Vec3& _start, const Vec3& _end, float _radius, int _detail = -1);
IM3D_API void DrawPrism(const Vec3& _start, const Vec3& _end, float _radius, int _sides);
IM3D_API void DrawArrow(const Vec3& _start, const Vec3& _end, float _headLength = -1.0f, float _headThickness = -1.0f);
IM3D_API void DrawCone(const Vec3& _origin, const Vec3& _normal,float height, float _radius, int _detail);
IM3D_API void DrawConeFilled(const Vec3& _origin, const Vec3& _normal,float height, float _radius, int _detail);
// Add text. See TextFlags_ enum for _textFlags. _size is a hint to the application-side text rendering.
IM3D_API void Text(const Vec3& _position, U32 _textFlags, const char* _text, ...); // use the current draw state for size/color
IM3D_API void Text(const Vec3& _position, float _size, Color _color, U32 _textFlags, const char* _text, ...);
// IDs are used to uniquely identify gizmos and layers. Gizmo should have a unique ID during a frame.
// Note that ids are a hash of the whole ID stack, see PushId(), PopId().
IM3D_API Id MakeId(const char* _str);
IM3D_API Id MakeId(const void* _ptr);
IM3D_API Id MakeId(int _i);
// PushId(), PopId() affect the result of subsequent calls to MakeId(), use when creating gizmos in a loop.
IM3D_API void PushId(); // push stack top
IM3D_API void PushId(Id _id);
IM3D_API void PushId(const char* _str);
IM3D_API void PushId(const void* _ptr);
IM3D_API void PushId(int _i);
IM3D_API void PopId();
IM3D_API Id GetId();
// Layer id state, subsequent primitives are added to a separate draw list associated with the id (per primitive).
IM3D_API void PushLayerId(Id _layer);
IM3D_API void PushLayerId(const char* _str); // calls PushLayerId(MakeId(_str))
IM3D_API void PopLayerId();
IM3D_API Id GetLayerId();
// Manipulate translation/rotation/scale via a gizmo. Return true if the gizmo is 'active' (if it modified the output parameter).
// If _local is true, the Gizmo* functions expect that the local matrix is on the matrix stack; in general the application should
// push the local matrix before calling any of the following.
IM3D_API bool GizmoTranslation(const char* _id, float _translation_[3], bool _local = false);
IM3D_API bool GizmoRotation(const char* _id, float _rotation_[3*3], bool _local = false);
IM3D_API bool GizmoScale(const char* _id, float _scale_[3]); // local scale only
// Unified gizmo, selects local/global, translation/rotation/scale based on the context-global gizmo modes. Return true if the gizmo is active.
IM3D_API bool Gizmo(const char* _id, float _translation_[3], float _rotation_[3*3], float _scale_[3]); // any of _translation_/_rotation_/_scale_ may be null.
IM3D_API bool Gizmo(const char* _id, float _transform_[4*4]);
// Gizmo* overloads which take an ID directly. In some cases the app may want to call MakeId() separately, usually to change the gizmo appearance if hot/active.
IM3D_API bool GizmoTranslation(Id _id, float _translation_[3], bool _local = false);
IM3D_API bool GizmoRotation(Id _id, float _rotation_[3*3], bool _local = false);
IM3D_API bool GizmoScale(Id _id, float _scale_[3]);
IM3D_API bool Gizmo(Id _id, float _transform_[4*4]);
IM3D_API bool Gizmo(Id _id, float _translation_[3], float _rotation_[3*3], float _scale_[3]);
// Active gizmo ID. This will match the _id parameter passed to a Gizmo* function. Return Id_Invalid if no gizmo is in use.
IM3D_API Id GetActiveId();
// ID of the current current 'hot' gizmo (nearest intersecting gizmo along the cursor ray).
IM3D_API Id GetHotId();
// Visibility tests. The application must set a culling frustum via AppData.
IM3D_API bool IsVisible(const Vec3& _origin, float _radius); // sphere
IM3D_API bool IsVisible(const Vec3& _min, const Vec3& _max); // axis-aligned bounding box
// Get/set the current context. All Im3d calls affect the currently bound context.
IM3D_API Context& GetContext();
IM3D_API void SetContext(Context& _ctx);
// Merge vertex data from _src into _dst_. Layers are preserved. Call before EndFrame().
IM3D_API void MergeContexts(Context& _dst_, const Context& _src);
struct IM3D_API Vec2
{
float x, y;
Vec2() {}
Vec2(float _xy): x(_xy), y(_xy) {}
Vec2(float _x, float _y): x(_x), y(_y) {}
operator float*() { return &x; }
operator const float*() const { return &x; }
#ifdef IM3D_VEC2_APP
IM3D_VEC2_APP
#endif
};
struct IM3D_API Vec3
{
float x, y, z;
Vec3() {}
Vec3(float _xyz): x(_xyz), y(_xyz), z(_xyz) {}
Vec3(float _x, float _y, float _z): x(_x), y(_y), z(_z) {}
Vec3(const Vec2& _xy, float _z): x(_xy.x), y(_xy.y), z(_z) {}
Vec3(const Vec4& _v); // discards w
operator float*() { return &x; }
operator const float*() const { return &x; }
#ifdef IM3D_VEC3_APP
IM3D_VEC3_APP
#endif
};
struct IM3D_API Vec4
{
float x, y, z, w;
Vec4() {}
Vec4(float _xyzw): x(_xyzw), y(_xyzw), z(_xyzw), w(_xyzw) {}
Vec4(float _x, float _y, float _z, float _w): x(_x), y(_y), z(_z), w(_w) {}
Vec4(const Vec3& _xyz, float _w): x(_xyz.x), y(_xyz.y), z(_xyz.z), w(_w) {}
Vec4(Color _rgba);
operator float*() { return &x; }
operator const float*() const { return &x; }
#ifdef IM3D_VEC4_APP
IM3D_VEC4_APP
#endif
};
struct IM3D_API Mat3
{
float m[3*3]; // column-major unless IM3D_MATRIX_ROW_MAJOR defined
Mat3() {}
Mat3(float _diagonal);
Mat3(
float m00, float m01, float m02,
float m10, float m11, float m12,
float m20, float m21, float m22
);
Mat3(const Vec3& _colX, const Vec3& _colY, const Vec3& _colZ);
Mat3(const Mat4& _mat4); // extract upper 3x3
operator float*() { return m; }
operator const float*() const { return m; }
Vec3 getCol(int _i) const;
Vec3 getRow(int _i) const;
void setCol(int _i, const Vec3& _v);
void setRow(int _i, const Vec3& _v);
Vec3 getScale() const;
void setScale(const Vec3& _scale);
float operator()(int _row, int _col) const
{
#ifdef IM3D_MATRIX_ROW_MAJOR
int i = _row * 3 + _col;
#else
int i = _col * 3 + _row;
#endif
return m[i];
}
float& operator()(int _row, int _col)
{
#ifdef IM3D_MATRIX_ROW_MAJOR
int i = _row * 3 + _col;
#else
int i = _col * 3 + _row;
#endif
return m[i];
}
#ifdef IM3D_MAT3_APP
IM3D_MAT3_APP
#endif
};
struct IM3D_API Mat4
{
float m[4*4]; // column-major unless IM3D_MATRIX_ROW_MAJOR defined
Mat4() {}
Mat4(float _diagonal);
Mat4(
float m00, float m01, float m02, float m03,
float m10, float m11, float m12, float m13,
float m20, float m21, float m22, float m23,
float m30 = 0.0f, float m31 = 0.0f, float m32 = 0.0f, float m33 = 1.0f
);
Mat4(const Mat3& _mat3);
Mat4(const Vec3& _translation, const Mat3& _rotation, const Vec3& _scale);
operator float*() { return m; }
operator const float*() const { return m; }
Vec4 getCol(int _i) const;
Vec4 getRow(int _i) const;
void setCol(int _i, const Vec4& _v);
void setRow(int _i, const Vec4& _v);
Vec3 getTranslation() const;
void setTranslation(const Vec3& _translation);
Mat3 getRotation() const;
void setRotation(const Mat3& _rotation);
Vec3 getScale() const;
void setScale(const Vec3& _scale);
float operator()(int _row, int _col) const
{
#ifdef IM3D_MATRIX_ROW_MAJOR
int i = _row * 4 + _col;
#else
int i = _col * 4 + _row;
#endif
return m[i];
}
float& operator()(int _row, int _col)
{
#ifdef IM3D_MATRIX_ROW_MAJOR
int i = _row * 4 + _col;
#else
int i = _col * 4 + _row;
#endif
return m[i];
}
#ifdef IM3D_MAT4_APP
IM3D_MAT4_APP
#endif
};
struct IM3D_API Color
{
U32 v; // rgba8 (MSB = r)
constexpr Color(): v(0) {}
constexpr Color(U32 _rgba): v(_rgba) {}
Color(const Vec4& _rgba);
Color(const Vec3& _rgb, float _alpha);
Color(float _r, float _g, float _b, float _a = 1.0f);
operator U32() const { return v; }
void set(int _i, float _val)
{
_i *= 8;
U32 mask = 0xff << _i;
v = (v & ~mask) | (U32(_val * 255.0f) << _i);
}
void setR(float _val) { set(3, _val); }
void setG(float _val) { set(2, _val); }
void setB(float _val) { set(1, _val); }
void setA(float _val) { set(0, _val); }
float get(int _i) const
{
_i *= 8;
U32 mask = 0xff << _i;
return float((v & mask) >> _i) / 255.0f;
}
float getR() const { return get(3); }
float getG() const { return get(2); }
float getB() const { return get(1); }
float getA() const { return get(0); }
U32 getABGR() const
{
return 0
| ((v & (0xff << 24)) >> 24) // r
| ((v & (0xff << 16)) >> 8) // g
| ((v & (0xff << 8)) << 8) // b
| ((v & (0xff )) << 24) // a
;
}
};
constexpr Color Color_Black = Color(0x000000ff);
constexpr Color Color_White = Color(0xffffffff);
constexpr Color Color_Gray = Color(0x808080ff);
constexpr Color Color_Red = Color(0xff0000ff);
constexpr Color Color_Green = Color(0x00ff00ff);
constexpr Color Color_Blue = Color(0x0000ffff);
constexpr Color Color_Magenta = Color(0xff00ffff);
constexpr Color Color_Yellow = Color(0xffff00ff);
constexpr Color Color_Cyan = Color(0x00ffffff);
constexpr Color Color_Pink = Color(0xffc0cbff);
constexpr Color Color_Orange = Color(0xffa500ff);
constexpr Color Color_Gold = Color(0xffd700ff);
constexpr Color Color_Brown = Color(0x8b4513ff);
constexpr Color Color_Purple = Color(0x800080ff);
constexpr Color Color_Teal = Color(0x008080ff);
constexpr Color Color_Navy = Color(0x000080ff);
struct alignas(IM3D_VERTEX_ALIGNMENT) VertexData
{
Vec4 m_positionSize; // xyz = position, w = size
Color m_color; // rgba8 (MSB = r)
VertexData() {}
VertexData(const Vec3& _position, float _size, Color _color): m_positionSize(_position, _size), m_color(_color) {}
};
enum DrawPrimitiveType
{
// order here determines the order in which unsorted primitives are drawn
DrawPrimitive_Triangles,
DrawPrimitive_Lines,
DrawPrimitive_Points,
DrawPrimitive_Count
};
struct DrawList
{
Id m_layerId;
DrawPrimitiveType m_primType;
const VertexData* m_vertexData;
U32 m_vertexCount;
};
typedef void (DrawPrimitivesCallback)(const DrawList& _drawList);
enum TextFlags
{
TextFlags_AlignLeft = (1 << 0),
TextFlags_AlignRight = (1 << 1),
TextFlags_AlignTop = (1 << 3),
TextFlags_AlignBottom = (1 << 4),
TextFlags_Default = 0 // align center
};
struct alignas(IM3D_VERTEX_ALIGNMENT) TextData
{
Vec4 m_positionSize; // xyz = position, w = size
Color m_color; // rgba8 (MSB = r)
U32 m_flags; // TextFlags
U32 m_textLength; // # chars in the text, excluding null terminator
U32 m_textBufferOffset; // start of the text in the draw list's text buffer
};
struct TextDrawList
{
Id m_layerId;
const TextData* m_textData;
U32 m_textDataCount;
const char* m_textBuffer;
};
enum Key
{
Mouse_Left,
Key_L,
Key_R,
Key_S,
Key_T,
Key_Count,
// the following map keys -> 'action' states which may be more intuitive
Action_Select = Mouse_Left,
Action_GizmoLocal = Key_L,
Action_GizmoRotation = Key_R,
Action_GizmoScale = Key_S,
Action_GizmoTranslation = Key_T,
Action_Count
};
enum FrustumPlane
{
FrustumPlane_Near,
FrustumPlane_Far,
FrustumPlane_Top,
FrustumPlane_Right,
FrustumPlane_Bottom,
FrustumPlane_Left,
FrustumPlane_Count
};
struct AppData
{
bool m_keyDown[Key_Count] = { false }; // Key states.
Vec4 m_cullFrustum[FrustumPlane_Count] = { Vec4(0.0f) }; // Frustum planes for culling (if culling enabled).
Vec3 m_cursorRayOrigin = Vec3(0.0f); // World space cursor ray origin.
Vec3 m_cursorRayDirection = Vec3(0.0f); // World space cursor ray direction.
Vec3 m_worldUp = Vec3(0.0f, 1.0f, 0.0f); // World space 'up' vector.
Vec3 m_viewOrigin = Vec3(0.0f); // World space render origin (camera position).
Vec3 m_viewDirection = Vec3(0.0f); // World space view direction.
Vec2 m_viewportSize = Vec2(0.0f); // Viewport size (pixels).
float m_projScaleY = 1.0f; // Scale factor used to convert from pixel size -> world scale; use tan(fov) for perspective projections, far plane height for ortho.
bool m_projOrtho = false; // If the projection matrix is orthographic.
float m_deltaTime = 0.0f; // Time since previous frame (seconds).
float m_snapTranslation = 0.0f; // Snap value for translation gizmos (world units). 0 = disabled.
float m_snapRotation = 0.0f; // Snap value for rotation gizmos (radians). 0 = disabled.
float m_snapScale = 0.0f; // Snap value for scale gizmos. 0 = disabled.
bool m_flipGizmoWhenBehind = true; // Flip gizmo axes when viewed from behind.
void* m_appData = nullptr; // App-specific data.
DrawPrimitivesCallback* drawCallback = nullptr; // e.g. void Im3d_Draw(const DrawList& _drawList)
// Extract cull frustum planes from the view-projection matrix.
// Set _ndcZNegativeOneToOne = true if the proj matrix maps z from [-1,1] (OpenGL style).
void setCullFrustum(const Mat4& _viewProj, bool _ndcZNegativeOneToOne);
};
// Minimal vector.
template <typename T>
struct Vector
{
Vector() {}
~Vector();
T& operator[](U32 _i) { IM3D_ASSERT(_i < m_size); return m_data[_i]; }
const T& operator[](U32 _i) const { IM3D_ASSERT(_i < m_size); return m_data[_i]; }
T* data() { return m_data; }
const T* data() const { return m_data; }
T& push_back() { if (m_size == m_capacity) { reserve(m_capacity + m_capacity / 2); } return m_data[m_size++]; }
void push_back(const T& _v) { T tmp = _v; if (m_size == m_capacity) { reserve(m_capacity + m_capacity / 2); } m_data[m_size++] = tmp; }
void pop_back() { IM3D_ASSERT(m_size > 0); --m_size; }
void append(const T* _v, U32 _count);
void append(const Vector<T>& _other) { append(_other.data(), _other.size()); }
T* begin() { return m_data; }
const T* begin() const { return m_data; }
T* end() { return m_data + m_size; }
const T* end() const { return m_data + m_size; }
T& front() { IM3D_ASSERT(m_size > 0); return m_data[0]; }
const T& front() const { IM3D_ASSERT(m_size > 0); return m_data[0]; }
T& back() { IM3D_ASSERT(m_size > 0); return m_data[m_size - 1]; }
const T& back() const { IM3D_ASSERT(m_size > 0); return m_data[m_size - 1]; }
U32 size() const { return m_size; }
U32 capacity() const { return m_capacity; }
bool empty() const { return m_size == 0; }
void clear() { m_size = 0; }
void reserve(U32 _capacity);
void resize(U32 _size, const T& _val);
void resize(U32 _size);
static void swap(Vector<T>& _a_, Vector<T>& _b_);
private:
T* m_data = nullptr;
U32 m_size = 0;
U32 m_capacity = 0;
};
enum PrimitiveMode
{
PrimitiveMode_None,
PrimitiveMode_Points,
PrimitiveMode_Lines,
PrimitiveMode_LineStrip,
PrimitiveMode_LineLoop,
PrimitiveMode_Triangles,
PrimitiveMode_TriangleStrip
};
enum GizmoMode
{
GizmoMode_Translation,
GizmoMode_Rotation,
GizmoMode_Scale
};
// Context stores all relevant state - main interface affects the context currently bound via SetCurrentContext().
struct IM3D_API Context
{
Context();
~Context();
void begin(PrimitiveMode _mode);
void end();
void vertex(const Vec3& _position, float _size, Color _color);
void vertex(const Vec3& _position ) { vertex(_position, getSize(), getColor()); }
void text(const Vec3& _position, float _size, Color _color, TextFlags _flags, const char* _textStart, const char* _textEnd);
void text(const Vec3& _position, float _size, Color _color, TextFlags _flags, const char* _text, va_list _args);
void reset();
void merge(const Context& _src);
void endFrame();
void draw(); // DEPRECATED (see Im3d::Draw)
const DrawList* getDrawLists() const { return m_drawLists.data(); }
U32 getDrawListCount() const { return m_drawLists.size(); }
const TextDrawList* getTextDrawLists() const { return m_textDrawLists.data(); }
U32 getTextDrawListCount() const { return m_textDrawLists.size(); }
void setColor(Color _color) { m_colorStack.back() = _color; }
Color getColor() const { return m_colorStack.back(); }
void pushColor(Color _color) { m_colorStack.push_back(_color); }
void popColor() { IM3D_ASSERT(m_colorStack.size() > 1); m_colorStack.pop_back(); }
void setAlpha(float _alpha) { m_alphaStack.back() = _alpha; }
float getAlpha() const { return m_alphaStack.back(); }
void pushAlpha(float _alpha) { m_alphaStack.push_back(_alpha); }
void popAlpha() { IM3D_ASSERT(m_alphaStack.size() > 1); m_alphaStack.pop_back(); }
void setSize(float _size) { m_sizeStack.back() = _size; }
float getSize() const { return m_sizeStack.back(); }
void pushSize(float _size) { m_sizeStack.push_back(_size); }
void popSize() { IM3D_ASSERT(m_sizeStack.size() > 1); m_sizeStack.pop_back(); }
void setEnableSorting(bool _enable);
bool getEnableSorting() const { return m_enableSortingStack.back(); }
void pushEnableSorting(bool _enable);
void popEnableSorting();
Id getLayerId() const { return m_layerIdStack.back(); }
void pushLayerId(Id _layer);
void popLayerId();
void setMatrix(const Mat4& _mat4) { m_matrixStack.back() = _mat4; }
const Mat4& getMatrix() const { return m_matrixStack.back(); }
void pushMatrix(const Mat4& _mat4) { m_matrixStack.push_back(_mat4); }
void popMatrix() { IM3D_ASSERT(m_matrixStack.size() > 1); m_matrixStack.pop_back(); }
void setId(Id _id) { m_idStack.back() = _id; }
Id getId() const { return m_idStack.back(); }
void pushId(Id _id) { m_idStack.push_back(_id); }
void popId() { IM3D_ASSERT(m_idStack.size() > 1); m_idStack.pop_back(); }
AppData& getAppData() { return m_appData; }
// Low-level interface for internal and app-defined gizmos. May be subject to breaking changes.
bool gizmoAxisTranslation_Behavior(Id _id, const Vec3& _origin, const Vec3& _axis, float _snap, float _worldHeight, float _worldSize, Vec3* _out_);
void gizmoAxisTranslation_Draw(Id _id, const Vec3& _origin, const Vec3& _axis, float _worldHeight, float _worldSize, Color _color);
bool gizmoPlaneTranslation_Behavior(Id _id, const Vec3& _origin, const Vec3& _normal, float _snap, float _worldSize, Vec3* _out_);
void gizmoPlaneTranslation_Draw(Id _id, const Vec3& _origin, const Vec3& _normal, float _worldSize, Color _color);
bool gizmoAxislAngle_Behavior(Id _id, const Vec3& _origin, const Vec3& _axis, float _snap, float _worldRadius, float _worldSize, float* _out_);
void gizmoAxislAngle_Draw(Id _id, const Vec3& _origin, const Vec3& _axis, float _worldRadius, float _angle, Color _color, float _minAlpha);
bool gizmoAxisScale_Behavior(Id _id, const Vec3& _origin, const Vec3& _axis, float _snap, float _worldHeight, float _worldSize, float *_out_);
void gizmoAxisScale_Draw(Id _id, const Vec3& _origin, const Vec3& _axis, float _worldHeight, float _worldSize, Color _color);
// Convert pixels -> world space size based on distance between _position and view origin.
float pixelsToWorldSize(const Vec3& _position, float _pixels);
// Convert world space size -> pixels based on distance between _position and view origin.
float worldSizeToPixels(const Vec3& _position, float _pixels);
// Blend between _min and _max based on distance betwen _position and view origin.
int estimateLevelOfDetail(const Vec3& _position, float _worldSize, int _min = 4, int _max = 256);
// Make _id hot if _depth < m_hotDepth && _intersects.
bool makeHot(Id _id, float _depth, bool _intersects);
// Make _id active.
void makeActive(Id _id);
// Reset the acive/hot ids and the hot depth.
void resetId();
// Interpret key state.
bool isKeyDown(Key _key) const { return m_keyDownCurr[_key]; }
bool wasKeyPressed(Key _key) const { return m_keyDownCurr[_key] && !m_keyDownPrev[_key]; }
// Visibiity tests for culling.
bool isVisible(const VertexData* _vdata, DrawPrimitiveType _prim); // per-vertex
bool isVisible(const Vec3& _origin, float _radius); // sphere
bool isVisible(const Vec3& _min, const Vec3& _max); // axis-aligned box
// Gizmo state.
bool m_gizmoLocal; // Global mode selection for gizmos.
GizmoMode m_gizmoMode; // "
Id m_activeId; // Currently active gizmo. If set, this is the same as m_hotId.
Id m_hotId; // ID of the current 'hot' gizmo (nearest intersecting gizmo along the cursor ray). NB this is the id of the *sub* gizmo, not the app-specified ID.
float m_hotDepth; // Depth of the current hot gizmo along the cursor ray, for handling occlusion.
Id m_appId; // Current ID *without* the hashing the ID stack (= _id arg to Gizmo* functions).
Id m_appActiveId; // Copied from m_appId for the current active gizmo.
Id m_appHotId; // Copied from m_appId for the current 'hot' gizmo.
Vec3 m_gizmoStateVec3; // Stored state for the active gizmo.
Mat3 m_gizmoStateMat3; // "
float m_gizmoStateFloat; // "
float m_gizmoHeightPixels; // Height/radius of gizmos.
float m_gizmoSizePixels; // Thickness of gizmo lines.
// Stats, debugging.
// Return the total number of primitives (sorted + unsorted) of the given _type in all layers.
U32 getPrimitiveCount(DrawPrimitiveType _type) const;
// Return the total number of text primitives in all layers.
U32 getTextCount() const;
// Return the number of layers.
U32 getLayerCount() const { return m_layerIdMap.size(); }
private:
// State stacks.
Vector<Color> m_colorStack;
Vector<float> m_alphaStack;
Vector<float> m_sizeStack;
Vector<bool> m_enableSortingStack;
Vector<Mat4> m_matrixStack;
Vector<Id> m_idStack;
Vector<Id> m_layerIdStack;
// Vertex data: one list per layer, per primitive type, *2 for sorted/unsorted.
typedef Vector<VertexData> VertexList;
Vector<VertexList*> m_vertexData[2]; // Each layer is DrawPrimitive_Count consecutive lists.
int m_vertexDataIndex; // 0, or 1 if sorting enabled.
Vector<Id> m_layerIdMap; // Map Id -> vertex data index.
int m_layerIndex; // Index of the currently active layer in m_layerIdMap.
Vector<DrawList> m_drawLists; // All draw lists for the current frame, available after calling endFrame() before calling reset().
bool m_sortCalled; // Avoid calling sort() during every call to draw().
bool m_endFrameCalled; // For assert, if vertices are pushed after endFrame() was called.
// Text data: one list per layer.
typedef Vector<TextData> TextList;
Vector<TextList*> m_textData;
Vector<char> m_textBuffer;
Vector<TextDrawList> m_textDrawLists;
// Primitive state.
PrimitiveMode m_primMode;
DrawPrimitiveType m_primType;
U32 m_firstVertThisPrim; // Index of the first vertex pushed during this primitive.
U32 m_vertCountThisPrim; // # calls to vertex() since the last call to begin().
Vec3 m_minVertThisPrim;
Vec3 m_maxVertThisPrim;
// App data.
AppData m_appData;
bool m_keyDownCurr[Key_Count]; // Key state captured during reset().
bool m_keyDownPrev[Key_Count]; // Key state from previous frame.
Vec4 m_cullFrustum[FrustumPlane_Count]; // Optimized frustum planes from m_appData.m_cullFrustum.
int m_cullFrustumCount; // # valid frustum planes in m_cullFrustum.
// Sort primitive data.
void sort();
// Return -1 if _id not found.
int findLayerIndex(Id _id) const;
// Access the current vertex/text data based on m_layerIndex.
VertexList* getCurrentVertexList();
TextList* getCurrentTextList();
};
namespace internal {
#if IM3D_THREAD_LOCAL_CONTEXT_PTR
#define IM3D_THREAD_LOCAL thread_local
#else
#define IM3D_THREAD_LOCAL
#endif
extern IM3D_THREAD_LOCAL Context* g_CurrentContext;
}
inline AppData& GetAppData() { return GetContext().getAppData(); }
inline void NewFrame() { GetContext().reset(); }
inline void EndFrame() { GetContext().endFrame(); }
inline void Draw() { GetContext().draw(); }
inline const DrawList* GetDrawLists() { return GetContext().getDrawLists(); }
inline U32 GetDrawListCount() { return GetContext().getDrawListCount(); }
inline const TextDrawList* GetTextDrawLists() { return GetContext().getTextDrawLists(); }
inline U32 GetTextDrawListCount() { return GetContext().getTextDrawListCount(); }
inline void BeginPoints() { GetContext().begin(PrimitiveMode_Points); }
inline void BeginLines() { GetContext().begin(PrimitiveMode_Lines); }
inline void BeginLineLoop() { GetContext().begin(PrimitiveMode_LineLoop); }
inline void BeginLineStrip() { GetContext().begin(PrimitiveMode_LineStrip); }
inline void BeginTriangles() { GetContext().begin(PrimitiveMode_Triangles); }
inline void BeginTriangleStrip() { GetContext().begin(PrimitiveMode_TriangleStrip); }
inline void End() { GetContext().end(); }
inline void Vertex(const Vec3& _position) { GetContext().vertex(_position, GetContext().getSize(), GetContext().getColor()); }
inline void Vertex(const Vec3& _position, Color _color) { GetContext().vertex(_position, GetContext().getSize(), _color); }
inline void Vertex(const Vec3& _position, float _size) { GetContext().vertex(_position, _size, GetContext().getColor()); }
inline void Vertex(const Vec3& _position, float _size, Color _color) { GetContext().vertex(_position, _size, _color); }
inline void Vertex(float _x, float _y, float _z) { Vertex(Vec3(_x, _y, _z)); }
inline void Vertex(float _x, float _y, float _z, Color _color) { Vertex(Vec3(_x, _y, _z), _color); }
inline void Vertex(float _x, float _y, float _z, float _size) { Vertex(Vec3(_x, _y, _z), _size); }
inline void Vertex(float _x, float _y, float _z, float _size, Color _color) { Vertex(Vec3(_x, _y, _z), _size, _color); }
inline void PushDrawState() { Context& ctx = GetContext(); ctx.pushColor(ctx.getColor()); ctx.pushAlpha(ctx.getAlpha()); ctx.pushSize(ctx.getSize()); ctx.pushEnableSorting(ctx.getEnableSorting()); }
inline void PopDrawState() { Context& ctx = GetContext(); ctx.popColor(); ctx.popAlpha(); ctx.popSize(); ctx.popEnableSorting(); }
inline void PushColor() { GetContext().pushColor(GetContext().getColor()); }
inline void PushColor(Color _color) { GetContext().pushColor(_color); }
inline void PopColor() { GetContext().popColor(); }
inline void SetColor(Color _color) { GetContext().setColor(_color); }
inline void SetColor(float _r, float _g, float _b, float _a) { GetContext().setColor(Color(_r, _g, _b, _a)); }
inline Color GetColor() { return GetContext().getColor(); }
inline void PushAlpha() { GetContext().pushAlpha(GetContext().getAlpha()); }
inline void PushAlpha(float _alpha) { GetContext().pushAlpha(_alpha); }
inline void PopAlpha() { GetContext().popAlpha(); }
inline void SetAlpha(float _alpha) { GetContext().setAlpha(_alpha); }
inline float GetAlpha() { return GetContext().getAlpha(); }
inline void PushSize() { GetContext().pushSize(GetContext().getAlpha()); }
inline void PushSize(float _size) { GetContext().pushSize(_size); }
inline void PopSize() { GetContext().popSize(); }
inline void SetSize(float _size) { GetContext().setSize(_size); }
inline float GetSize() { return GetContext().getSize(); }
inline void PushEnableSorting() { GetContext().pushEnableSorting(GetContext().getEnableSorting()); }
inline void PushEnableSorting(bool _enable) { GetContext().pushEnableSorting(_enable); }
inline void PopEnableSorting() { GetContext().popEnableSorting(); }
inline void EnableSorting(bool _enable) { GetContext().setEnableSorting(_enable); }
inline void PushMatrix() { GetContext().pushMatrix(GetContext().getMatrix()); }
inline void PushMatrix(const Mat4& _mat4) { GetContext().pushMatrix(_mat4); }
inline void PopMatrix() { GetContext().popMatrix(); }
inline void SetMatrix(const Mat4& _mat4) { GetContext().setMatrix(_mat4); }
inline void SetIdentity() { GetContext().setMatrix(Mat4(1.0f)); }
inline void PushId() { GetContext().pushId(GetContext().getId()); }
inline void PushId(Id _id) { GetContext().pushId(_id); }
inline void PushId(const char* _str) { GetContext().pushId(MakeId(_str)); }
inline void PushId(const void* _ptr) { GetContext().pushId(MakeId(_ptr)); }
inline void PushId(int _i) { GetContext().pushId(MakeId(_i)); }
inline void PopId() { GetContext().popId(); }
inline Id GetId() { return GetContext().getId(); }
inline void PushLayerId() { GetContext().pushLayerId(GetContext().getLayerId()); }
inline void PushLayerId(Id _layer) { GetContext().pushLayerId(_layer); }
inline void PushLayerId(const char* _str) { PushLayerId(MakeId(_str)); }
inline void PopLayerId() { GetContext().popLayerId(); }
inline Id GetLayerId() { return GetContext().getLayerId(); }
inline bool GizmoTranslation(const char* _id, float _translation_[3], bool _local) { return GizmoTranslation(MakeId(_id), _translation_, _local); }
inline bool GizmoRotation(const char* _id, float _rotation_[3*3], bool _local) { return GizmoRotation(MakeId(_id), _rotation_, _local);}
inline bool GizmoScale(const char* _id, float _scale_[3]) { return GizmoScale(MakeId(_id), _scale_); }
inline bool Gizmo(const char* _id, float _translation_[3], float _rotation_[3*3], float _scale_[3]) { return Gizmo(MakeId(_id), _translation_, _rotation_, _scale_); }
inline bool Gizmo(const char* _id, float _transform_[4*4]) { return Gizmo(MakeId(_id), _transform_); }
inline Id GetActiveId() { return GetContext().m_appActiveId;}
inline Id GetHotId() { return GetContext().m_appHotId; }
inline bool IsVisible(const Vec3& _origin, float _radius) { return GetContext().isVisible(_origin, _radius); }
inline bool IsVisible(const Vec3& _min, const Vec3& _max) { return GetContext().isVisible(_min, _max);}
inline Context& GetContext() { return *internal::g_CurrentContext; }
inline void SetContext(Context& _ctx) { internal::g_CurrentContext = &_ctx; }
inline void MergeContexts(Context& _dst_, const Context& _src) { _dst_.merge(_src); }
} // namespac Im3d

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#pragma once
// User-defined assertion handler (default is cassert assert()).
#include <assert.h>
#define IM3D_ASSERT(e) assert(e)
// User-defined malloc/free. Define both or neither (default is cstdlib malloc()/free()).
//#define IM3D_MALLOC(size) malloc(size)
//#define IM3D_FREE(ptr) free(ptr)
// User-defined API declaration (e.g. __declspec(dllexport)).
//#define IM3D_API
// Use a thread-local context pointer.
//#define IM3D_THREAD_LOCAL_CONTEXT_PTR 1
// Use row-major internal matrix layout.
//#define IM3D_MATRIX_ROW_MAJOR 1
// Force vertex data alignment (default is 4 bytes).
//#define IM3D_VERTEX_ALIGNMENT 4
// Enable internal culling for primitives (everything drawn between Begin*()/End()). The application must set a culling frustum via AppData.
//#define IM3D_CULL_PRIMITIVES 1
// Enable internal culling for gizmos. The application must set a culling frustum via AppData.
//#define IM3D_CULL_GIZMOS 1
// Conversion to/from application math types.
//#define IM3D_VEC2_APP
// Vec2(const glm::vec2& _v) { x = _v.x; y = _v.y; }
// operator glm::vec2() const { return glm::vec2(x, y); }
//#define IM3D_VEC3_APP
// Vec3(const glm::vec3& _v) { x = _v.x; y = _v.y; z = _v.z; }
// operator glm::vec3() const { return glm::vec3(x, y, z); }
//#define IM3D_VEC4_APP
// Vec4(const glm::vec4& _v) { x = _v.x; y = _v.y; z = _v.z; w = _v.w; }
// operator glm::vec4() const { return glm::vec4(x, y, z, w); }
//#define IM3D_MAT3_APP
// Mat3(const glm::mat3& _m) { for (int i = 0; i < 9; ++i) m[i] = *(&(_m[0][0]) + i); }
// operator glm::mat3() const { glm::mat3 ret; for (int i = 0; i < 9; ++i) *(&(ret[0][0]) + i) = m[i]; return ret; }
//#define IM3D_MAT4_APP
// Mat4(const glm::mat4& _m) { for (int i = 0; i < 16; ++i) m[i] = *(&(_m[0][0]) + i); }
// operator glm::mat4() const { glm::mat4 ret; for (int i = 0; i < 16; ++i) *(&(ret[0][0]) + i) = m[i]; return ret; }

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#pragma once
// im3d_math.h is optional - include only if you want to use the Im3d math types directly
#include "im3d.h"
#include <cmath>
namespace Im3d {
// Vec2
inline Vec2 operator+(const Vec2& _lhs, const Vec2& _rhs) { return Vec2(_lhs.x + _rhs.x, _lhs.y + _rhs.y); }
inline Vec2 operator-(const Vec2& _lhs, const Vec2& _rhs) { return Vec2(_lhs.x - _rhs.x, _lhs.y - _rhs.y); }
inline Vec2 operator*(const Vec2& _lhs, const Vec2& _rhs) { return Vec2(_lhs.x * _rhs.x, _lhs.y * _rhs.y); }
inline Vec2 operator/(const Vec2& _lhs, const Vec2& _rhs) { return Vec2(_lhs.x / _rhs.x, _lhs.y / _rhs.y); }
inline Vec2 operator*(const Vec2& _lhs, float _rhs) { return Vec2(_lhs.x * _rhs, _lhs.y * _rhs); }
inline Vec2 operator/(const Vec2& _lhs, float _rhs) { return Vec2(_lhs.x / _rhs, _lhs.y / _rhs); }
inline Vec2 operator-(const Vec2& _v) { return Vec2(-_v.x, -_v.y); }
inline float Dot(const Vec2& _lhs, const Vec2& _rhs) { return _lhs.x * _rhs.x + _lhs.y * _rhs.y; }
inline float Length(const Vec2& _v) { return sqrtf(Dot(_v, _v)); }
inline float Length2(const Vec2& _v) { return Dot(_v, _v); }
inline Vec2 Abs(const Vec2& _v) { return Vec2(fabs(_v.x), fabs(_v.y)); }
inline Vec2 Normalize(const Vec2& _v) { return _v / Length(_v); }
// Vec3
inline Vec3 operator+(const Vec3& _lhs, const Vec3& _rhs) { return Vec3(_lhs.x + _rhs.x, _lhs.y + _rhs.y, _lhs.z + _rhs.z); }
inline Vec3 operator-(const Vec3& _lhs, const Vec3& _rhs) { return Vec3(_lhs.x - _rhs.x, _lhs.y - _rhs.y, _lhs.z - _rhs.z); }
inline Vec3 operator*(const Vec3& _lhs, const Vec3& _rhs) { return Vec3(_lhs.x * _rhs.x, _lhs.y * _rhs.y, _lhs.z * _rhs.z); }
inline Vec3 operator/(const Vec3& _lhs, const Vec3& _rhs) { return Vec3(_lhs.x / _rhs.x, _lhs.y / _rhs.y, _lhs.z / _rhs.z); }
inline Vec3 operator*(const Vec3& _lhs, float _rhs) { return Vec3(_lhs.x * _rhs, _lhs.y * _rhs, _lhs.z * _rhs); }
inline Vec3 operator/(const Vec3& _lhs, float _rhs) { return Vec3(_lhs.x / _rhs, _lhs.y / _rhs, _lhs.z / _rhs); }
inline Vec3 operator-(const Vec3& _v) { return Vec3(-_v.x, -_v.y, -_v.z); }
inline float Dot(const Vec3& _lhs, const Vec3& _rhs) { return _lhs.x * _rhs.x + _lhs.y * _rhs.y + _lhs.z * _rhs.z; }
inline float Length(const Vec3& _v) { return sqrtf(Dot(_v, _v)); }
inline float Length2(const Vec3& _v) { return Dot(_v, _v); }
inline Vec3 Abs(const Vec3& _v) { return Vec3(fabs(_v.x), fabs(_v.y), fabs(_v.z)); }
inline Vec3 Normalize(const Vec3& _v) { return _v / Length(_v); }
inline Vec3 Cross(const Vec3& _a, const Vec3& _b)
{
return Vec3(
_a.y * _b.z - _b.y * _a.z,
_a.z * _b.x - _b.z * _a.x,
_a.x * _b.y - _b.x * _a.y
);
}
// Vec4
inline Vec4 operator+(const Vec4& _lhs, const Vec4& _rhs) { return Vec4(_lhs.x + _rhs.x, _lhs.y + _rhs.y, _lhs.z + _rhs.z, _lhs.w + _rhs.w); }
inline Vec4 operator-(const Vec4& _lhs, const Vec4& _rhs) { return Vec4(_lhs.x - _rhs.x, _lhs.y - _rhs.y, _lhs.z - _rhs.z, _lhs.w - _rhs.w); }
inline Vec4 operator*(const Vec4& _lhs, const Vec4& _rhs) { return Vec4(_lhs.x * _rhs.x, _lhs.y * _rhs.y, _lhs.z * _rhs.z, _lhs.w * _rhs.w); }
inline Vec4 operator/(const Vec4& _lhs, const Vec4& _rhs) { return Vec4(_lhs.x / _rhs.x, _lhs.y / _rhs.y, _lhs.z / _rhs.z, _lhs.w / _rhs.w); }
inline Vec4 operator*(const Vec4& _lhs, float _rhs) { return Vec4(_lhs.x * _rhs, _lhs.y * _rhs, _lhs.z * _rhs, _lhs.w * _rhs); }
inline Vec4 operator/(const Vec4& _lhs, float _rhs) { return Vec4(_lhs.x / _rhs, _lhs.y / _rhs, _lhs.z / _rhs, _lhs.w / _rhs); }
inline Vec4 operator-(const Vec4& _v) { return Vec4(-_v.x, -_v.y, -_v.z, -_v.w); }
inline float Dot(const Vec4& _lhs, const Vec4& _rhs) { return _lhs.x * _rhs.x + _lhs.y * _rhs.y + _lhs.z * _rhs.z + _lhs.w * _rhs.w; }
inline float Length(const Vec4& _v) { return sqrtf(Dot(_v, _v)); }
inline float Length2(const Vec4& _v) { return Dot(_v, _v); }
inline Vec4 Abs(const Vec4& _v) { return Vec4(fabs(_v.x), fabs(_v.y), fabs(_v.z), fabs(_v.w)); }
inline Vec4 Normalize(const Vec4& _v) { return _v / Length(_v); }
// Mat3
inline Mat3 operator*(const Mat3& _lhs, const Mat3& _rhs)
{
Mat3 ret;
ret(0, 0) = _lhs(0, 0) * _rhs(0, 0) + _lhs(0, 1) * _rhs(1, 0) + _lhs(0, 2) * _rhs(2, 0);
ret(0, 1) = _lhs(0, 0) * _rhs(0, 1) + _lhs(0, 1) * _rhs(1, 1) + _lhs(0, 2) * _rhs(2, 1);
ret(0, 2) = _lhs(0, 0) * _rhs(0, 2) + _lhs(0, 1) * _rhs(1, 2) + _lhs(0, 2) * _rhs(2, 2);
ret(1, 0) = _lhs(1, 0) * _rhs(0, 0) + _lhs(1, 1) * _rhs(1, 0) + _lhs(1, 2) * _rhs(2, 0);
ret(1, 1) = _lhs(1, 0) * _rhs(0, 1) + _lhs(1, 1) * _rhs(1, 1) + _lhs(1, 2) * _rhs(2, 1);
ret(1, 2) = _lhs(1, 0) * _rhs(0, 2) + _lhs(1, 1) * _rhs(1, 2) + _lhs(1, 2) * _rhs(2, 2);
ret(2, 0) = _lhs(2, 0) * _rhs(0, 0) + _lhs(2, 1) * _rhs(1, 0) + _lhs(2, 2) * _rhs(2, 0);
ret(2, 1) = _lhs(2, 0) * _rhs(0, 1) + _lhs(2, 1) * _rhs(1, 1) + _lhs(2, 2) * _rhs(2, 1);
ret(2, 2) = _lhs(2, 0) * _rhs(0, 2) + _lhs(2, 1) * _rhs(1, 2) + _lhs(2, 2) * _rhs(2, 2);
return ret;
}
inline Vec3 operator*(const Mat3& _m, const Vec3& _v)
{
return Vec3(
_m(0, 0) * _v.x + _m(0, 1) * _v.y + _m(0, 2) * _v.z,
_m(1, 0) * _v.x + _m(1, 1) * _v.y + _m(1, 2) * _v.z,
_m(2, 0) * _v.x + _m(2, 1) * _v.y + _m(2, 2) * _v.z
);
}
inline Vec4 operator*(const Mat3& _m, const Vec4& _v)
{
return Vec4(
_m(0, 0) * _v.x + _m(0, 1) * _v.y + _m(0, 2) * _v.z,
_m(1, 0) * _v.x + _m(1, 1) * _v.y + _m(1, 2) * _v.z,
_m(2, 0) * _v.x + _m(2, 1) * _v.y + _m(2, 2) * _v.z,
_v.w
);
}
Mat3 Transpose(const Mat3& _m);
Vec3 ToEulerXYZ(const Mat3& _m);
Mat3 FromEulerXYZ(Vec3& _xyz);
Mat3 Rotation(const Vec3& _axis, float _rads); // _axis must be unit length
Mat3 Scale(const Vec3& _s);
// Mat4
inline Mat4 operator*(const Mat4& _lhs, const Mat4& _rhs)
{
Mat4 ret;
ret(0, 0) = _lhs(0, 0) * _rhs(0, 0) + _lhs(0, 1) * _rhs(1, 0) + _lhs(0, 2) * _rhs(2, 0) + _lhs(0, 3) * _rhs(3, 0);
ret(0, 1) = _lhs(0, 0) * _rhs(0, 1) + _lhs(0, 1) * _rhs(1, 1) + _lhs(0, 2) * _rhs(2, 1) + _lhs(0, 3) * _rhs(3, 1);
ret(0, 2) = _lhs(0, 0) * _rhs(0, 2) + _lhs(0, 1) * _rhs(1, 2) + _lhs(0, 2) * _rhs(2, 2) + _lhs(0, 3) * _rhs(3, 2);
ret(0, 3) = _lhs(0, 0) * _rhs(0, 3) + _lhs(0, 1) * _rhs(1, 3) + _lhs(0, 2) * _rhs(2, 3) + _lhs(0, 3) * _rhs(3, 3);
ret(1, 0) = _lhs(1, 0) * _rhs(0, 0) + _lhs(1, 1) * _rhs(1, 0) + _lhs(1, 2) * _rhs(2, 0) + _lhs(1, 3) * _rhs(3, 0);
ret(1, 1) = _lhs(1, 0) * _rhs(0, 1) + _lhs(1, 1) * _rhs(1, 1) + _lhs(1, 2) * _rhs(2, 1) + _lhs(1, 3) * _rhs(3, 1);
ret(1, 2) = _lhs(1, 0) * _rhs(0, 2) + _lhs(1, 1) * _rhs(1, 2) + _lhs(1, 2) * _rhs(2, 2) + _lhs(1, 3) * _rhs(3, 2);
ret(1, 3) = _lhs(1, 0) * _rhs(0, 3) + _lhs(1, 1) * _rhs(1, 3) + _lhs(1, 2) * _rhs(2, 3) + _lhs(1, 3) * _rhs(3, 3);
ret(2, 0) = _lhs(2, 0) * _rhs(0, 0) + _lhs(2, 1) * _rhs(1, 0) + _lhs(2, 2) * _rhs(2, 0) + _lhs(2, 3) * _rhs(3, 0);
ret(2, 1) = _lhs(2, 0) * _rhs(0, 1) + _lhs(2, 1) * _rhs(1, 1) + _lhs(2, 2) * _rhs(2, 1) + _lhs(2, 3) * _rhs(3, 1);
ret(2, 2) = _lhs(2, 0) * _rhs(0, 2) + _lhs(2, 1) * _rhs(1, 2) + _lhs(2, 2) * _rhs(2, 2) + _lhs(2, 3) * _rhs(3, 2);
ret(2, 3) = _lhs(2, 0) * _rhs(0, 3) + _lhs(2, 1) * _rhs(1, 3) + _lhs(2, 2) * _rhs(2, 3) + _lhs(2, 3) * _rhs(3, 3);
ret(3, 0) = _lhs(3, 0) * _rhs(0, 0) + _lhs(3, 1) * _rhs(1, 0) + _lhs(3, 2) * _rhs(2, 0) + _lhs(3, 3) * _rhs(3, 0);
ret(3, 1) = _lhs(3, 0) * _rhs(0, 1) + _lhs(3, 1) * _rhs(1, 1) + _lhs(3, 2) * _rhs(2, 1) + _lhs(3, 3) * _rhs(3, 1);
ret(3, 2) = _lhs(3, 0) * _rhs(0, 2) + _lhs(3, 1) * _rhs(1, 2) + _lhs(3, 2) * _rhs(2, 2) + _lhs(3, 3) * _rhs(3, 2);
ret(3, 3) = _lhs(3, 0) * _rhs(0, 3) + _lhs(3, 1) * _rhs(1, 3) + _lhs(3, 2) * _rhs(2, 3) + _lhs(3, 3) * _rhs(3, 3);
return ret;
}
inline Vec3 operator*(const Mat4& _m, const Vec3& _pos)
{
return Vec3(
_m(0, 0) * _pos.x + _m(0, 1) * _pos.y + _m(0, 2) * _pos.z + _m(0, 3),
_m(1, 0) * _pos.x + _m(1, 1) * _pos.y + _m(1, 2) * _pos.z + _m(1, 3),
_m(2, 0) * _pos.x + _m(2, 1) * _pos.y + _m(2, 2) * _pos.z + _m(2, 3)
);
}
inline Vec4 operator*(const Mat4& _m, const Vec4& _v)
{
return Vec4(
_m(0, 0) * _v.x + _m(0, 1) * _v.y + _m(0, 2) * _v.z + _m(0, 3) * _v.w,
_m(1, 0) * _v.x + _m(1, 1) * _v.y + _m(1, 2) * _v.z + _m(1, 3) * _v.w,
_m(2, 0) * _v.x + _m(2, 1) * _v.y + _m(2, 2) * _v.z + _m(2, 3) * _v.w,
_m(3, 0) * _v.x + _m(3, 1) * _v.y + _m(3, 2) * _v.z + _m(3, 3) * _v.w
);
}
Mat4 Inverse(const Mat4& _m);
Mat4 Transpose(const Mat4& _m);
Mat4 Translation(const Vec3& _t);
Mat4 AlignZ(const Vec3& _axis, const Vec3& _up = Vec3(0.0f, 1.0f, 0.0f)); // generate an orthonormal bases with +z as _axis, which must be unit length
Mat4 LookAt(const Vec3& _from, const Vec3& _to, const Vec3& _up = Vec3(0.0f, 1.0f, 0.0f)); // align _z with (_to - _from), set _from as translation
struct Line
{
Vec3 m_origin;
Vec3 m_direction; // unit length
Line() {}
Line(const Vec3& _origin, const Vec3& _direction);
};
struct Ray
{
Vec3 m_origin;
Vec3 m_direction; // unit length
Ray() {}
Ray(const Vec3& _origin, const Vec3& _direction);
};
struct LineSegment
{
Vec3 m_start;
Vec3 m_end;
LineSegment() {}
LineSegment(const Vec3& _start, const Vec3& _end);
};
struct Sphere
{
Vec3 m_origin;
float m_radius;
Sphere() {}
Sphere(const Vec3& _origin, float _radius);
};
struct Plane
{
Vec3 m_normal;
float m_offset;
Plane() {}
Plane(const Vec3& _normal, float _offset);
Plane(const Vec3& _normal, const Vec3& _origin);
};
struct Capsule
{
Vec3 m_start;
Vec3 m_end;
float m_radius;
Capsule() {}
Capsule(const Vec3& _start, const Vec3& _end, float _radius);
};
// Ray-primitive intersections. Use Intersects() when you don't need t.
bool Intersects(const Ray& _ray, const Plane& _plane );
bool Intersect (const Ray& _ray, const Plane& _plane, float& t0_ );
bool Intersects(const Ray& _ray, const Sphere& _sphere );
bool Intersect (const Ray& _ray, const Sphere& _sphere, float& t0_, float& t1_);
bool Intersects(const Ray& _ray, const Capsule& _capsule );
bool Intersect (const Ray& _ray, const Capsule& _capsule, float& t0_, float& t1_);
// Find point t0_ along _line0 nearest to _line1 and t1_ along _line1 nearest to _line0.
void Nearest(const Line& _line0, const Line& _line1, float& t0_, float& t1_);
// Find point tr_ along _ray nearest to _line and tl_ along _line nearest to _ray.
void Nearest(const Ray& _ray, const Line& _line, float& tr_, float& tl_);
// Find point tr_ along _ray nearest to _segment, return point on segment nearest to _ray.
Vec3 Nearest(const Ray& _ray, const LineSegment& _segment, float& tr_);
float Distance2(const Ray& _ray, const LineSegment& _segment);
inline float Distance(const Vec4& _plane, const Vec3& _point){ return _plane.x * _point.x + _plane.y * _point.y + _plane.z * _point.z - _plane.w; }
constexpr float Pi = 3.14159265359f;
constexpr float TwoPi = 2.0f * Pi;
constexpr float HalfPi = 0.5f * Pi;
inline float Radians(float _degrees) { return _degrees * (Pi / 180.0f); }
inline float Degrees(float _radians) { return _radians * (180.0f / Pi); }
namespace internal {
struct ScalarT {};
struct FloatT: public ScalarT {};
struct IntT: public ScalarT {};
struct CompositeT {};
struct VecT: public CompositeT {};
struct MatT: public CompositeT {};
template <typename T>
struct TypeTraits { typedef typename T::Type Type; enum { kSize = T::kSize }; };
template<> struct TypeTraits<int> { typedef IntT Type; enum { kSize = 1 }; };
template<> struct TypeTraits<float> { typedef FloatT Type; enum { kSize = 1 }; };
template<> struct TypeTraits<Vec2> { typedef VecT Type; enum { kSize = 2 }; };
template<> struct TypeTraits<Vec3> { typedef VecT Type; enum { kSize = 3 }; };
template<> struct TypeTraits<Vec4> { typedef VecT Type; enum { kSize = 4 }; };
template<> struct TypeTraits<Mat4> { typedef MatT Type; enum { kSize = 16 }; };
template <typename T>
inline bool _AllLess(const T& _a, const T& _b, ScalarT)
{
return _a < _b;
}
template <typename T>
inline bool _AllLess(const T& _a, const T& _b, CompositeT)
{
for (int i = 0, n = TypeTraits<T>::kSize; i < n; ++i)
{
if (_a[i] > _b[i])
{
return false;
}
}
return true;
}
template <typename T>
inline T _Max(const T& _a, const T& _b, ScalarT)
{
return _a < _b ? _b : _a;
}
template <typename T>
inline T _Max(const T& _a, const T& _b, CompositeT)
{
T ret;
for (int i = 0, n = TypeTraits<T>::kSize; i < n; ++i) {
ret[i] = _Max(_a[i], _b[i], ScalarT());
}
return ret;
}
template <typename T>
inline T _Min(const T& _a, const T& _b, ScalarT)
{
return _a < _b ? _a : _b;
}
template <typename T>
inline T _Min(const T& _a, const T& _b, CompositeT)
{
T ret;
for (int i = 0, n = TypeTraits<T>::kSize; i < n; ++i)
{
ret[i] = _Min(_a[i], _b[i], ScalarT());
}
return ret;
}
} // namespace internal
template <typename T>
inline bool AllLess(const T& _a, const T& _b) { return internal::_AllLess(_a, _b, typename internal::TypeTraits<T>::Type()); }
template <typename T>
inline T Max(T _a, T _b) { return internal::_Max(_a, _b, typename internal::TypeTraits<T>::Type()); }
template <typename T>
inline T Min(T _a, T _b) { return internal::_Min(_a, _b, typename internal::TypeTraits<T>::Type()); }
template <typename T>
inline T Clamp(T _a, T _min, T _max) { return Max(Min(_a, _max), _min); }
// Remap _x in [_start,_end] to [0,1].
inline float Remap(float _x, float _start, float _end) { return Clamp(_x * (1.0f / (_end - _start)) + (-_start / (_end - _start)), 0.0f, 1.0f); }
} // namespace Im3d

View File

@ -478,6 +478,7 @@ struct NanoVDBManager
void Init();
void DrawGUI();
void DrawIm3d();
void BeforeFrame();
bool AddSequence(const VDBSequenceDesc& desc);
void MakeWorldToIndexMatrix(matrix3x3_t matrix, const Instance& instance);
@ -564,6 +565,7 @@ struct NanoVDBManager
bool ambientIncreasedCoverage = true;
bool previewMode = false;
float emissiveScatterScale = 0.5f;
int activeInstanceIndex = -1;
};
struct ParticleSystem
@ -595,6 +597,7 @@ struct VolumetricLight
void DrawEnd();
void DrawDebug();
void DrawGUI();
void DrawIm3d();
bool WantRTASUpdate(const trRefdef_t& scene);
bool ShouldDraw();
bool ShouldDrawDebug();
@ -607,8 +610,8 @@ struct VolumetricLight
{
vec3_t scatterColor;
vec3_t emissiveColor;
vec3_t boxMin;
vec3_t boxMax;
vec3_t boxCenter;
vec3_t boxSize;
float extinction;
float albedo; // thin fog: 0.3 to 0.5, thick fog: 0.6 to 0.9
float emissive;
@ -708,6 +711,7 @@ struct VolumetricLight
int extinctionResolution = 128;
int sunShadowResolution = 128;
int pointShadowResolution = 64;
int activeFogIndex = -1; // tab GUI index
};
#pragma pack(push, 1)
@ -854,6 +858,7 @@ struct CRP : IRenderPipeline
UI ui;
MipMapGenerator mipMapGen;
ImGUI imgui;
Im3D im3d;
Nuklear nuklear;
Prepass prepass;
WorldOpaque opaque;

View File

@ -34,6 +34,9 @@ along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
#include "compshaders/crp/mip_2.h"
#include "compshaders/crp/mip_3.h"
#include "compshaders/crp/depth_pyramid.h"
#include "compshaders/crp/im3d_points.h"
#include "compshaders/crp/im3d_lines.h"
#include "compshaders/crp/im3d_triangles.h"
struct SceneViewConst
@ -575,9 +578,18 @@ void CRP::Init()
sceneViewBuffer = CreateBuffer(desc);
}
ShaderByteCode im3dShaders[Im3D::Shader::Count];
im3dShaders[Im3D::Shader::PointVS] = ShaderByteCode(g_im3d_points_vs);
im3dShaders[Im3D::Shader::PointPS] = ShaderByteCode(g_im3d_points_ps);
im3dShaders[Im3D::Shader::LineVS] = ShaderByteCode(g_im3d_lines_vs);
im3dShaders[Im3D::Shader::LinePS] = ShaderByteCode(g_im3d_lines_ps);
im3dShaders[Im3D::Shader::TriangleVS] = ShaderByteCode(g_im3d_triangles_vs);
im3dShaders[Im3D::Shader::TrianglePS] = ShaderByteCode(g_im3d_triangles_ps);
raytracing.Init();
ui.Init(true, ShaderByteCode(g_ui_vs), ShaderByteCode(g_ui_ps), renderTargetFormat, RHI_MAKE_NULL_HANDLE(), NULL);
imgui.Init(true, ShaderByteCode(g_imgui_vs), ShaderByteCode(g_imgui_ps), renderTargetFormat, RHI_MAKE_NULL_HANDLE(), NULL);
im3d.Init(true, im3dShaders, renderTargetFormat);
nuklear.Init(true, ShaderByteCode(g_nuklear_vs), ShaderByteCode(g_nuklear_ps), renderTargetFormat, RHI_MAKE_NULL_HANDLE(), NULL);
mipMapGen.Init(true, ShaderByteCode(g_mip_1_cs), ShaderByteCode(g_mip_2_cs), ShaderByteCode(g_mip_3_cs));
prepass.Init();
@ -636,6 +648,7 @@ void CRP::BeginFrame()
raytracing.BeginFrame(rtasUpdate); // does BLAS/TLAS builds
ui.BeginFrame();
nuklear.BeginFrame();
im3d.BeginFrame();
CmdBeginBarrier();
CmdTextureBarrier(renderTarget, ResourceStates::RenderTargetBit);
@ -673,6 +686,7 @@ void CRP::EndFrame()
sunlightEditor.DrawGUI();
volumetricLight.DrawGUI();
vdbManager.DrawGUI();
im3d.DrawGUI();
imgui.Draw(renderTarget);
toneMap.DrawToneMap();
magnifier.Draw();
@ -919,6 +933,9 @@ void CRP::DrawSceneView3D(const drawSceneViewCommand_t& cmd)
volumetricLight.DrawDebug();
transp.Draw(cmd);
transpResolve.Draw(cmd);
vdbManager.DrawIm3d();
volumetricLight.DrawIm3d();
im3d.Draw(cmd, renderTarget, depthTexture); // draw our debug stuff in front of all transparencies
}
void CRP::DrawSceneView(const drawSceneViewCommand_t& cmd)

View File

@ -23,6 +23,7 @@ along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
#include "crp_local.h"
#include "../client/cl_imgui.h"
#include "../im3d/im3d.h"
#define NANOVDB_MAGIC_NUMBER 0x304244566F6E614Eul // "NanoVDB0"
#define NANOVDB_MAGIC_GRID 0x314244566F6E614Eul // "NanoVDB1"
@ -166,6 +167,49 @@ static void MultMatrix(matrix3x3_t m, const matrix3x3_t a, const matrix3x3_t b)
m[8] = a[6] * b[2] + a[7] * b[5] + a[8] * b[8];
}
// similar to Python's math.isclose but the second value is the target for relative tolerance
// i.e. abs(b) is used instead of max(abs(a), abs(b))
static float IsCloseToTarget(float value, float target)
{
const float relTol = 1.e-6f; // relative tolerance
const float absTol = 1.e-9f; // absolute tolerance
return fabsf(value - target) <= max(absTol, relTol * fabsf(target));
}
// adapted from "Computing Euler angles from a rotation matrix" by Gregory G. Slabaugh
static void AnglesRadFromMatrix(vec3_t anglesRad, const matrix3x3_t m)
{
#define R(x,y) m[y*3 + x]
#define psi anglesRad[0]
#define theta anglesRad[1]
#define phi anglesRad[2]
phi = 0.0f;
if(IsCloseToTarget(R(2, 0), -1.0f))
{
theta = M_PI / 2.0f;
psi = atan2f(R(0, 1), R(0, 2));
}
else if(IsCloseToTarget(R(2, 0), 1.0f))
{
theta = -M_PI / 2.0f;
psi = atan2f(-R(0, 1), -R(0, 2));
}
else
{
theta = -asinf(R(2, 0)); // theta2 = M_PI + asinf(R(2, 0));
const float recCosTheta = 1.0f / cosf(theta);
psi = atan2f(R(2, 1) * recCosTheta, R(2, 2) * recCosTheta);
phi = atan2f(R(1, 0) * recCosTheta, R(0, 0) * recCosTheta);
}
#undef R
#undef psi
#undef theta
#undef phi
}
static void FindGrids(FileGrid* grids, fileHandle_t fh, int byteCount, const VDBSequenceDesc& desc)
{
FileHeader fileHeader;
@ -699,6 +743,7 @@ void NanoVDBManager::DrawGUI()
{
static const char* const sequencePopupTitle = "Add NanoVDB Sequence";
activeInstanceIndex = -1;
if(!tr.worldMapLoaded)
{
return;
@ -761,6 +806,8 @@ void NanoVDBManager::DrawGUI()
{
if(ImGui::BeginTabItem(va("#%d", i + 1)))
{
activeInstanceIndex = (int)i;
Instance& inst = instances[i];
Sequence& seq = sequences[inst.sequenceIndex];
@ -843,6 +890,26 @@ void NanoVDBManager::DrawGUI()
ImGui::End();
}
void NanoVDBManager::DrawIm3d()
{
if((uint32_t)activeInstanceIndex < instances.count &&
crp.im3d.ShouldDrawGizmos())
{
Instance& instance = instances[activeInstanceIndex];
matrix3x3_t rotation, temp0, temp1, temp2;
RotationMatrixX(temp0, -instance.anglesRad[0]);
RotationMatrixY(temp1, -instance.anglesRad[1]);
MultMatrix(temp2, temp0, temp1);
RotationMatrixZ(temp0, -instance.anglesRad[2]);
MultMatrix(rotation, temp2, temp0);
const char* const id = va("VDB #%d", activeInstanceIndex);
if(Im3d::Gizmo(id, instance.position, rotation, instance.scale))
{
AnglesRadFromMatrix(instance.anglesRad, rotation);
}
}
}
void NanoVDBManager::Purge()
{
// build sequence reference counts

View File

@ -23,6 +23,7 @@ along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
#include "crp_local.h"
#include "../client/cl_imgui.h"
#include "../im3d/im3d.h"
#include "shaders/crp/scene_view.h.hlsli"
#include "shaders/crp/light_grid.h.hlsli"
#include "shaders/crp/vl_common.h.hlsli"
@ -366,8 +367,11 @@ static void ConvertFog(FogVolume& dst, const VolumetricLight::Fog& src, const Vo
}
else
{
VectorCopy(src.boxMin, dst.boxMin);
VectorCopy(src.boxMax, dst.boxMax);
for(int a = 0; a < 3; a++)
{
dst.boxMin[a] = src.boxCenter[a] - 0.5f * src.boxSize[a];
dst.boxMax[a] = src.boxCenter[a] + 0.5f * src.boxSize[a];
}
}
dst.noiseMin = 1.0f;
dst.noiseMax = src.noiseStrength;
@ -769,8 +773,11 @@ void VolumetricLight::ProcessWorld(world_t& world)
Fog& fog = fogs[fogCount++];
fog = {};
VectorCopy(q3fog.bounds[0], fog.boxMin);
VectorCopy(q3fog.bounds[1], fog.boxMax);
for(int a = 0; a < 3; a++)
{
fog.boxCenter[a] = 0.5f * (q3fog.bounds[0][a] + q3fog.bounds[1][a]);
fog.boxSize[a] = q3fog.bounds[1][a] - q3fog.bounds[0][a];
}
fog.extinction = extinction;
fog.albedo = 0.75f;
VectorCopy(q3fog.parms.color, fog.scatterColor);
@ -1469,6 +1476,22 @@ void VolumetricLight::DrawEnd()
jitterCounter++;
}
void VolumetricLight::DrawIm3d()
{
if((uint32_t)activeFogIndex < fogCount &&
crp.im3d.ShouldDrawGizmos())
{
Fog& fog = fogs[activeFogIndex];
if(!fog.isGlobalFog)
{
const char* const id = va("Fog #%d", (int)activeFogIndex + 1);
matrix3x3_t rotation;
R_MakeIdentityMatrix3x3(rotation);
Im3d::Gizmo(id, fog.boxCenter, rotation, fog.boxSize);
}
}
}
void VolumetricLight::DrawDebug()
{
if(!ShouldDrawDebug())
@ -1561,6 +1584,7 @@ void VolumetricLight::DrawDebug()
void VolumetricLight::DrawGUI()
{
activeFogIndex = -1;
if(!tr.worldMapLoaded)
{
return;
@ -1604,8 +1628,8 @@ void VolumetricLight::DrawGUI()
fog.isGlobalFog = true;
for(int a = 0; a < 3; a++)
{
fog.boxMin[a] = backEnd.refdef.vieworg[a] - fogSize;
fog.boxMax[a] = backEnd.refdef.vieworg[a] + fogSize;
VectorCopy(backEnd.refdef.vieworg, fog.boxCenter);
VectorSet(fog.boxSize, fogSize, fogSize, fogSize);
}
}
@ -1628,14 +1652,19 @@ void VolumetricLight::DrawGUI()
{
if(ImGui::BeginTabItem(va("#%d", i + 1)))
{
activeFogIndex = i;
Fog& fog = fogs[i];
ImGui::Checkbox("Global fog", &fog.isGlobalFog);
if(!fog.isGlobalFog)
{
for(int a = 0; a < 3; a++)
{
ImGui::SliderFloat(va("Box min %s", axisNames[a]), &fog.boxMin[a], mapBoxMin[a], mapBoxMax[a], "%g");
ImGui::SliderFloat(va("Box max %s", axisNames[a]), &fog.boxMax[a], mapBoxMin[a], mapBoxMax[a], "%g");
ImGui::SliderFloat(va("Box center %s", axisNames[a]), &fog.boxCenter[a], mapBoxMin[a], mapBoxMax[a], "%g");
}
for(int a = 0; a < 3; a++)
{
ImGui::SliderFloat(va("Box size %s", axisNames[a]), &fog.boxSize[a], 0.0f, mapBoxMax[a] - mapBoxMin[a], "%g");
}
}
float opaqueDistance = ExtinctionToOpaqueDistance(fog.extinction);

View File

@ -339,6 +339,7 @@ struct GRP : IRenderPipeline
World world;
MipMapGenerator mipMapGen;
ImGUI imgui;
Im3D im3d;
PostProcess post;
SMAA smaa;
Nuklear nuklear;

View File

@ -33,6 +33,9 @@ along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
#include "compshaders/grp/mip_1.h"
#include "compshaders/grp/mip_2.h"
#include "compshaders/grp/mip_3.h"
#include "compshaders/grp/im3d_points.h"
#include "compshaders/grp/im3d_lines.h"
#include "compshaders/grp/im3d_triangles.h"
GRP grp;
@ -202,12 +205,21 @@ void GRP::Init()
readbackRenderTarget = RHI::CreateTexture(desc);
}
ShaderByteCode im3dShaders[Im3D::Shader::Count];
im3dShaders[Im3D::Shader::PointVS] = ShaderByteCode(g_im3d_points_vs);
im3dShaders[Im3D::Shader::PointPS] = ShaderByteCode(g_im3d_points_ps);
im3dShaders[Im3D::Shader::LineVS] = ShaderByteCode(g_im3d_lines_vs);
im3dShaders[Im3D::Shader::LinePS] = ShaderByteCode(g_im3d_lines_ps);
im3dShaders[Im3D::Shader::TriangleVS] = ShaderByteCode(g_im3d_triangles_vs);
im3dShaders[Im3D::Shader::TrianglePS] = ShaderByteCode(g_im3d_triangles_ps);
ui.Init(false, ShaderByteCode(g_ui_vs), ShaderByteCode(g_ui_ps), renderTargetFormat, descriptorTable, &rootSignatureDesc);
world.Init();
mipMapGen.Init(false, ShaderByteCode(g_mip_1_cs), ShaderByteCode(g_mip_2_cs), ShaderByteCode(g_mip_3_cs));
const HTexture fontAtlas = imgui.Init(false, ShaderByteCode(g_imgui_vs), ShaderByteCode(g_imgui_ps), renderTargetFormat, descriptorTable, &rootSignatureDesc);
const uint32_t fontAtlasSRV = RegisterTexture(fontAtlas);
imgui.RegisterFontAtlas(fontAtlasSRV);
im3d.Init(false, im3dShaders, renderTargetFormat);
nuklear.Init(false, ShaderByteCode(g_nuklear_vs), ShaderByteCode(g_nuklear_ps), renderTargetFormat, descriptorTable, &rootSignatureDesc);
post.Init();
post.SetToneMapInput(renderTarget);
@ -237,6 +249,7 @@ void GRP::BeginFrame()
ui.BeginFrame();
world.BeginFrame();
nuklear.BeginFrame();
im3d.BeginFrame();
CmdBeginBarrier();
CmdTextureBarrier(renderTarget, ResourceStates::RenderTargetBit);
@ -254,6 +267,7 @@ void GRP::BeginFrame()
void GRP::EndFrame()
{
srp.DrawGUI();
im3d.DrawGUI();
imgui.Draw(renderTarget);
post.Draw("Post-process", GetSwapChainTexture());
world.EndFrame();
@ -621,6 +635,7 @@ void GRP::ExecuteRenderCommands(const byte* data, bool readbackRequested)
break;
case RC_DRAW_SCENE_VIEW:
world.DrawSceneView(*(const drawSceneViewCommand_t*)data);
im3d.Draw(*(const drawSceneViewCommand_t*)data, renderTarget, world.depthTexture);
break;
case RC_BEGIN_FRAME:
BeginFrame();

View File

@ -1697,7 +1697,7 @@ namespace RHI
switch(descType)
{
case DescriptorType::Texture: return D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
case DescriptorType::Buffer: return D3D12_DESCRIPTOR_RANGE_TYPE_CBV;
case DescriptorType::Buffer: return D3D12_DESCRIPTOR_RANGE_TYPE_SRV;
case DescriptorType::RWTexture: return D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
case DescriptorType::RWBuffer: return D3D12_DESCRIPTOR_RANGE_TYPE_UAV;
case DescriptorType::Sampler: return D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER;
@ -4629,6 +4629,15 @@ namespace RHI
CopyDescriptor(table.genericHeap, update.firstIndex + i, rhi.descHeapGeneric, texture.srvIndex);
}
}
else if(update.type == DescriptorType::Buffer && table.genericHeap)
{
for(uint32_t i = 0; i < update.resourceCount; ++i)
{
const Buffer& buffer = rhi.buffers.Get(update.buffers[i]);
Q_assert(buffer.srvIndex != InvalidDescriptorIndex);
CopyDescriptor(table.genericHeap, update.firstIndex + i, rhi.descHeapGeneric, buffer.srvIndex);
}
}
else if(update.type == DescriptorType::RWBuffer && table.genericHeap)
{
for(uint32_t i = 0; i < update.resourceCount; ++i)

View File

@ -203,7 +203,7 @@ namespace RHI
{
enum Id
{
Buffer, // CBV, HBuffer
Buffer, // SRV, HBuffer
RWBuffer, // UAV, HBuffer
Texture, // SRV, HTexture
RWTexture, // UAV, HTexture
@ -586,7 +586,7 @@ namespace RHI
// note that for our texture UAVs,
// we only allow 2 options:
// 1) "bind all mips" (mip chain)
// 2) "bind this single mip" (slide)
// 2) "bind this single mip" (slice)
uint32_t firstIndex = 0;
uint32_t resourceCount = 0;

View File

@ -0,0 +1,162 @@
/*
===========================================================================
Copyright (C) 2024 Gian 'myT' Schellenbaum
This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// Im3d integration
#define kAntialiasing 2.0
struct VOut
{
float4 position : SV_POSITION;
float4 color : COLOR0;
#if defined(POINTS) || defined(LINES)
float size : SIZE;
#endif
#if defined(POINTS)
float2 texCoords : UV;
#endif
#if defined(LINES)
float edgeDistance : EDGEDISTANCE;
#endif
};
#if VERTEX_SHADER
struct Vertex
{
float3 position;
float size;
uint color;
};
struct Im3dVertexShaderInput
{
matrix viewMatrix;
matrix projectionMatrix;
float2 viewport;
uint vertexOffset;
StructuredBuffer<Vertex> vertexBuffer;
uint vertexId;
};
float4 UnpackIm3dColor(uint c)
{
uint4 u = uint4((c >> 24) & 0xFFu, (c >> 16) & 0xFFu, (c >> 8) & 0xFFu, c & 0xFFu);
float4 r = float4(u) / 255.0;
return r;
}
float2 PositionFromVertexId(uint vertexId)
{
// 0 -> -1, -1
// 1 -> 1, -1
// 2 -> 1, 1
// 3 -> -1, 1
float2 result;
result.x = (2 - vertexId) <= 1 ? 1.0 : -1.0;
result.y = vertexId >= 2 ? 1.0 : -1.0;
return result;
}
VOut VertexShader(Im3dVertexShaderInput input)
{
VOut output;
#if defined(POINTS)
uint pointIndex = input.vertexOffset + (input.vertexId / 4);
Vertex vertex = input.vertexBuffer[NonUniformResourceIndex(pointIndex)];
float outSize = max(vertex.size, kAntialiasing);
float2 scale = outSize.xx / input.viewport;
float2 localPosition = PositionFromVertexId(input.vertexId % 4);
float4 position = mul(input.projectionMatrix, mul(input.viewMatrix, float4(vertex.position, 1)));
position.xy += localPosition * scale * position.w;
output.position = position;
output.color = UnpackIm3dColor(vertex.color);
output.size = outSize;
output.texCoords = localPosition * 0.5 + 0.5;
#endif
#if defined(LINES)
uint localVertexId = input.vertexId % 4;
bool lineStart = localVertexId == 0 || localVertexId == 3;
uint lineId = input.vertexId / 4;
uint vid0 = input.vertexOffset + lineId * 2; // line start, x negative (0 or 3)
uint vid1 = vid0 + 1; // line end, x positive (1 or 2)
uint vid = lineStart ? vid0 : vid1; // data for this vertex
Vertex vertex = input.vertexBuffer[NonUniformResourceIndex(vid)];
Vertex vertex0 = input.vertexBuffer[NonUniformResourceIndex(vid0)];
Vertex vertex1 = input.vertexBuffer[NonUniformResourceIndex(vid1)];
float2 localPosition = PositionFromVertexId(localVertexId);
float4 outColor = UnpackIm3dColor(vertex.color);
float outSize = vertex.size;
outColor.a *= smoothstep(0.0, 1.0, outSize / kAntialiasing);
outSize = max(outSize, kAntialiasing);
float edgeDistance = outSize * localPosition.y;
float4 pos0 = mul(input.projectionMatrix, mul(input.viewMatrix, float4(vertex0.position, 1)));
float4 pos1 = mul(input.projectionMatrix, mul(input.viewMatrix, float4(vertex1.position, 1)));
float2 dir = (pos0.xy / pos0.w) - (pos1.xy / pos1.w);
dir = normalize(float2(dir.x, dir.y * input.viewport.y / input.viewport.x)); // correct for aspect ratio
float2 tng = float2(-dir.y, dir.x) * outSize / input.viewport;
float4 position = lineStart ? pos0 : pos1;
position.xy += tng * localPosition.y * position.w;
output.position = position;
output.color = outColor;
output.size = outSize;
output.edgeDistance = edgeDistance;
#endif
#if defined(TRIANGLES)
Vertex vertex = input.vertexBuffer[NonUniformResourceIndex(input.vertexOffset + input.vertexId)];
output.position = mul(input.projectionMatrix, mul(input.viewMatrix, float4(vertex.position, 1)));
output.color = UnpackIm3dColor(vertex.color);
#endif
return output;
}
#endif
#if PIXEL_SHADER
float4 PixelShader(VOut input)
{
// we scale the color here to counter the post-process gamma/brightness
float4 result = float4(input.color.rgb * 0.5, input.color.a);
#if defined(POINTS)
float d = length(input.texCoords - float2(0.5, 0.5));
d = smoothstep(0.5, 0.5 - (kAntialiasing / input.size), d);
result.a *= d;
#endif
#if defined(LINES)
float d = abs(input.edgeDistance) / input.size;
d = smoothstep(1.0, 1.0 - (kAntialiasing / input.size), d);
result.a *= d;
#endif
return result;
}
#endif

View File

@ -0,0 +1,63 @@
/*
===========================================================================
Copyright (C) 2024 Gian 'myT' Schellenbaum
This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// Im3d integration
#include "scene_view.h.hlsli"
#include "../common/im3d.hlsli"
#if VERTEX_SHADER
cbuffer RootConstants
{
float2 viewport;
uint vertexBufferIndex;
uint vertexOffset;
};
VOut vs(uint vertexId : SV_VertexID)
{
SceneView scene = GetSceneView();
StructuredBuffer<Vertex> vertexBuffer = ResourceDescriptorHeap[vertexBufferIndex];
Im3dVertexShaderInput input;
input.viewMatrix = scene.viewMatrix;
input.projectionMatrix = scene.projectionMatrix;
input.viewport = viewport;
input.vertexOffset = vertexOffset;
input.vertexBuffer = vertexBuffer;
input.vertexId = vertexId;
return VertexShader(input);
}
#endif
#if PIXEL_SHADER
float4 ps(VOut input) : SV_Target
{
return PixelShader(input);
}
#endif

View File

@ -0,0 +1,62 @@
/*
===========================================================================
Copyright (C) 2024 Gian 'myT' Schellenbaum
This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// Im3d integration
#include "../common/im3d.hlsli"
#if VERTEX_SHADER
cbuffer RootConstants
{
matrix viewMatrix;
matrix projectionMatrix;
float2 viewport;
uint vertexOffset;
};
StructuredBuffer<Vertex> vertexBuffer : register(t0, space1);
VOut vs(uint vertexId : SV_VertexID)
{
Im3dVertexShaderInput input;
input.viewMatrix = viewMatrix;
input.projectionMatrix = projectionMatrix;
input.viewport = viewport;
input.vertexOffset = vertexOffset;
input.vertexBuffer = vertexBuffer;
input.vertexId = vertexId;
return VertexShader(input);
}
#endif
#if PIXEL_SHADER
float4 ps(VOut input) : SV_Target
{
return PixelShader(input);
}
#endif

368
code/renderer/srp_im3d.cpp Normal file
View File

@ -0,0 +1,368 @@
/*
===========================================================================
Copyright (C) 2024 Gian 'myT' Schellenbaum
This file is part of Challenge Quake 3 (CNQ3).
Challenge Quake 3 is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.
Challenge Quake 3 is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Challenge Quake 3. If not, see <https://www.gnu.org/licenses/>.
===========================================================================
*/
// Shared Rendering Pipeline - Im3d integration
#include "srp_local.h"
#include "../im3d/im3d.h"
#include "../im3d/im3d_math.h"
#include "../client/cl_imgui.h"
#define MAX_VERTEX_COUNT 65536 // we use 16-bit indices
#define MAX_INDEX_COUNT ((MAX_VERTEX_COUNT / 4) * 6)
#pragma pack(push, 4)
struct Im3DVertexRC_CRP
{
vec2_t viewport;
uint32_t vertexBufferIndex;
uint32_t vertexOffset;
};
struct Im3DVertexRC_GRP
{
matrix4x4_t viewMatrix;
matrix4x4_t projectionMatrix;
vec2_t viewport;
uint32_t vertexOffset;
};
#pragma pack(pop)
static void SetupPipeline(
Im3DVertexRC_CRP& crp, Im3DVertexRC_GRP& grp, bool ddhi, HPipeline pipeline,
HRootSignature rootSignature, HDescriptorTable descriptorTable, uint32_t vertexOffset)
{
CmdBindPipeline(pipeline);
if(ddhi)
{
crp.vertexOffset = vertexOffset;
CmdSetGraphicsRootConstants(0, sizeof(crp), &crp);
}
else
{
grp.vertexOffset = vertexOffset;
CmdSetRootConstants(rootSignature, ShaderStage::Vertex, &grp);
}
if(!ddhi)
{
CmdBindDescriptorTable(rootSignature, descriptorTable);
}
}
void Im3D::Init(bool ddhi_, const ShaderByteCode shaders[Im3D::Shader::Count], TextureFormat::Id rtFormat)
{
ddhi = ddhi_;
if(ddhi)
{
rootSignature = RHI_MAKE_NULL_HANDLE();
}
else
{
RootSignatureDesc desc("Im3d");
desc.shortLifeTime = true;
desc.AddRange(DescriptorType::Buffer, 0, 1);
desc.constants[ShaderStage::Vertex].byteCount = sizeof(Im3DVertexRC_GRP);
rootSignature = CreateRootSignature(desc);
}
if(ddhi)
{
for(uint32_t i = 0; i < ARRAY_LEN(descriptorTables); i++)
{
descriptorTables[i] = RHI_MAKE_NULL_HANDLE();
}
}
else
{
for(uint32_t i = 0; i < ARRAY_LEN(descriptorTables); i++)
{
DescriptorTableDesc desc("Im3d", rootSignature);
desc.shortLifeTime = true;
descriptorTables[i] = CreateDescriptorTable(desc);
}
}
{
GraphicsPipelineDesc desc("Im3d point", rootSignature);
desc.shortLifeTime = true;
desc.vertexShader = shaders[Shader::PointVS];
desc.pixelShader = shaders[Shader::PointPS];
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.depthStencil.DisableDepth();
desc.AddRenderTarget(GLS_BLEND_STD_ALPHA, rtFormat);
pointPipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("Im3d line", rootSignature);
desc.shortLifeTime = true;
desc.vertexShader = shaders[Shader::LineVS];
desc.pixelShader = shaders[Shader::LinePS];
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.depthStencil.DisableDepth();
desc.AddRenderTarget(GLS_BLEND_STD_ALPHA, rtFormat);
linePipeline = CreateGraphicsPipeline(desc);
}
{
GraphicsPipelineDesc desc("Im3d triangle", rootSignature);
desc.shortLifeTime = true;
desc.vertexShader = shaders[Shader::TriangleVS];
desc.pixelShader = shaders[Shader::TrianglePS];
desc.rasterizer.cullMode = CT_TWO_SIDED;
desc.depthStencil.DisableDepth();
desc.AddRenderTarget(GLS_BLEND_STD_ALPHA, rtFormat);
trianglePipeline = CreateGraphicsPipeline(desc);
}
{
uint32_t byteCount = sizeof(Im3d::VertexData) * MAX_VERTEX_COUNT;
BufferDesc desc("", byteCount, ResourceStates::VertexShaderAccessBit);
desc.shortLifeTime = true;
desc.structureByteCount = sizeof(Im3d::VertexData);
desc.memoryUsage = MemoryUsage::Upload;
desc.name = "Im3d vertex #1";
vertexBuffers[0] = CreateBuffer(desc);
desc.name = "Im3d vertex #2";
vertexBuffers[1] = CreateBuffer(desc);
}
{
uint32_t byteCount = sizeof(uint16_t) * MAX_INDEX_COUNT;
BufferDesc desc("Im3d index", byteCount, ResourceStates::IndexBufferBit);
desc.shortLifeTime = true;
indexBuffer = CreateBuffer(desc);
uint16_t* indices = (uint16_t*)BeginBufferUpload(indexBuffer);
for(uint32_t i = 0, v = 0; i < MAX_INDEX_COUNT; i += 6, v += 4)
{
indices[i + 0] = v + 0;
indices[i + 1] = v + 1;
indices[i + 2] = v + 2;
indices[i + 3] = v + 2;
indices[i + 4] = v + 3;
indices[i + 5] = v + 0;
}
EndBufferUpload(indexBuffer);
}
if(!ddhi)
{
for(uint32_t i = 0; i < ARRAY_LEN(descriptorTables); i++)
{
DescriptorTableUpdate update;
update.SetBuffers(1, &vertexBuffers[i]);
UpdateDescriptorTable(descriptorTables[i], update);
}
}
}
void Im3D::BeginFrame()
{
const int currTime = Sys_Milliseconds();
const int timeDelta = prevTime == INT_MIN ? 0 : currTime - prevTime;
prevTime = currTime;
int x, y;
Sys_GetCursorPosition(&x, &y);
R_ComputeCursorPosition(&x, &y);
Im3d::AppData& ad = Im3d::GetAppData();
ad.m_deltaTime = (float)timeDelta / 1000.0f;
ad.m_viewportSize = Im3d::Vec2((float)glConfig.vidWidth, (float)glConfig.vidHeight);
ad.m_viewOrigin = Im3d::Vec3(tr.rtRefdef.vieworg[0], tr.rtRefdef.vieworg[1], tr.rtRefdef.vieworg[2]);
ad.m_viewDirection = Im3d::Vec3(tr.rtRefdef.viewaxis[0][0], tr.rtRefdef.viewaxis[0][1], tr.rtRefdef.viewaxis[0][2]);
ad.m_worldUp = Im3d::Vec3(0.0f, 0.0f, 1.0f);
ad.m_projScaleY = 2.0f * tanf(DEG2RAD(tr.rtRefdef.fov_y) * 0.5f);
Im3d::Mat4 camWorld = LookAt(ad.m_viewOrigin, ad.m_viewOrigin + ad.m_viewDirection, ad.m_worldUp);
Im3d::Vec2 cursorNDC;
cursorNDC.x = ((float)x / (float)glConfig.vidWidth ) * -2.0f + 1.0f;
cursorNDC.y = ((float)y / (float)glConfig.vidHeight) * -2.0f + 1.0f;
Im3d::Vec3 rayOrigin, rayDirection;
rayOrigin = ad.m_viewOrigin;
rayDirection.x = tanf(0.5f * DEG2RAD(tr.rtRefdef.fov_x)) * cursorNDC.x;
rayDirection.y = tanf(0.5f * DEG2RAD(tr.rtRefdef.fov_y)) * cursorNDC.y;
rayDirection.z = 1.0f;
rayDirection = camWorld * Im3d::Vec4(Im3d::Normalize(rayDirection), 0.0f);
ad.m_cursorRayOrigin = rayOrigin;
ad.m_cursorRayDirection = rayDirection;
if(r_debugInput->integer == 0 || ImGui::GetIO().WantCaptureMouse)
{
ad.m_cursorRayOrigin = Im3d::Vec3(0.0f, 0.0f, 0.0f);
ad.m_cursorRayDirection = Im3d::Vec3(0.0f, 0.0f, 0.0f);
}
Im3d::NewFrame();
}
void Im3D::Draw(const drawSceneViewCommand_t& cmd, HTexture colorTarget, HTexture depthTarget)
{
#if 0 // cpm3 test/demo code
{
static Im3d::Vec3 translation(700, 50, -50);
static Im3d::Mat3 rotation(1.0f);
static Im3d::Vec3 scale(1.0f);
Im3d::PushMatrix(Im3d::Mat4(translation, rotation, scale));
if(ShouldDrawGizmos())
{
Im3d::Gizmo("Test", translation, rotation, scale);
}
Im3d::DrawConeFilled(Im3d::Vec3(0, 0, 0), Im3d::Vec3(0, 0, 1), 32.0f, 8.0f, 16);
Im3d::PopMatrix();
Im3d::DrawPoint(Im3d::Vec3(700, 0, 0), 16.0f, Im3d::Color(1, 0, 0, 1));
Im3d::DrawPoint(Im3d::Vec3(725, 0, 0), 16.0f, Im3d::Color(0, 1, 0, 1));
Im3d::DrawPoint(Im3d::Vec3(750, 0, 0), 16.0f, Im3d::Color(0, 0, 1, 1));
Im3d::DrawLine(Im3d::Vec3(700, 0, -100), Im3d::Vec3(750, 0, -100), 4.0f, Im3d::Color(1, 0, 0, 1));
Im3d::DrawLine(Im3d::Vec3(700, 0, -110), Im3d::Vec3(750, 0, -110), 4.0f, Im3d::Color(0, 1, 0, 1));
Im3d::DrawLine(Im3d::Vec3(700, 0, -120), Im3d::Vec3(750, 0, -120), 4.0f, Im3d::Color(0, 0, 1, 1));
Im3d::SetColor(0, 1, 0, 1);
Im3d::SetSize(4.0f);
Im3d::DrawArrow(Im3d::Vec3(700, 0, -150), Im3d::Vec3(750, 0, -150), 10.0f, 10.0f);
Im3d::DrawConeFilled(Im3d::Vec3(725, 0, -200), Im3d::Vec3(0, 0, 1), 32.0f, 8.0f, 16);
}
#endif
Im3d::EndFrame();
if(!ShouldDrawShapes())
{
return;
}
const Im3d::U32 drawListCount = Im3d::GetDrawListCount();
if(drawListCount == 0)
{
return;
}
SCOPED_DEBUG_LABEL("Im3d", 1.0f, 1.0f, 1.0f);
CmdSetViewportAndScissor(0, 0, glConfig.vidWidth, glConfig.vidHeight);
CmdBeginBarrier();
CmdTextureBarrier(colorTarget, ResourceStates::RenderTargetBit);
CmdEndBarrier();
CmdBindRenderTargets(1, &colorTarget, NULL);
CmdBindIndexBuffer(indexBuffer, IndexType::UInt16, 0);
const uint32_t frameIndex = GetFrameIndex();
const HBuffer vertexBuffer = vertexBuffers[frameIndex];
Im3DVertexRC_CRP vertexRC_CRP;
Im3DVertexRC_GRP vertexRC_GRP;
if(ddhi)
{
vertexRC_CRP = {};
vertexRC_CRP.vertexBufferIndex = GetBufferIndexSRV(vertexBuffer);
vertexRC_CRP.viewport[0] = (float)glConfig.vidWidth;
vertexRC_CRP.viewport[1] = (float)glConfig.vidHeight;
CmdSetGraphicsRootConstants(0, sizeof(vertexRC_CRP), &vertexRC_CRP);
}
else
{
vertexRC_GRP = {};
vertexRC_GRP.viewport[0] = (float)glConfig.vidWidth;
vertexRC_GRP.viewport[1] = (float)glConfig.vidHeight;
memcpy(vertexRC_GRP.viewMatrix, cmd.viewParms.world.modelMatrix, sizeof(vertexRC_GRP.viewMatrix));
memcpy(vertexRC_GRP.projectionMatrix, cmd.viewParms.projectionMatrix, sizeof(vertexRC_GRP.projectionMatrix));
CmdSetRootConstants(rootSignature, ShaderStage::Vertex, &vertexRC_GRP);
}
Im3d::VertexData* vertices = (Im3d::VertexData*)MapBuffer(vertexBuffer);
uint32_t vertexOffset = 0;
for(Im3d::U32 i = 0; i < drawListCount; i++)
{
const Im3d::DrawList& drawList = Im3d::GetDrawLists()[i];
switch(drawList.m_primType)
{
case Im3d::DrawPrimitive_Triangles:
{
const uint32_t pointCount = (uint32_t)drawList.m_vertexCount;
const uint32_t indexCount = pointCount;
Q_assert(pointCount % 3 == 0);
memcpy(vertices, drawList.m_vertexData, (size_t)pointCount * sizeof(Im3d::VertexData));
SetupPipeline(vertexRC_CRP, vertexRC_GRP, ddhi, trianglePipeline, rootSignature, descriptorTables[frameIndex], vertexOffset);
CmdDraw(indexCount, 0);
vertexOffset += pointCount;
vertices += pointCount;
break;
}
case Im3d::DrawPrimitive_Lines:
{
const uint32_t pointCount = (uint32_t)drawList.m_vertexCount;
const uint32_t indexCount = pointCount * 3;
Q_assert(pointCount % 2 == 0);
memcpy(vertices, drawList.m_vertexData, (size_t)pointCount * sizeof(Im3d::VertexData));
SetupPipeline(vertexRC_CRP, vertexRC_GRP, ddhi, linePipeline, rootSignature, descriptorTables[frameIndex], vertexOffset);
CmdDrawIndexed(indexCount, 0, 0);
vertexOffset += pointCount;
vertices += pointCount;
break;
}
case Im3d::DrawPrimitive_Points:
{
const uint32_t pointCount = (uint32_t)drawList.m_vertexCount;
const uint32_t indexCount = pointCount * 6;
memcpy(vertices, drawList.m_vertexData, (size_t)pointCount * sizeof(Im3d::VertexData));
SetupPipeline(vertexRC_CRP, vertexRC_GRP, ddhi, pointPipeline, rootSignature, descriptorTables[frameIndex], vertexOffset);
CmdDrawIndexed(indexCount, 0, 0);
vertexOffset += pointCount;
vertices += pointCount;
break;
}
default:
Q_assert(!"Invalid primitive type");
break;
}
}
UnmapBuffer(vertexBuffer);
}
void Im3D::DrawGUI()
{
if(ImGui::IsKeyDown(ImGuiMod_Shift) && ImGui::IsKeyPressed(ImGuiKey_G, false))
{
drawGizmos = !drawGizmos;
}
GUI_AddMainMenuItem(GUI_MainMenu::Im3D, "Enable", "", &drawIm3d);
GUI_AddMainMenuItem(GUI_MainMenu::Im3D, "Draw Gizmos", "Shift+G", &drawGizmos);
}
bool Im3D::ShouldDrawShapes()
{
return drawIm3d;
}
bool Im3D::ShouldDrawGizmos()
{
return drawIm3d && drawGizmos && r_debugInput->integer != 0;
}

View File

@ -317,6 +317,43 @@ private:
bool ddhi = false;
};
struct Im3D
{
struct Shader
{
enum Id
{
PointVS,
PointPS,
LineVS,
LinePS,
TriangleVS,
TrianglePS,
Count
};
};
void Init(bool ddhi_, const ShaderByteCode shaders[Shader::Count], TextureFormat::Id rtFormat);
void BeginFrame();
void Draw(const drawSceneViewCommand_t& cmd, HTexture colorTarget, HTexture depthTarget);
void DrawGUI();
bool ShouldDrawShapes();
bool ShouldDrawGizmos();
private:
HRootSignature rootSignature;
HDescriptorTable descriptorTables[RHI::FrameCount];
HPipeline pointPipeline;
HPipeline linePipeline;
HPipeline trianglePipeline;
HBuffer vertexBuffers[RHI::FrameCount];
HBuffer indexBuffer;
int prevTime = INT_MIN;
bool ddhi;
bool drawGizmos = true;
bool drawIm3d = true;
};
struct Nuklear
{
void Init(bool ddhi, const ShaderByteCode& vs, const ShaderByteCode& ps, TextureFormat::Id rtFormat, HDescriptorTable descTable, RootSignatureDesc* rootSigDesc);

View File

@ -1926,7 +1926,10 @@ void RE_DrawMainMenuBarInfo()
frameCount = 0;
}
const char* const info = va("%s | %s | %3d FPS", rhiInfo.adapter, Com_FormatBytes(rhiInfo.allocatedByteCount), displayedFPS);
const char* const pipeline = r_pipeline->integer == 1 ? "CRP" : "GRP";
const char* const info = va(
"%s | %s | %s | %3d FPS",
pipeline, rhiInfo.adapter, Com_FormatBytes(rhiInfo.allocatedByteCount), displayedFPS);
const float offset = ImGui::GetWindowWidth() - ImGui::CalcTextSize("___").x - ImGui::CalcTextSize(info).x;
ImGui::SameLine(offset);
ImGui::Text(info);

View File

@ -866,7 +866,7 @@ static qbool RE_IsDepthClampEnabled()
}
static void RE_ComputeCursorPosition( int* x, int* y )
void R_ComputeCursorPosition( int* x, int* y )
{
if ( r_fullscreen->integer != 1 || r_mode->integer != VIDEOMODE_UPSCALE ) {
return;
@ -956,7 +956,7 @@ const refexport_t* GetRefAPI( const refimport_t* rimp )
re.DepthClamp = RE_IsDepthClampEnabled;
re.ComputeCursorPosition = RE_ComputeCursorPosition;
re.ComputeCursorPosition = R_ComputeCursorPosition;
return &re;
}

View File

@ -1681,6 +1681,8 @@ void R_MakeOrthoProjectionMatrix( matrix4x4_t m, float w, float h );
void R_LinearDepthConstantsFromClipPlanes( float zNear, float zFar, vec3_t constants );
void RB_LinearDepthConstants( vec3_t constants );
void R_ComputeCursorPosition( int* x, int* y );
///////////////////////////////////////////////////////////////

View File

@ -390,6 +390,9 @@ void ProcessGRP()
CompileCompute("mip_1.h", "mip_1.hlsl", "mip_1");
CompileCompute("mip_2.h", "mip_2.hlsl", "mip_2");
CompileCompute("mip_3.h", "mip_3.hlsl", "mip_3");
CompileGraphics("im3d_points.h", "im3d.hlsl", "im3d_points", 1, 1, "-D POINTS=1", "-D POINTS=1");
CompileGraphics("im3d_lines.h", "im3d.hlsl", "im3d_lines", 1, 1, "-D LINES=1", "-D LINES=1");
CompileGraphics("im3d_triangles.h", "im3d.hlsl", "im3d_triangles", 1, 1, "-D TRIANGLES=1", "-D TRIANGLES=1");
CompileSMAAShaders();
system(va("type %s\\smaa*.h > %s\\complete_smaa.h", outputPath, outputPath));
@ -506,6 +509,9 @@ void ProcessCRP()
CompileCompute("particles_setup.h", "particles_setup.hlsl", "particles_setup");
CompileCompute("particles_emit.h", "particles_emit.hlsl", "particles_emit");
CompileCompute("particles_simulate.h", "particles_simulate.hlsl", "particles_simulate");
CompileGraphics("im3d_points.h", "im3d.hlsl", "im3d_points", 1, 1, "-D POINTS=1", "-D POINTS=1");
CompileGraphics("im3d_lines.h", "im3d.hlsl", "im3d_lines", 1, 1, "-D LINES=1", "-D LINES=1");
CompileGraphics("im3d_triangles.h", "im3d.hlsl", "im3d_triangles", 1, 1, "-D TRIANGLES=1", "-D TRIANGLES=1");
}
int main(int /*argc*/, const char** argv)

View File

@ -416,6 +416,7 @@ local function ApplyExeProjectSettings(exeName, server)
AddSourcesFromArray(".", server_sources)
else
AddSourcesFromArray(".", client_sources)
AddSourcesAndHeaders("im3d")
AddSourcesAndHeaders("imgui")
AddSourcesAndHeaders("implot")
AddHeaders("renderer")

View File

@ -168,6 +168,9 @@ copy "..\..\.bin\release\cnq3.pdb" "$(QUAKE3DIR)"</Command>
<ClInclude Include="..\..\code\client\snd_codec.h" />
<ClInclude Include="..\..\code\client\snd_local.h" />
<ClInclude Include="..\..\code\client\snd_public.h" />
<ClInclude Include="..\..\code\im3d\im3d.h" />
<ClInclude Include="..\..\code\im3d\im3d_config.h" />
<ClInclude Include="..\..\code\im3d\im3d_math.h" />
<ClInclude Include="..\..\code\imgui\font_proggy_clean.h" />
<ClInclude Include="..\..\code\imgui\font_sweet16_mono.h" />
<ClInclude Include="..\..\code\imgui\imconfig.h" />
@ -239,6 +242,7 @@ copy "..\..\.bin\release\cnq3.pdb" "$(QUAKE3DIR)"</Command>
<ClCompile Include="..\..\code\client\snd_main.cpp" />
<ClCompile Include="..\..\code\client\snd_mem.cpp" />
<ClCompile Include="..\..\code\client\snd_mix.cpp" />
<ClCompile Include="..\..\code\im3d\im3d.cpp" />
<ClCompile Include="..\..\code\imgui\imgui.cpp" />
<ClCompile Include="..\..\code\imgui\imgui_demo.cpp" />
<ClCompile Include="..\..\code\imgui\imgui_draw.cpp" />

View File

@ -7,6 +7,9 @@
<Filter Include="client">
<UniqueIdentifier>{8461ABF6-7003-D6CC-59BE-E92045FF5C1D}</UniqueIdentifier>
</Filter>
<Filter Include="im3d">
<UniqueIdentifier>{F279987C-DEB0-990D-879D-7F1073B3150F}</UniqueIdentifier>
</Filter>
<Filter Include="imgui">
<UniqueIdentifier>{0098A80F-6CAC-D0C0-352E-7420A101CDF1}</UniqueIdentifier>
</Filter>
@ -150,6 +153,15 @@
<ClInclude Include="..\..\code\client\snd_public.h">
<Filter>client</Filter>
</ClInclude>
<ClInclude Include="..\..\code\im3d\im3d.h">
<Filter>im3d</Filter>
</ClInclude>
<ClInclude Include="..\..\code\im3d\im3d_config.h">
<Filter>im3d</Filter>
</ClInclude>
<ClInclude Include="..\..\code\im3d\im3d_math.h">
<Filter>im3d</Filter>
</ClInclude>
<ClInclude Include="..\..\code\imgui\font_proggy_clean.h">
<Filter>imgui</Filter>
</ClInclude>
@ -359,6 +371,9 @@
<ClCompile Include="..\..\code\client\snd_mix.cpp">
<Filter>client</Filter>
</ClCompile>
<ClCompile Include="..\..\code\im3d\im3d.cpp">
<Filter>im3d</Filter>
</ClCompile>
<ClCompile Include="..\..\code\imgui\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>

View File

@ -153,6 +153,7 @@
<ClCompile Include="..\..\code\renderer\grp_smaa.cpp" />
<ClCompile Include="..\..\code\renderer\grp_world.cpp" />
<ClCompile Include="..\..\code\renderer\rhi_d3d12.cpp" />
<ClCompile Include="..\..\code\renderer\srp_im3d.cpp" />
<ClCompile Include="..\..\code\renderer\srp_imgui.cpp" />
<ClCompile Include="..\..\code\renderer\srp_main.cpp" />
<ClCompile Include="..\..\code\renderer\srp_mip_gen.cpp" />
@ -243,6 +244,9 @@
<FxCompile Include="..\..\code\renderer\shaders\crp\gbufferviz_position.hlsl">
<ExcludedFromBuild>true</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\crp\im3d.hlsl">
<ExcludedFromBuild>true</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\crp\imgui.hlsl">
<ExcludedFromBuild>true</ExcludedFromBuild>
</FxCompile>
@ -402,6 +406,9 @@
<FxCompile Include="..\..\code\renderer\shaders\grp\fog_outside.hlsl">
<ExcludedFromBuild>true</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\grp\im3d.hlsl">
<ExcludedFromBuild>true</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\grp\imgui.hlsl">
<ExcludedFromBuild>true</ExcludedFromBuild>
</FxCompile>
@ -441,6 +448,7 @@
</ItemGroup>
<ItemGroup>
<None Include="..\..\code\renderer\shaders\common\blend.hlsli" />
<None Include="..\..\code\renderer\shaders\common\im3d.hlsli" />
<None Include="..\..\code\renderer\shaders\common\mip_gen.hlsli" />
<None Include="..\..\code\renderer\shaders\common\state_bits.h.hlsli" />
<None Include="..\..\code\renderer\shaders\crp\alpha_test.h.hlsli" />

View File

@ -59,6 +59,7 @@
<ClCompile Include="..\..\code\renderer\grp_smaa.cpp" />
<ClCompile Include="..\..\code\renderer\grp_world.cpp" />
<ClCompile Include="..\..\code\renderer\rhi_d3d12.cpp" />
<ClCompile Include="..\..\code\renderer\srp_im3d.cpp" />
<ClCompile Include="..\..\code\renderer\srp_imgui.cpp" />
<ClCompile Include="..\..\code\renderer\srp_main.cpp" />
<ClCompile Include="..\..\code\renderer\srp_mip_gen.cpp" />
@ -149,6 +150,9 @@
<FxCompile Include="..\..\code\renderer\shaders\crp\gbufferviz_position.hlsl">
<Filter>shaders\crp</Filter>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\crp\im3d.hlsl">
<Filter>shaders\crp</Filter>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\crp\imgui.hlsl">
<Filter>shaders\crp</Filter>
</FxCompile>
@ -308,6 +312,9 @@
<FxCompile Include="..\..\code\renderer\shaders\grp\fog_outside.hlsl">
<Filter>shaders\grp</Filter>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\grp\im3d.hlsl">
<Filter>shaders\grp</Filter>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\grp\imgui.hlsl">
<Filter>shaders\grp</Filter>
</FxCompile>
@ -349,6 +356,9 @@
<None Include="..\..\code\renderer\shaders\common\blend.hlsli">
<Filter>shaders\common</Filter>
</None>
<None Include="..\..\code\renderer\shaders\common\im3d.hlsli">
<Filter>shaders\common</Filter>
</None>
<None Include="..\..\code\renderer\shaders\common\mip_gen.hlsli">
<Filter>shaders\common</Filter>
</None>

View File

@ -170,6 +170,9 @@ copy "..\..\.bin\release\cnq3.pdb" "$(QUAKE3DIR)"</Command>
<ClInclude Include="..\..\code\client\snd_codec.h" />
<ClInclude Include="..\..\code\client\snd_local.h" />
<ClInclude Include="..\..\code\client\snd_public.h" />
<ClInclude Include="..\..\code\im3d\im3d.h" />
<ClInclude Include="..\..\code\im3d\im3d_config.h" />
<ClInclude Include="..\..\code\im3d\im3d_math.h" />
<ClInclude Include="..\..\code\imgui\font_proggy_clean.h" />
<ClInclude Include="..\..\code\imgui\font_sweet16_mono.h" />
<ClInclude Include="..\..\code\imgui\imconfig.h" />
@ -241,6 +244,7 @@ copy "..\..\.bin\release\cnq3.pdb" "$(QUAKE3DIR)"</Command>
<ClCompile Include="..\..\code\client\snd_main.cpp" />
<ClCompile Include="..\..\code\client\snd_mem.cpp" />
<ClCompile Include="..\..\code\client\snd_mix.cpp" />
<ClCompile Include="..\..\code\im3d\im3d.cpp" />
<ClCompile Include="..\..\code\imgui\imgui.cpp" />
<ClCompile Include="..\..\code\imgui\imgui_demo.cpp" />
<ClCompile Include="..\..\code\imgui\imgui_draw.cpp" />

View File

@ -7,6 +7,9 @@
<Filter Include="client">
<UniqueIdentifier>{8461ABF6-7003-D6CC-59BE-E92045FF5C1D}</UniqueIdentifier>
</Filter>
<Filter Include="im3d">
<UniqueIdentifier>{F279987C-DEB0-990D-879D-7F1073B3150F}</UniqueIdentifier>
</Filter>
<Filter Include="imgui">
<UniqueIdentifier>{0098A80F-6CAC-D0C0-352E-7420A101CDF1}</UniqueIdentifier>
</Filter>
@ -150,6 +153,15 @@
<ClInclude Include="..\..\code\client\snd_public.h">
<Filter>client</Filter>
</ClInclude>
<ClInclude Include="..\..\code\im3d\im3d.h">
<Filter>im3d</Filter>
</ClInclude>
<ClInclude Include="..\..\code\im3d\im3d_config.h">
<Filter>im3d</Filter>
</ClInclude>
<ClInclude Include="..\..\code\im3d\im3d_math.h">
<Filter>im3d</Filter>
</ClInclude>
<ClInclude Include="..\..\code\imgui\font_proggy_clean.h">
<Filter>imgui</Filter>
</ClInclude>
@ -359,6 +371,9 @@
<ClCompile Include="..\..\code\client\snd_mix.cpp">
<Filter>client</Filter>
</ClCompile>
<ClCompile Include="..\..\code\im3d\im3d.cpp">
<Filter>im3d</Filter>
</ClCompile>
<ClCompile Include="..\..\code\imgui\imgui.cpp">
<Filter>imgui</Filter>
</ClCompile>

View File

@ -155,6 +155,7 @@
<ClCompile Include="..\..\code\renderer\grp_smaa.cpp" />
<ClCompile Include="..\..\code\renderer\grp_world.cpp" />
<ClCompile Include="..\..\code\renderer\rhi_d3d12.cpp" />
<ClCompile Include="..\..\code\renderer\srp_im3d.cpp" />
<ClCompile Include="..\..\code\renderer\srp_imgui.cpp" />
<ClCompile Include="..\..\code\renderer\srp_main.cpp" />
<ClCompile Include="..\..\code\renderer\srp_mip_gen.cpp" />
@ -245,6 +246,9 @@
<FxCompile Include="..\..\code\renderer\shaders\crp\gbufferviz_position.hlsl">
<ExcludedFromBuild>true</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\crp\im3d.hlsl">
<ExcludedFromBuild>true</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\crp\imgui.hlsl">
<ExcludedFromBuild>true</ExcludedFromBuild>
</FxCompile>
@ -404,6 +408,9 @@
<FxCompile Include="..\..\code\renderer\shaders\grp\fog_outside.hlsl">
<ExcludedFromBuild>true</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\grp\im3d.hlsl">
<ExcludedFromBuild>true</ExcludedFromBuild>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\grp\imgui.hlsl">
<ExcludedFromBuild>true</ExcludedFromBuild>
</FxCompile>
@ -443,6 +450,7 @@
</ItemGroup>
<ItemGroup>
<None Include="..\..\code\renderer\shaders\common\blend.hlsli" />
<None Include="..\..\code\renderer\shaders\common\im3d.hlsli" />
<None Include="..\..\code\renderer\shaders\common\mip_gen.hlsli" />
<None Include="..\..\code\renderer\shaders\common\state_bits.h.hlsli" />
<None Include="..\..\code\renderer\shaders\crp\alpha_test.h.hlsli" />

View File

@ -59,6 +59,7 @@
<ClCompile Include="..\..\code\renderer\grp_smaa.cpp" />
<ClCompile Include="..\..\code\renderer\grp_world.cpp" />
<ClCompile Include="..\..\code\renderer\rhi_d3d12.cpp" />
<ClCompile Include="..\..\code\renderer\srp_im3d.cpp" />
<ClCompile Include="..\..\code\renderer\srp_imgui.cpp" />
<ClCompile Include="..\..\code\renderer\srp_main.cpp" />
<ClCompile Include="..\..\code\renderer\srp_mip_gen.cpp" />
@ -149,6 +150,9 @@
<FxCompile Include="..\..\code\renderer\shaders\crp\gbufferviz_position.hlsl">
<Filter>shaders\crp</Filter>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\crp\im3d.hlsl">
<Filter>shaders\crp</Filter>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\crp\imgui.hlsl">
<Filter>shaders\crp</Filter>
</FxCompile>
@ -308,6 +312,9 @@
<FxCompile Include="..\..\code\renderer\shaders\grp\fog_outside.hlsl">
<Filter>shaders\grp</Filter>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\grp\im3d.hlsl">
<Filter>shaders\grp</Filter>
</FxCompile>
<FxCompile Include="..\..\code\renderer\shaders\grp\imgui.hlsl">
<Filter>shaders\grp</Filter>
</FxCompile>
@ -349,6 +356,9 @@
<None Include="..\..\code\renderer\shaders\common\blend.hlsli">
<Filter>shaders\common</Filter>
</None>
<None Include="..\..\code\renderer\shaders\common\im3d.hlsli">
<Filter>shaders\common</Filter>
</None>
<None Include="..\..\code\renderer\shaders\common\mip_gen.hlsli">
<Filter>shaders\common</Filter>
</None>