2020-08-11 12:07:21 -04:00
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#include "debug.hpp"
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#include <imgui.h>
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#include <imgui_stdlib.h>
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#include "engine.hpp"
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#include "shadowpass.hpp"
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#include "scenecapture.hpp"
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#include "gfx.hpp"
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#include "asset.hpp"
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#include "imgui_utility.hpp"
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2020-09-21 09:37:52 -04:00
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#include "scene.hpp"
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#include "renderer.hpp"
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2020-08-11 12:07:21 -04:00
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void draw_general() {
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ImGui::Text("Platform: %s", platform::get_name());
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ImGui::Text("GFX: %s", engine->get_gfx()->get_name());
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}
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void draw_asset() {
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ImGui::Text("Asset References");
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ImGui::Separator();
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ImGui::BeginChild("asset_child", ImVec2(-1, -1), true);
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for(auto& [path, block] : assetm->reference_blocks) {
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ImGui::PushID(&block);
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ImGui::Text("- %s has %llu reference(s)", path.c_str(), block->references);
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ImGui::PushStyleColor(ImGuiCol_Button, (ImVec4)ImColor(200, 0, 0));
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if(ImGui::SmallButton("Force unload"))
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block->references = 0;
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ImGui::PopStyleColor();
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ImGui::PopID();
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}
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ImGui::EndChild();
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}
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void draw_lighting() {
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if(engine->get_scene() != nullptr) {
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const auto& lights = engine->get_scene()->get_all<Light>();
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ImGui::Text("Lights");
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ImGui::Separator();
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for(auto& [obj, light] : lights) {
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auto& transform = engine->get_scene()->get<Transform>(obj);
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ImGui::DragFloat3((engine->get_scene()->get(obj).name + "Position").c_str(), transform.position.ptr());
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}
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ImGui::Text("Environment");
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ImGui::Separator();
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if(ImGui::Button("Reload shadows")) {
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engine->get_scene()->reset_shadows();
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}
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if(ImGui::Button("Reload probes")) {
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engine->get_scene()->reset_environment();
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}
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} else {
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ImGui::TextDisabled("No scene loaded.");
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}
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}
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void draw_renderer() {
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if(engine->get_scene() != nullptr) {
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ImGui::Text("Budgets");
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ImGui::Separator();
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const auto& lights = engine->get_scene()->get_all<Light>();
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const auto& probes = engine->get_scene()->get_all<EnvironmentProbe>();
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const auto& renderables = engine->get_scene()->get_all<Renderable>();
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ImGui::ProgressBar("Light Budget", lights.size(), max_scene_lights);
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ImGui::ProgressBar("Probe Budget", probes.size(), max_environment_probes);
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int material_count = 0;
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for(const auto& [obj, renderable] : renderables) {
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for(auto& material : renderable.materials) {
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if(material)
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material_count++;
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}
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}
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ImGui::ProgressBar("Material Budget", material_count, max_scene_materials);
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} else {
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ImGui::TextDisabled("No scene loaded for budgeting.");
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}
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ImGui::Text("Performance");
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ImGui::Separator();
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ImGui::Text("FPS: %f", ImGui::GetIO().Framerate);
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ImGui::Text("Options");
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ImGui::Separator();
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bool should_recompile = false;
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float render_scale = render_options.render_scale;
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if(ImGui::DragFloat("Render Scale", &render_scale, 0.1f, 1.0f, 0.1f) && render_scale > 0.0f) {
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render_options.render_scale = render_scale;
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engine->get_renderer()->resize(engine->get_renderer()->get_extent());
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}
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if(ImGui::InputInt("Shadow Resolution", &render_options.shadow_resolution)) {
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engine->get_renderer()->shadow_pass->create_scene_resources(*engine->get_scene());
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engine->get_scene()->reset_shadows();
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}
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ImGui::Checkbox("Enable AA", &render_options.enable_aa);
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should_recompile |= ImGui::Checkbox("Enable IBL", &render_options.enable_ibl);
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should_recompile |= ImGui::Checkbox("Enable Normal Mapping", &render_options.enable_normal_mapping);
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should_recompile |= ImGui::Checkbox("Enable Normal Shadowing", &render_options.enable_normal_shadowing);
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should_recompile |= ImGui::Checkbox("Enable Point Shadows", &render_options.enable_point_shadows);
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should_recompile |= ImGui::ComboEnum("Shadow Filter", &render_options.shadow_filter);
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ImGui::Checkbox("Enable Extra Passes", &render_options.enable_extra_passes);
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ImGui::Checkbox("Enable Frustum Culling", &render_options.enable_frustum_culling);
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if(ImGui::Button("Force recompile materials (needed for some render option changes!)") || should_recompile) {
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for(auto material : assetm->get_all<Material>()) {
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material->capture_pipeline = nullptr;
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material->skinned_pipeline = nullptr;
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material->static_pipeline = nullptr;
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}
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}
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}
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void draw_debug_ui() {
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if(ImGui::Begin("General"))
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draw_general();
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ImGui::End();
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if(ImGui::Begin("Lighting"))
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draw_lighting();
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ImGui::End();
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if(ImGui::Begin("Assets"))
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draw_asset();
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ImGui::End();
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if(ImGui::Begin("Rendering"))
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draw_renderer();
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ImGui::End();
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}
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