#include #include #include #include #include #include #include #include /* this pains me to do, but its the only way :( */ Renderer* __ren; static csys::ItemLog& operator<<(csys::ItemLog& log, ImVector& vec) { if (!vec.size()) return log << "vector {}"; log << "vector { "; for (int i = 0; i < vec.size() - 1; i++) log << vec[i] << ", "; return log << vec[vec.size() - 1] << " }"; } static void pipeline_setter(bool& v, bool in) { if(v == in) return; v = in; __ren->bsp->pipeline->rebuild(__ren->wireframe_mode, __ren->backface_culling); } UI::UI(Renderer* ren) : ren(ren), dev(ren->dev) { __ren = ren; IMGUI_CHECKVERSION(); ImGui::CreateContext(); /* just allocate a ton in case */ std::vector pool_sizes = { { vk::DescriptorType::eSampler, 1024 }, { vk::DescriptorType::eCombinedImageSampler, 1024 }, { vk::DescriptorType::eSampledImage, 1024 }, { vk::DescriptorType::eStorageBuffer, 1024 }, { vk::DescriptorType::eUniformTexelBuffer, 1024 }, { vk::DescriptorType::eStorageTexelBuffer, 1024 }, { vk::DescriptorType::eUniformBuffer, 1024 }, { vk::DescriptorType::eStorageBuffer, 1024 }, { vk::DescriptorType::eUniformBufferDynamic, 1024 }, { vk::DescriptorType::eStorageBufferDynamic, 1024 }, { vk::DescriptorType::eInputAttachment, 1024 }, }; desc_pool = ren->dev.createDescriptorPool(vk::DescriptorPoolCreateInfo { .flags = vk::DescriptorPoolCreateFlagBits::eFreeDescriptorSet, .maxSets = 1024, .poolSizeCount = static_cast(pool_sizes.size()), .pPoolSizes = pool_sizes.data(), }); ImGui_ImplGlfw_InitForVulkan((GLFWwindow*)(ren->win.win), true); auto imgui_info = ImGui_ImplVulkan_InitInfo { .Instance = ren->instance, .PhysicalDevice = ren->phys_dev, .Device = ren->dev, .Queue = ren->queue, .DescriptorPool = desc_pool, .MinImageCount = 2, .ImageCount = static_cast(ren->swapchain->images.size()), .MSAASamples = VK_SAMPLE_COUNT_1_BIT, }; ImGui_ImplVulkan_Init(&imgui_info, ren->render_pass->render_pass); CommandBuffer imgui_cmd_buffer(ren->dev, ren->queue_family); imgui_cmd_buffer.command_buffer.reset(); imgui_cmd_buffer.begin(); ImGui_ImplVulkan_CreateFontsTexture(imgui_cmd_buffer.command_buffer); imgui_cmd_buffer.end(); auto imgui_fence = ren->dev.createFence(vk::FenceCreateInfo { .flags = vk::FenceCreateFlagBits::eSignaled, }); ren->dev.resetFences(imgui_fence); ren->queue.submit(vk::SubmitInfo { .commandBufferCount = 1, .pCommandBuffers = &imgui_cmd_buffer.command_buffer, }, imgui_fence); (void)ren->dev.waitForFences(imgui_fence, vk::True, UINT64_MAX); ren->dev.destroyFence(imgui_fence); imgui_cmd_buffer.cleanup(ren->dev); ImGui_ImplVulkan_DestroyFontUploadObjects(); ImGui::StyleColorsDark(); /* set up input so we can use the keyboard */ auto& io = ImGui::GetIO(); io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; console = std::make_unique("developer console"); console->System().RegisterCommand("pause", "Pauses or unpauses the engine", [this]() { this->ren->paused = !this->ren->paused; console->System().Log(csys::ItemType::eINFO) << "Paused: " << (this->ren->paused? "True" : "False") << csys::endl; }); console->System().RegisterCommand("quit", "Quits the engine", [this]() { this->ren->should_close = true; console->System().Log(csys::ItemType::eINFO) << "Quitting..." << csys::endl; }); console->System().RegisterCommand("list-vars", "List variables accessible from developer console", [this]() { const std::vector names = { "show_bboxes", "visibility_testing", "flycam", "speed", "max_fps", "wireframe", "backface_culling", }; for(const auto& name : names) console->System().Log(csys::ItemType::eINFO) << name << csys::endl; }); console->System().RegisterVariable("show_bboxes", ren->show_bboxes, csys::Arg("value")); console->System().RegisterVariable("visibility_testing", ren->visibility_testing, csys::Arg("value")); console->System().RegisterVariable("flycam", ren->flycam, csys::Arg("value")); console->System().RegisterVariable("speed", ren->speed, csys::Arg("value")); console->System().RegisterVariable("max_fps", ren->max_fps, csys::Arg("value")); console->System().RegisterVariable("wireframe", ren->wireframe_mode, pipeline_setter); console->System().RegisterVariable("backface_culling", ren->backface_culling, pipeline_setter); console->System().Log(csys::ItemType::eINFO) << "Welcome to Pleascach!" << csys::endl; } void UI::newFrame() { ImGui_ImplVulkan_NewFrame(); ImGui_ImplGlfw_NewFrame(); ImGui::NewFrame(); ImGui::SetNextWindowBgAlpha(0.5f); ImGui::Begin("Rendering Info", nullptr, ImGuiWindowFlags_::ImGuiWindowFlags_NoFocusOnAppearing); ImGui::Text("# of Indices: %zu", ren->n_indices); ImGui::Text("FPS: %f", ren->fps); ImGui::Text("Time: %f", ren->time); ImGui::Text("Speed: %f", ren->speed * ren->frametime / 8.0); if(ren->in_menu) console->Draw(); ImGui::End(); } void UI::render(vk::CommandBuffer cmd) { ImGui::Render(); ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), cmd); } UI::~UI() { console.reset(); dev.destroyDescriptorPool(desc_pool); ImGui_ImplVulkan_Shutdown(); ImGui_ImplGlfw_Shutdown(); // for whatever reason, this segfaults with a read to -1 when it tries saving characteristics. // TOOD: Debug // ImGui::DestroyContext(); }