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#include <backends/imgui_impl_opengl3.h>
#include <backends/imgui_impl_sdl2.h>
#include <game/environment.h>
#include <game/gamestate.h>
#include <game/terrain.h>
#include <gfx/gl/sceneProvider.h>
#include <gfx/gl/sceneRenderer.h>
#include <gfx/renderable.h>
#include <location.h>
#include <ui/applicationBase.h>
#include <ui/mainApplication.h>
#include <ui/mainWindow.h>
constexpr ScreenAbsCoord DEFAULT_WINDOW_SIZE {800, 600};
constexpr GlobalDistance TERRAIN_LIMIT = 1'000'000;
constexpr GlobalDistance TERRAIN_HEIGHT = 10'000;
constexpr RelativeDistance DEFAULT_CAMERA_DIST = 7'000;
constexpr GlobalDistance DEFAULT_CAMERA_HEIGHT = 5'000;
constexpr GlobalDistance DEFAULT_CAMERA_FOCUS = 3'000;
constexpr GlobalDistance MAX_CAMERA_HEIGHT = 10'000;
constexpr GlobalDistance MIN_CAMERA_DIST = 1'000;
constexpr GlobalDistance MAX_CAMERA_DIST = 30'000;
class ViewerContent : public WindowContent, SceneRenderer, SceneProvider {
public:
ViewerContent(ScreenAbsCoord size, std::span<char * const> files) : SceneRenderer {size, 0}, fileList(files)
{
camera.setPosition(calcCameraPosition());
camera.lookAt({0, 0, TERRAIN_HEIGHT + cameraFocus});
gameState->terrain = std::make_shared<Terrain>(
GeoData::createFlat({-TERRAIN_LIMIT, -TERRAIN_LIMIT}, {TERRAIN_LIMIT, TERRAIN_LIMIT}, TERRAIN_HEIGHT));
}
private:
[[nodiscard]]
GlobalPosition3D
calcCameraPosition() const
{
return {sincos(cameraAngle) * cameraDistance, TERRAIN_HEIGHT + cameraHeight};
}
void
render() override
{
SceneRenderer::render(*this);
controls();
}
void
tick(TickDuration tick) override
{
if (autoRotate != 0) {
cameraAngle = normalize(cameraAngle + autoRotate * tick.count());
camera.setPosition(calcCameraPosition());
camera.lookAt({0, 0, TERRAIN_HEIGHT + cameraFocus});
}
}
bool
handleInput(const SDL_Event & event) override
{
if (event.type == SDL_WINDOWEVENT && event.window.event == SDL_WINDOWEVENT_RESIZED) {
SceneRenderer::resize({event.window.data1, event.window.data2});
}
return WindowContent::handleInput(event);
}
void
controls()
{
if (ImGui::Begin("Resource view")) {
ImGui::SetWindowSize({});
fileSelection();
assetSelection();
}
ImGui::End();
if (ImGui::Begin("Camera")) {
ImGui::SetWindowSize({});
if (std::max({ImGui::SliderFloat("Camera position", &cameraAngle, -pi, pi),
ImGui::SliderInt("Camera focus", &cameraFocus, 1, MAX_CAMERA_HEIGHT),
ImGui::SliderInt("Camera height", &cameraHeight, 1, MAX_CAMERA_HEIGHT),
ImGui::SliderFloat("Camera distance", &cameraDistance, MIN_CAMERA_DIST, MAX_CAMERA_DIST)})) {
camera.setPosition(calcCameraPosition());
camera.lookAt({0, 0, TERRAIN_HEIGHT + cameraFocus});
}
ImGui::SliderFloat("Auto rotate speed", &autoRotate, -1, 1);
}
ImGui::End();
}
void
fileSelection()
{
ImGui::BeginListBox("File");
for (const auto file : fileList) {
if (ImGui::Selectable(file, file == selectedFile)) {
location.reset();
selectedAsset = nullptr;
gameState->assets = AssetFactory::loadXML(file)->assets;
selectedFile = file;
}
}
ImGui::EndListBox();
}
void
assetSelection()
{
if (!gameState->assets.empty()) {
ImGui::BeginListBox("Asset");
for (const auto & asset : gameState->assets) {
auto renderable = asset.second.getAs<const Renderable>();
if (renderable) {
if (ImGui::Selectable(asset.first.c_str(), renderable == selectedAsset)) {
selectedAsset = renderable;
location = asset.second->createAt(position);
}
}
}
ImGui::EndListBox();
}
}
void
content(const SceneShader & sceneShader, const Frustum & frustum) const override
{
gameState->terrain->render(sceneShader, frustum);
if (selectedAsset) {
selectedAsset->render(sceneShader, frustum);
}
}
void
lights(const SceneShader & sceneShader) const override
{
if (selectedAsset) {
selectedAsset->lights(sceneShader);
}
}
void
shadows(const ShadowMapper & mapper, const Frustum & frustum) const override
{
gameState->terrain->shadows(mapper, frustum);
if (selectedAsset) {
selectedAsset->shadows(mapper, frustum);
}
}
std::span<char * const> fileList;
char * selectedFile {};
const Renderable * selectedAsset {};
Location position {.pos = {0, 0, TERRAIN_HEIGHT}, .rot = {}};
std::any location;
Angle cameraAngle {0.F};
RelativeDistance cameraDistance {DEFAULT_CAMERA_DIST};
GlobalDistance cameraHeight {DEFAULT_CAMERA_HEIGHT};
GlobalDistance cameraFocus {DEFAULT_CAMERA_FOCUS};
float autoRotate {0.F};
};
int
main(int argc, char ** argv)
{
class ResViewer : GameState, MainApplication {
public:
void
run(std::span<char * const> fileList)
{
windows.create<MainWindow>(DEFAULT_WINDOW_SIZE, "ILT - Resource Viewer")
->setContent<ViewerContent>(fileList);
mainLoop();
}
};
std::span files {argv, static_cast<size_t>(argc)};
ResViewer {}.run(files.subspan(2));
}
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