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prism/engine/core/src/debug.cpp

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#include "debug.hpp"
#include <imgui.h>
#include <imgui_stdlib.h>
#include "engine.hpp"
#include "shadowpass.hpp"
#include "scenecapture.hpp"
#include "gfx.hpp"
#include "asset.hpp"
#include "imgui_utility.hpp"
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#include "scene.hpp"
#include "renderer.hpp"
#include "file.hpp"
#include "console.hpp"
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#include "imgui_backend.hpp"
struct Options {
std::string shader_source_path;
};
static inline Options options;
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void draw_general() {
ImGui::Text("Platform: %s", platform::get_name());
ImGui::Text("GFX: %s", engine->get_gfx()->get_name());
}
void draw_asset() {
ImGui::Text("Asset References");
ImGui::Separator();
ImGui::BeginChild("asset_child", ImVec2(-1, -1), true);
for(auto& [path, block] : assetm->reference_blocks) {
ImGui::PushID(&block);
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ImGui::Text("- %s has %lu reference(s)", path.string().c_str(), block->references);
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ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor(200, 0, 0));
if(ImGui::SmallButton("Force unload"))
block->references = 0;
ImGui::PopStyleColor();
ImGui::PopID();
}
ImGui::EndChild();
}
void draw_lighting() {
if(engine->get_scene() != nullptr) {
const auto& lights = engine->get_scene()->get_all<Light>();
ImGui::Text("Lights");
ImGui::Separator();
for(auto& [obj, light] : lights) {
auto& transform = engine->get_scene()->get<Transform>(obj);
ImGui::DragFloat3((engine->get_scene()->get(obj).name + "Position").c_str(), transform.position.ptr());
ImGui::DragFloat((engine->get_scene()->get(obj).name + "Light Size").c_str(), &light.size, 0.1f);
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}
ImGui::Text("Environment");
ImGui::Separator();
if(ImGui::Button("Reload shadows")) {
engine->get_scene()->reset_shadows();
}
if(ImGui::Button("Reload probes")) {
engine->get_scene()->reset_environment();
}
} else {
ImGui::TextDisabled("No scene loaded.");
}
}
void draw_renderer() {
if(engine->get_scene() != nullptr) {
ImGui::Text("Budgets");
ImGui::Separator();
const auto& lights = engine->get_scene()->get_all<Light>();
const auto& probes = engine->get_scene()->get_all<EnvironmentProbe>();
const auto& renderables = engine->get_scene()->get_all<Renderable>();
ImGui::ProgressBar("Light Budget", lights.size(), max_scene_lights);
ImGui::ProgressBar("Probe Budget", probes.size(), max_environment_probes);
int material_count = 0;
for(const auto& [obj, renderable] : renderables) {
for(auto& material : renderable.materials) {
if(material)
material_count++;
}
}
ImGui::ProgressBar("Material Budget", material_count, max_scene_materials);
} else {
ImGui::TextDisabled("No scene loaded for budgeting.");
}
auto targets = engine->get_renderer()->get_all_render_targets();
for(auto target : targets) {
ImGui::Text("Frame %i", target->current_frame);
ImGui::Text("%i %i", target->extent.width, target->extent.height);
ImGui::Image(target->offscreenColorTexture, ImVec2(100, 100));
ImGui::Separator();
}
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ImGui::Text("Performance");
ImGui::Separator();
ImGui::Text("FPS: %f", ImGui::GetIO().Framerate);
ImGui::Text("Options");
ImGui::Separator();
ImGui::ComboEnum("Display Color Space", &render_options.display_color_space);
ImGui::ComboEnum("Tonemapping", &render_options.tonemapping);
ImGui::DragFloat("Exposure", &render_options.exposure, 0.1f);
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ImGui::DragFloat("Min Luminance", &render_options.min_luminance);
ImGui::DragFloat("Max Luminance", &render_options.max_luminance);
ImGui::Checkbox("Enable DoF", &render_options.enable_depth_of_field);
ImGui::DragFloat("DoF Strength", &render_options.depth_of_field_strength);
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bool should_recompile = false;
ImGui::Checkbox("Enable Dynamic Resolution", &render_options.dynamic_resolution);
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float render_scale = render_options.render_scale;
if(ImGui::DragFloat("Render Scale", &render_scale, 0.1f, 1.0f, 0.1f) && render_scale > 0.0f) {
render_options.render_scale = render_scale;
engine->get_renderer()->recreate_all_render_targets();
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}
if(ImGui::InputInt("Shadow Resolution", &render_options.shadow_resolution)) {
engine->get_renderer()->shadow_pass->create_scene_resources(*engine->get_scene());
engine->get_scene()->reset_shadows();
}
ImGui::Checkbox("Enable AA", &render_options.enable_aa);
should_recompile |= ImGui::Checkbox("Enable IBL", &render_options.enable_ibl);
should_recompile |= ImGui::Checkbox("Enable Normal Mapping", &render_options.enable_normal_mapping);
should_recompile |= ImGui::Checkbox("Enable Normal Shadowing", &render_options.enable_normal_shadowing);
should_recompile |= ImGui::Checkbox("Enable Point Shadows", &render_options.enable_point_shadows);
should_recompile |= ImGui::ComboEnum("Shadow Filter", &render_options.shadow_filter);
ImGui::Checkbox("Enable Extra Passes", &render_options.enable_extra_passes);
ImGui::Checkbox("Enable Frustum Culling", &render_options.enable_frustum_culling);
if(ImGui::Button("Force recompile materials (needed for some render option changes!)") || should_recompile) {
for(auto material : assetm->get_all<Material>()) {
material->capture_pipeline = nullptr;
material->skinned_pipeline = nullptr;
material->static_pipeline = nullptr;
}
}
}
static inline std::string selected_shader;
static inline std::string loaded_shader_string;
void draw_shader_editor() {
if(options.shader_source_path.empty()) {
ImGui::Text("You haven't specified a shader source path yet. Please select one below:");
if(ImGui::Button("Select Path")) {
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engine->get_imgui().open_dialog(false, [](std::string path) {
// open_dialog() can't select folders yet, so use this as a workaround
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options.shader_source_path = prism::path(path).parent_path().string();
});
}
} else {
if(ImGui::BeginCombo("Select", nullptr)) {
for(auto& shader : engine->get_renderer()->registered_shaders) {
if(ImGui::Selectable(shader.filename.data())) {
selected_shader = shader.filename;
loaded_shader_string.clear();
}
}
ImGui::EndCombo();
}
if(!selected_shader.empty()) {
if(loaded_shader_string.empty()) {
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prism::path base_shader_path = options.shader_source_path;
shader_compiler.set_include_path(base_shader_path.string());
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prism::path shader_path = prism::path(selected_shader);
auto file = prism::open_file(base_shader_path / shader_path.replace_extension(shader_path.extension().string() + ".glsl"));
loaded_shader_string = file->read_as_string();
}
ImGui::InputTextMultiline("Source", &loaded_shader_string);
if(ImGui::Button("Reload"))
engine->get_renderer()->reload_shader(selected_shader, loaded_shader_string);
}
}
}
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void draw_debug_ui() {
if(ImGui::Begin("General"))
draw_general();
ImGui::End();
if(ImGui::Begin("Lighting"))
draw_lighting();
ImGui::End();
if(ImGui::Begin("Assets"))
draw_asset();
ImGui::End();
if(ImGui::Begin("Rendering"))
draw_renderer();
ImGui::End();
if(ImGui::Begin("Shader Editor"))
draw_shader_editor();
ImGui::End();
}
void load_debug_options() {
// stub
}
void save_debug_options() {
// stub
}
std::string_view get_shader_source_directory() {
return options.shader_source_path;
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}
void draw_console() {
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const auto font_size = ImGui::GetFontSize();
const auto frame_size = ImGui::GetStyle().FrameBorderSize;
const auto padding = ImGui::GetStyle().FramePadding;
const auto inner_padding = ImGui::GetStyle().ItemInnerSpacing;
const auto text_edit_height = font_size + (frame_size + padding.y + inner_padding.y) * 2;
const auto content_size = ImGui::GetContentRegionAvail();
ImGui::BeginChild("console", ImVec2(-1, content_size.y - text_edit_height), true);
ImGui::Text("%s", prism::log_output.c_str());
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ImGui::EndChild();
static std::string console_input;
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ImGui::SetNextItemWidth(-1.0f);
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ImGui::PushItemWidth(-60.0f); // todo: lol
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const bool input_return = ImGui::InputText("##console_input", &console_input, ImGuiInputTextFlags_EnterReturnsTrue);
if(input_return)
ImGui::SetKeyboardFocusHere(-1);
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ImGui::SameLine();
const bool button_return = ImGui::Button("Submit");
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if(input_return || button_return) {
prism::console::parse_and_invoke_command(console_input);
console_input.clear();
}
}