ImGuizmo integration hello world

This commit is contained in:
Robert Beckebans 2023-10-11 16:24:36 +02:00
parent 6f98740772
commit 2317b9779d
6 changed files with 3551 additions and 1 deletions

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@ -300,6 +300,7 @@ public:
virtual void PlayerGetAxis( idMat3& axis ) const;
virtual void PlayerGetViewAngles( idAngles& angles ) const;
virtual void PlayerGetEyePosition( idVec3& org ) const;
virtual bool PlayerGetRenderView( renderView_t& rv ) const;
// In game map editing support.
virtual const idDict* MapGetEntityDict( const char* name ) const;

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@ -711,7 +711,7 @@ void idEditEntities::DisplayEntities()
// RB: use renderer backend to display light properties
if( ent->fl.selected )
{
drawArrows = true;
//drawArrows = true;
idLight* light = static_cast<idLight*>( ent );
@ -1159,6 +1159,18 @@ void idGameEdit::PlayerGetEyePosition( idVec3& org ) const
org = gameLocal.GetLocalPlayer()->GetEyePosition();
}
// RB
bool idGameEdit::PlayerGetRenderView( renderView_t& rv ) const
{
renderView_t* view = gameLocal.GetLocalPlayer()->GetRenderView();
if( view )
{
rv = *view;
return true;
}
return false;
}
/*
================

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@ -14,6 +14,7 @@
#pragma hdrstop
#include "BFGimgui.h"
#include "ImGuizmo.h"
#include "renderer/RenderCommon.h"
#include "renderer/RenderBackend.h"
@ -829,6 +830,8 @@ void NewFrame()
// Start the frame
ImGui::NewFrame();
ImGuizmo::BeginFrame();
g_haveNewFrame = true;
}
}

3152
neo/imgui/ImGuizmo.cpp Normal file

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290
neo/imgui/ImGuizmo.h Normal file
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@ -0,0 +1,290 @@
// https://github.com/CedricGuillemet/ImGuizmo
// v 1.89 WIP
//
// The MIT License(MIT)
//
// Copyright(c) 2021 Cedric Guillemet
//
// 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.
//
// -------------------------------------------------------------------------------------------
// History :
// 2019/11/03 View gizmo
// 2016/09/11 Behind camera culling. Scaling Delta matrix not multiplied by source matrix scales. local/world rotation and translation fixed. Display message is incorrect (X: ... Y:...) in local mode.
// 2016/09/09 Hatched negative axis. Snapping. Documentation update.
// 2016/09/04 Axis switch and translation plan autohiding. Scale transform stability improved
// 2016/09/01 Mogwai changed to Manipulate. Draw debug cube. Fixed inverted scale. Mixing scale and translation/rotation gives bad results.
// 2016/08/31 First version
//
// -------------------------------------------------------------------------------------------
// Future (no order):
//
// - Multi view
// - display rotation/translation/scale infos in local/world space and not only local
// - finish local/world matrix application
// - OPERATION as bitmask
//
// -------------------------------------------------------------------------------------------
// Example
#if 0
void EditTransform( const Camera& camera, matrix_t& matrix )
{
static ImGuizmo::OPERATION mCurrentGizmoOperation( ImGuizmo::ROTATE );
static ImGuizmo::MODE mCurrentGizmoMode( ImGuizmo::WORLD );
if( ImGui::IsKeyPressed( 90 ) )
{
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
}
if( ImGui::IsKeyPressed( 69 ) )
{
mCurrentGizmoOperation = ImGuizmo::ROTATE;
}
if( ImGui::IsKeyPressed( 82 ) ) // r Key
{
mCurrentGizmoOperation = ImGuizmo::SCALE;
}
if( ImGui::RadioButton( "Translate", mCurrentGizmoOperation == ImGuizmo::TRANSLATE ) )
{
mCurrentGizmoOperation = ImGuizmo::TRANSLATE;
}
ImGui::SameLine();
if( ImGui::RadioButton( "Rotate", mCurrentGizmoOperation == ImGuizmo::ROTATE ) )
{
mCurrentGizmoOperation = ImGuizmo::ROTATE;
}
ImGui::SameLine();
if( ImGui::RadioButton( "Scale", mCurrentGizmoOperation == ImGuizmo::SCALE ) )
{
mCurrentGizmoOperation = ImGuizmo::SCALE;
}
float matrixTranslation[3], matrixRotation[3], matrixScale[3];
ImGuizmo::DecomposeMatrixToComponents( matrix.m16, matrixTranslation, matrixRotation, matrixScale );
ImGui::InputFloat3( "Tr", matrixTranslation, 3 );
ImGui::InputFloat3( "Rt", matrixRotation, 3 );
ImGui::InputFloat3( "Sc", matrixScale, 3 );
ImGuizmo::RecomposeMatrixFromComponents( matrixTranslation, matrixRotation, matrixScale, matrix.m16 );
if( mCurrentGizmoOperation != ImGuizmo::SCALE )
{
if( ImGui::RadioButton( "Local", mCurrentGizmoMode == ImGuizmo::LOCAL ) )
{
mCurrentGizmoMode = ImGuizmo::LOCAL;
}
ImGui::SameLine();
if( ImGui::RadioButton( "World", mCurrentGizmoMode == ImGuizmo::WORLD ) )
{
mCurrentGizmoMode = ImGuizmo::WORLD;
}
}
static bool useSnap( false );
if( ImGui::IsKeyPressed( 83 ) )
{
useSnap = !useSnap;
}
ImGui::Checkbox( "", &useSnap );
ImGui::SameLine();
vec_t snap;
switch( mCurrentGizmoOperation )
{
case ImGuizmo::TRANSLATE:
snap = config.mSnapTranslation;
ImGui::InputFloat3( "Snap", &snap.x );
break;
case ImGuizmo::ROTATE:
snap = config.mSnapRotation;
ImGui::InputFloat( "Angle Snap", &snap.x );
break;
case ImGuizmo::SCALE:
snap = config.mSnapScale;
ImGui::InputFloat( "Scale Snap", &snap.x );
break;
}
ImGuiIO& io = ImGui::GetIO();
ImGuizmo::SetRect( 0, 0, io.DisplaySize.x, io.DisplaySize.y );
ImGuizmo::Manipulate( camera.mView.m16, camera.mProjection.m16, mCurrentGizmoOperation, mCurrentGizmoMode, matrix.m16, NULL, useSnap ? &snap.x : NULL );
}
#endif
#pragma once
#ifdef USE_IMGUI_API
#include "imconfig.h"
#endif
#ifndef IMGUI_API
#define IMGUI_API
#endif
#ifndef IMGUIZMO_NAMESPACE
#define IMGUIZMO_NAMESPACE ImGuizmo
#endif
namespace IMGUIZMO_NAMESPACE
{
// call inside your own window and before Manipulate() in order to draw gizmo to that window.
// Or pass a specific ImDrawList to draw to (e.g. ImGui::GetForegroundDrawList()).
IMGUI_API void SetDrawlist( ImDrawList* drawlist = nullptr );
// call BeginFrame right after ImGui_XXXX_NewFrame();
IMGUI_API void BeginFrame();
// this is necessary because when imguizmo is compiled into a dll, and imgui into another
// globals are not shared between them.
// More details at https://stackoverflow.com/questions/19373061/what-happens-to-global-and-static-variables-in-a-shared-library-when-it-is-dynam
// expose method to set imgui context
IMGUI_API void SetImGuiContext( ImGuiContext* ctx );
// return true if mouse cursor is over any gizmo control (axis, plan or screen component)
IMGUI_API bool IsOver();
// return true if mouse IsOver or if the gizmo is in moving state
IMGUI_API bool IsUsing();
// return true if any gizmo is in moving state
IMGUI_API bool IsUsingAny();
// enable/disable the gizmo. Stay in the state until next call to Enable.
// gizmo is rendered with gray half transparent color when disabled
IMGUI_API void Enable( bool enable );
// helper functions for manualy editing translation/rotation/scale with an input float
// translation, rotation and scale float points to 3 floats each
// Angles are in degrees (more suitable for human editing)
// example:
// float matrixTranslation[3], matrixRotation[3], matrixScale[3];
// ImGuizmo::DecomposeMatrixToComponents(gizmoMatrix.m16, matrixTranslation, matrixRotation, matrixScale);
// ImGui::InputFloat3("Tr", matrixTranslation, 3);
// ImGui::InputFloat3("Rt", matrixRotation, 3);
// ImGui::InputFloat3("Sc", matrixScale, 3);
// ImGuizmo::RecomposeMatrixFromComponents(matrixTranslation, matrixRotation, matrixScale, gizmoMatrix.m16);
//
// These functions have some numerical stability issues for now. Use with caution.
IMGUI_API void DecomposeMatrixToComponents( const float* matrix, float* translation, float* rotation, float* scale );
IMGUI_API void RecomposeMatrixFromComponents( const float* translation, const float* rotation, const float* scale, float* matrix );
IMGUI_API void SetRect( float x, float y, float width, float height );
// default is false
IMGUI_API void SetOrthographic( bool isOrthographic );
// Render a cube with face color corresponding to face normal. Usefull for debug/tests
IMGUI_API void DrawCubes( const float* view, const float* projection, const float* matrices, int matrixCount );
IMGUI_API void DrawGrid( const float* view, const float* projection, const float* matrix, const float gridSize );
// call it when you want a gizmo
// Needs view and projection matrices.
// matrix parameter is the source matrix (where will be gizmo be drawn) and might be transformed by the function. Return deltaMatrix is optional
// translation is applied in world space
enum OPERATION
{
TRANSLATE_X = ( 1u << 0 ),
TRANSLATE_Y = ( 1u << 1 ),
TRANSLATE_Z = ( 1u << 2 ),
ROTATE_X = ( 1u << 3 ),
ROTATE_Y = ( 1u << 4 ),
ROTATE_Z = ( 1u << 5 ),
ROTATE_SCREEN = ( 1u << 6 ),
SCALE_X = ( 1u << 7 ),
SCALE_Y = ( 1u << 8 ),
SCALE_Z = ( 1u << 9 ),
BOUNDS = ( 1u << 10 ),
SCALE_XU = ( 1u << 11 ),
SCALE_YU = ( 1u << 12 ),
SCALE_ZU = ( 1u << 13 ),
TRANSLATE = TRANSLATE_X | TRANSLATE_Y | TRANSLATE_Z,
ROTATE = ROTATE_X | ROTATE_Y | ROTATE_Z | ROTATE_SCREEN,
SCALE = SCALE_X | SCALE_Y | SCALE_Z,
SCALEU = SCALE_XU | SCALE_YU | SCALE_ZU, // universal
UNIVERSAL = TRANSLATE | ROTATE | SCALEU
};
inline OPERATION operator|( OPERATION lhs, OPERATION rhs )
{
return static_cast<OPERATION>( static_cast<int>( lhs ) | static_cast<int>( rhs ) );
}
enum MODE
{
LOCAL,
WORLD
};
IMGUI_API bool Manipulate( const float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float* deltaMatrix = NULL, const float* snap = NULL, const float* localBounds = NULL, const float* boundsSnap = NULL );
//
// Please note that this cubeview is patented by Autodesk : https://patents.google.com/patent/US7782319B2/en
// It seems to be a defensive patent in the US. I don't think it will bring troubles using it as
// other software are using the same mechanics. But just in case, you are now warned!
//
IMGUI_API void ViewManipulate( float* view, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor );
// use this version if you did not call Manipulate before and you are just using ViewManipulate
IMGUI_API void ViewManipulate( float* view, const float* projection, OPERATION operation, MODE mode, float* matrix, float length, ImVec2 position, ImVec2 size, ImU32 backgroundColor );
IMGUI_API void SetID( int id );
// return true if the cursor is over the operation's gizmo
IMGUI_API bool IsOver( OPERATION op );
IMGUI_API void SetGizmoSizeClipSpace( float value );
// Allow axis to flip
// When true (default), the guizmo axis flip for better visibility
// When false, they always stay along the positive world/local axis
IMGUI_API void AllowAxisFlip( bool value );
// Configure the limit where axis are hidden
IMGUI_API void SetAxisLimit( float value );
// Configure the limit where planes are hiden
IMGUI_API void SetPlaneLimit( float value );
enum COLOR
{
DIRECTION_X, // directionColor[0]
DIRECTION_Y, // directionColor[1]
DIRECTION_Z, // directionColor[2]
PLANE_X, // planeColor[0]
PLANE_Y, // planeColor[1]
PLANE_Z, // planeColor[2]
SELECTION, // selectionColor
INACTIVE, // inactiveColor
TRANSLATION_LINE, // translationLineColor
SCALE_LINE,
ROTATION_USING_BORDER,
ROTATION_USING_FILL,
HATCHED_AXIS_LINES,
TEXT,
TEXT_SHADOW,
COUNT
};
struct Style
{
IMGUI_API Style();
float TranslationLineThickness; // Thickness of lines for translation gizmo
float TranslationLineArrowSize; // Size of arrow at the end of lines for translation gizmo
float RotationLineThickness; // Thickness of lines for rotation gizmo
float RotationOuterLineThickness; // Thickness of line surrounding the rotation gizmo
float ScaleLineThickness; // Thickness of lines for scale gizmo
float ScaleLineCircleSize; // Size of circle at the end of lines for scale gizmo
float HatchedAxisLineThickness; // Thickness of hatched axis lines
float CenterCircleSize; // Size of circle at the center of the translate/scale gizmo
ImVec4 Colors[COLOR::COUNT];
};
IMGUI_API Style& GetStyle();
}

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@ -34,6 +34,7 @@ If you have questions concerning this license or the applicable additional terms
#include "LightEditor.h"
#include "../imgui/BFGimgui.h"
#include "../imgui/ImGuizmo.h"
#include "renderer/Material.h"
#include "renderer/Image.h"
@ -574,6 +575,40 @@ static float* vecToArr( idVec3& v )
return &v.x;
}
void Frustum( float left, float right, float bottom, float top, float znear, float zfar, float* m16 )
{
float temp, temp2, temp3, temp4;
temp = 2.0f * znear;
temp2 = right - left;
temp3 = top - bottom;
temp4 = zfar - znear;
m16[0] = temp / temp2;
m16[1] = 0.0;
m16[2] = 0.0;
m16[3] = 0.0;
m16[4] = 0.0;
m16[5] = temp / temp3;
m16[6] = 0.0;
m16[7] = 0.0;
m16[8] = ( right + left ) / temp2;
m16[9] = ( top + bottom ) / temp3;
m16[10] = ( -zfar - znear ) / temp4;
m16[11] = -1.0f;
m16[12] = 0.0;
m16[13] = 0.0;
m16[14] = ( -temp * zfar ) / temp4;
m16[15] = 0.0;
}
void Perspective( float fovyInDegrees, float aspectRatio, float znear, float zfar, float* m16 )
{
float ymax, xmax;
ymax = znear * tanf( fovyInDegrees * 3.141592f / 180.0f );
xmax = ymax * aspectRatio;
Frustum( -xmax, xmax, -ymax, ymax, znear, zfar, m16 );
}
void LightEditor::Draw()
{
bool showTool = isShown;
@ -774,6 +809,63 @@ void LightEditor::Draw()
{
TempApplyChanges();
}
//
// GIZMO
//
//ImGuiIO& io = ImGui::GetIO();
ImGuizmo::SetRect( 0, 0, io.DisplaySize.x, io.DisplaySize.y );
ImGuizmo::SetOrthographic( false );
ImGuizmo::SetDrawlist();
viewDef_t viewDef;
if( gameEdit->PlayerGetRenderView( viewDef.renderView ) )
{
R_SetupViewMatrix( &viewDef );
R_SetupProjectionMatrix( &viewDef, false );
#if 1
float* cameraView = viewDef.worldSpace.modelViewMatrix;
float* cameraProjection = viewDef.unjitteredProjectionMatrix;
#else
float cameraView[16];
//memcpy( cameraView, viewDef.worldSpace.modelViewMatrix, sizeof( cameraView ) );
R_AxisToModelMatrix( viewDef.renderView.viewaxis, viewDef.renderView.vieworg, viewDef.worldSpace.modelViewMatrix );
R_MatrixTranspose( viewDef.worldSpace.modelViewMatrix, cameraView );
float aspectRatio = io.DisplaySize.x / io.DisplaySize.y;
//float cameraProjection[16];
//Perspective( viewDef.renderView.fov_y, aspectRatio, viewDef.renderView.cramZNear, 16000.0f, cameraProjection );
float* cameraProjection = viewDef.unjitteredProjectionMatrix;
#endif
ImGuizmo::DrawGrid( cameraView, cameraProjection, mat4_identity.ToFloatPtr(), 100.f );
idMat3 scaleMatrix = mat3_identity;
scaleMatrix[0][0] = 10;
scaleMatrix[1][1] = 10;
scaleMatrix[2][2] = 10;
idMat4 objectMatrix( scaleMatrix, cur.origin );
ImGuizmo::DrawCubes( cameraView, cameraProjection, mat4_identity.ToFloatPtr(), 1 );
ImGuizmo::OPERATION mCurrentGizmoOperation( ImGuizmo::TRANSLATE );
ImGuizmo::MODE mCurrentGizmoMode( ImGuizmo::LOCAL );
bool useSnap = false;
float snap[3] = { 1.f, 1.f, 1.f };
float bounds[] = { -0.5f, -0.5f, -0.5f, 0.5f, 0.5f, 0.5f };
float boundsSnap[] = { 0.1f, 0.1f, 0.1f };
bool boundSizing = false;
bool boundSizingSnap = false;
ImGuizmo::DrawCubes( cameraView, cameraProjection, &objectMatrix[0][0], 1 );
ImGuizmo::Manipulate( cameraView, cameraProjection, mCurrentGizmoOperation, mCurrentGizmoMode, objectMatrix.ToFloatPtr(), NULL, useSnap ? &snap[0] : NULL, boundSizing ? bounds : NULL, boundSizingSnap ? boundsSnap : NULL );
//ImGuizmo::ViewManipulate( cameraView, camDistance, ImVec2( viewManipulateRight - 128, viewManipulateTop ), ImVec2( 128, 128 ), 0x10101010 );
}
}
ImGui::End();