diff --git a/.gitignore b/.gitignore index 311f3aa..24e86ca 100644 --- a/.gitignore +++ b/.gitignore @@ -2,3 +2,5 @@ .vscode build bin +engine.log +imgui.ini diff --git a/engine.log b/engine.log deleted file mode 100644 index 760bb18..0000000 --- a/engine.log +++ /dev/null @@ -1,21 +0,0 @@ -'engine' build 1606, Feb 26 2026 -NVIDIA Corporation -NVIDIA GeForce RTX 2060 SUPER/PCIe/SSE2 -OpenGL ver. 3.2.0 NVIDIA 560.94 -Context created with OpenGL version 3.2 -...found GL_ARB_debug_output -loaded notex -created shader from file data/shaders/lit_generic.vs -created shader from file data/shaders/lit_generic.ps -created shader from file data/shaders/debug_draw.vs -created shader from file data/shaders/debug_draw.ps -Initializing entity manager ... -total registered 3 entities -actor_player -ActorBase -Player actor entity -loaded graveyard_fence_albedo -loaded 1 meshes ---- unfreed textures --- -data/textures/notex.png -data/textures/scenes/cemetery/graveyard_fence_albedo.png diff --git a/imgui.ini b/imgui.ini deleted file mode 100644 index 9930887..0000000 --- a/imgui.ini +++ /dev/null @@ -1,4 +0,0 @@ -[Window][Debug##Default] -Pos=60,60 -Size=400,400 - diff --git a/src/engine/engine.cpp b/src/engine/engine.cpp index d48c213..d2bb342 100644 --- a/src/engine/engine.cpp +++ b/src/engine/engine.cpp @@ -39,6 +39,42 @@ void ParseCommandLine() } } +void debug_overlay_render() { + static const ImGuiWindowFlags ms_kOverlayWindowFlags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + + static int corner = 0; + ImGuiIO& io = ImGui::GetIO(); + ImGuiWindowFlags window_flags = ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoFocusOnAppearing | ImGuiWindowFlags_NoNav; + if (corner != -1) { + const float PAD = 10.0f; + const ImGuiViewport* viewport = ImGui::GetMainViewport(); + ImVec2 work_pos = viewport->WorkPos; // Use work area to avoid menu-bar/task-bar, if any! + ImVec2 work_size = viewport->WorkSize; + ImVec2 window_pos, window_pos_pivot; + window_pos.x = (corner & 1) ? (work_pos.x + work_size.x - PAD) : (work_pos.x + PAD); + window_pos.y = (corner & 2) ? (work_pos.y + work_size.y - PAD) : (work_pos.y + PAD); + window_pos_pivot.x = (corner & 1) ? 1.0f : 0.0f; + window_pos_pivot.y = (corner & 2) ? 1.0f : 0.0f; + ImGui::SetNextWindowPos(window_pos, ImGuiCond_Always, window_pos_pivot); + window_flags |= ImGuiWindowFlags_NoMove; + } + + // ImGui::PushStyleVar( ImGuiStyleVar_WindowBorderSize, 0.0f ); + + // ImGui::SetNextWindowBgAlpha( 0.0f ); + if (ImGui::Begin("Debug overlay", 0, ms_kOverlayWindowFlags)) { +#if defined( DEBUG ) || defined( _DEBUG ) + ImGui::TextColored(ImVec4(1.0f, 0.0f, 0.0f, 1.0f), "DEBUG BUILD"); +#endif + + ImGui::Text("FPS: %4.1f", io.Framerate); + + } + ImGui::End(); + + // ImGui::PopStyleVar(); +} + Engine::Engine() { } @@ -230,8 +266,13 @@ void Engine::RenderFrame() g_render->RenderScene(); + if (g_world) + g_world->Render(); + g_render->RenderStats(); + ImGui::ShowDemoWindow(); + // ImGui scope end *** g_ImGuiManager.EndFrame(); diff --git a/src/engine/entitymanager.h b/src/engine/entitymanager.h index 66c203a..eec4f25 100644 --- a/src/engine/entitymanager.h +++ b/src/engine/entitymanager.h @@ -13,14 +13,12 @@ class EntityManager public: void Init(); void Shutdown(); + void RegisterEntities(); void Update(float dt); IEntityBase* CreateEntity(const char* classname); -private: - void RegisterEntities(); - private: std::vector m_entityRegistrationInfo; // std::vector m_entities; diff --git a/src/render/imgui_impl_engine.cpp b/src/render/imgui_impl_engine.cpp new file mode 100644 index 0000000..9b9f586 --- /dev/null +++ b/src/render/imgui_impl_engine.cpp @@ -0,0 +1,271 @@ +// dear imgui: Renderer Backend with shaders / programmatic pipeline + +#if defined(_MSC_VER) && !defined(_CRT_SECURE_NO_WARNINGS) +#define _CRT_SECURE_NO_WARNINGS +#endif + +#include "imgui.h" + +#ifndef IMGUI_DISABLE +#include +#include // intptr_t + +#include "imgui_impl_engine.h" +#include "render_shared.h" +#include "texture2d.h" +#include "gpu_buffer.h" +#include "shader.h" +#include "shadersystem.h" +#include "texturesmanager.h" +#include "renderdevice.h" + +#define MAX_VB_SIZE sizeof(ImDrawVert) * 8192 +#define MAX_IB_SIZE sizeof(ImDrawIdx) * 8192 + +InputLayoutDesc_t g_uiBaseInputLayout[] = +{ + { VERTEXATTR_VEC2, SHADERSEMANTIC_POSITION }, + { VERTEXATTR_VEC2, SHADERSEMANTIC_TEXCOORD }, + { VERTEXATTR_UINT, SHADERSEMANTIC_COLOR }, +}; + +// Render Data +struct ImGui_Impl_IRender_Data +{ + Texture2D *FontTexture; + Shader *ShaderHandle; + GPUBuffer *VboHandle, *ElementsHandle; + size_t VertexBufferSize; + size_t IndexBufferSize; + + ImGui_Impl_IRender_Data() { memset((void*)this, 0, sizeof(*this)); } +}; + +// Backend data stored in io.BackendRendererUserData to allow support for multiple Dear ImGui contexts +// It is STRONGLY preferred that you use docking branch with multi-viewports (== single Dear ImGui context + multiple windows) instead of multiple Dear ImGui contexts. +static ImGui_Impl_IRender_Data* ImGui_GetBackendData() +{ + return ImGui::GetCurrentContext() ? (ImGui_Impl_IRender_Data*)ImGui::GetIO().BackendRendererUserData : nullptr; +} + +// Functions +bool ImGui_ImplEngine_Init(const char* glsl_version) +{ + ImGuiIO& io = ImGui::GetIO(); + IMGUI_CHECKVERSION(); + IM_ASSERT(io.BackendRendererUserData == nullptr && "Already initialized a renderer backend!"); + + // Setup backend capabilities flags + ImGui_Impl_IRender_Data* bd = IM_NEW(ImGui_Impl_IRender_Data)(); + io.BackendRendererUserData = (void*)bd; + io.BackendRendererName = "imgui_impl_engine"; + + return true; +} + +void ImGui_ImplEngine_Shutdown() +{ + ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); + IM_ASSERT(bd != nullptr && "No renderer backend to shutdown, or already shutdown?"); + ImGuiIO& io = ImGui::GetIO(); + + ImGui_ImplEngine_DestroyDeviceObjects(); + io.BackendRendererName = nullptr; + io.BackendRendererUserData = nullptr; + io.BackendFlags &= ~ImGuiBackendFlags_RendererHasVtxOffset; + IM_DELETE(bd); +} + +void ImGui_ImplEngine_NewFrame() +{ + ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); + IM_ASSERT(bd != nullptr && "Context or backend not initialized! Did you call ImGui_ImplEngine_Init()?"); + + if (!bd->ShaderHandle) + ImGui_ImplEngine_CreateDeviceObjects(); + if (!bd->FontTexture) + ImGui_ImplEngine_CreateFontsTexture(); +} + +static void ImGui_ImplEngine_SetupRenderState(ImDrawData* draw_data, int fb_width, int fb_height) +{ + ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); + + // Setup render state: alpha-blending enabled, no face culling, no depth testing, scissor enabled, polygon fill + g_renderDevice->SetBlending(true); + g_renderDevice->SetBlendEquation(BE_FUNC_ADD); + g_renderDevice->SetBlendFuncSeparate(BF_SRC_ALPHA, BF_ONE_MINUS_SRC_ALPHA, BF_ONE, BF_ONE_MINUS_SRC_ALPHA); + + // Rende states + g_renderDevice->SetCullFace(false); + g_renderDevice->SetDepthTest(false); + g_renderDevice->SetStencilTest(false); + g_renderDevice->SetScissorTest(true); + +#ifdef IMGUI_IMPL_OPENGL_MAY_HAVE_POLYGON_MODE + if (bd->HasPolygonMode) + glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); +#endif + + // Bind vertex/index buffers and setup attributes for ImDrawVert + g_renderDevice->SetVerticesBuffer(bd->VboHandle); + g_renderDevice->SetIndicesBuffer(bd->ElementsHandle); + + // Setup viewport, orthographic projection matrix + // Our visible imgui space lies from draw_data->DisplayPos (top left) to draw_data->DisplayPos+data_data->DisplaySize (bottom right). DisplayPos is (0,0) for single viewport apps. + g_renderDevice->SetViewport(0, 0, (int)fb_width, (int)fb_height); + float L = draw_data->DisplayPos.x; + float R = draw_data->DisplayPos.x + draw_data->DisplaySize.x; + float T = draw_data->DisplayPos.y; + float B = draw_data->DisplayPos.y + draw_data->DisplaySize.y; + const float ortho_projection[4][4] = + { + { 2.0f/(R-L), 0.0f, 0.0f, 0.0f }, + { 0.0f, 2.0f/(T-B), 0.0f, 0.0f }, + { 0.0f, 0.0f, -1.0f, 0.0f }, + { (R+L)/(L-R), (T+B)/(B-T), 0.0f, 1.0f }, + }; + g_shaderSystem->SetShader(bd->ShaderHandle); + g_shaderSystem->SetUniformSampler(bd->ShaderHandle, SAMPLER_ALBEDO, 0); + g_shaderSystem->SetUniformMatrix(bd->ShaderHandle, UNIFORM_PROJ_MATRIX, &ortho_projection[0][0]); +} + +// OpenGL3 Render function. +// Note that this implementation is little overcomplicated because we are saving/setting up/restoring every OpenGL state explicitly. +// This is in order to be able to run within an OpenGL engine that doesn't do so. +void ImGui_ImplEngine_RenderDrawData(ImDrawData* draw_data) +{ + // Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates) + int fb_width = (int)(draw_data->DisplaySize.x * draw_data->FramebufferScale.x); + int fb_height = (int)(draw_data->DisplaySize.y * draw_data->FramebufferScale.y); + if (fb_width <= 0 || fb_height <= 0) + return; + + ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); + + ImGui_ImplEngine_SetupRenderState(draw_data, fb_width, fb_height); + + // Will project scissor/clipping rectangles into framebuffer space + ImVec2 clip_off = draw_data->DisplayPos; // (0,0) unless using multi-viewports + ImVec2 clip_scale = draw_data->FramebufferScale; // (1,1) unless using retina display which are often (2,2) + + // Render command lists + for (int n = 0; n < draw_data->CmdListsCount; n++) + { + const ImDrawList* draw_list = draw_data->CmdLists[n]; + + // Upload vertex/index buffers + const size_t vtx_buffer_size = (size_t)draw_list->VtxBuffer.Size * (int)sizeof(ImDrawVert); + const size_t idx_buffer_size = (size_t)draw_list->IdxBuffer.Size * (int)sizeof(ImDrawIdx); + //if (bd->UseBufferSubData) + //{ + // if (bd->VertexBufferSize < vtx_buffer_size) + // { + // bd->VertexBufferSize = vtx_buffer_size; + // GL_CALL(glBufferData(GL_ARRAY_BUFFER, bd->VertexBufferSize, nullptr, GL_STREAM_DRAW)); + // } + // if (bd->IndexBufferSize < idx_buffer_size) + // { + // bd->IndexBufferSize = idx_buffer_size; + // GL_CALL(glBufferData(GL_ELEMENT_ARRAY_BUFFER, bd->IndexBufferSize, nullptr, GL_STREAM_DRAW)); + // } + // GL_CALL(glBufferSubData(GL_ARRAY_BUFFER, 0, vtx_buffer_size, (const GLvoid*)draw_list->VtxBuffer.Data)); + // GL_CALL(glBufferSubData(GL_ELEMENT_ARRAY_BUFFER, 0, idx_buffer_size, (const GLvoid*)draw_list->IdxBuffer.Data)); + //} + //else + { + bd->VboHandle->UpdateBuffer(draw_list->VtxBuffer.Data, vtx_buffer_size); + bd->ElementsHandle->UpdateBuffer(draw_list->IdxBuffer.Data, idx_buffer_size); + } + + for (int cmd_i = 0; cmd_i < draw_list->CmdBuffer.Size; cmd_i++) + { + const ImDrawCmd* pcmd = &draw_list->CmdBuffer[cmd_i]; + if (pcmd->UserCallback != nullptr) + { + // User callback, registered via ImDrawList::AddCallback() + // (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.) + if (pcmd->UserCallback == ImDrawCallback_ResetRenderState) + ImGui_ImplEngine_SetupRenderState(draw_data, fb_width, fb_height); + else + pcmd->UserCallback(draw_list, pcmd); + } + else + { + // Project scissor/clipping rectangles into framebuffer space + ImVec2 clip_min((pcmd->ClipRect.x - clip_off.x) * clip_scale.x, (pcmd->ClipRect.y - clip_off.y) * clip_scale.y); + ImVec2 clip_max((pcmd->ClipRect.z - clip_off.x) * clip_scale.x, (pcmd->ClipRect.w - clip_off.y) * clip_scale.y); + if (clip_max.x <= clip_min.x || clip_max.y <= clip_min.y) + continue; + + // Apply scissor/clipping rectangle (Y is inverted in OpenGL) + g_renderDevice->SetScissor((int)clip_min.x, (int)((float)fb_height - clip_max.y), (int)(clip_max.x - clip_min.x), (int)(clip_max.y - clip_min.y)); + + // Bind texture, Draw + g_texturesManager->SetTexture(0, (Texture2D*)(intptr_t)pcmd->GetTexID()); + + g_renderDevice->DrawElements(PT_TRIANGLES, (uint32_t)pcmd->ElemCount, sizeof(ImDrawIdx) == 2 ? true : false, (void*)(intptr_t)(pcmd->IdxOffset * sizeof(ImDrawIdx))); + } + } + } +} + +bool ImGui_ImplEngine_CreateFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); + + // Build texture atlas + unsigned char* pixels; + int width, height; + io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height); // Load as RGBA 32-bit (75% of the memory is wasted, but default font is so small) because it is more likely to be compatible with user's existing shaders. If your ImTextureId represent a higher-level concept than just a GL texture id, consider calling GetTexDataAsAlpha8() instead to save on GPU memory. + + // Upload texture to graphics system + // (Bilinear sampling is required by default. Set 'io.Fonts->Flags |= ImFontAtlasFlags_NoBakedLines' or 'style.AntiAliasedLinesUseTex = false' to allow point/nearest sampling) + bd->FontTexture = g_texturesManager->CreateManual2D("ImGuiFontTexture", width, height, PF_R8G8B8A8, pixels, false); + + // Store identifier + io.Fonts->SetTexID((ImTextureID)(intptr_t)bd->FontTexture); + + return true; +} + +void ImGui_ImplEngine_DestroyFontsTexture() +{ + ImGuiIO& io = ImGui::GetIO(); + ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); + if (bd->FontTexture) + { + io.Fonts->SetTexID(0); + bd->FontTexture = 0; + } +} + +bool ImGui_ImplEngine_CreateDeviceObjects() +{ + ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); + + // Create shaders + bd->ShaderHandle = g_shaderSystem->CreateShader("ui_base", "data/shaders/ui_base.vs", "data/shaders/ui_base.ps", + g_uiBaseInputLayout, sizeof(g_uiBaseInputLayout) / sizeof(g_uiBaseInputLayout[0])); + + // Create buffers + bd->VboHandle = g_renderDevice->CreateVertexBuffer(nullptr, MAX_VB_SIZE, true); + bd->ElementsHandle = g_renderDevice->CreateIndexBuffer(nullptr, MAX_IB_SIZE, true); + + ImGui_ImplEngine_CreateFontsTexture(); + + return true; +} + +void ImGui_ImplEngine_DestroyDeviceObjects() +{ + ImGui_Impl_IRender_Data* bd = ImGui_GetBackendData(); + if (bd->VboHandle) { delete bd->VboHandle; bd->VboHandle = 0; } + if (bd->ElementsHandle) { delete bd->ElementsHandle; bd->ElementsHandle = 0; } + ImGui_ImplEngine_DestroyFontsTexture(); +} + +//----------------------------------------------------------------------------- + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/render/imgui_impl_engine.h b/src/render/imgui_impl_engine.h new file mode 100644 index 0000000..8c4b238 --- /dev/null +++ b/src/render/imgui_impl_engine.h @@ -0,0 +1,19 @@ +// dear imgui: Renderer Backend with shaders / programmatic pipeline + +#pragma once +#include "imgui.h" // IMGUI_IMPL_API +#ifndef IMGUI_DISABLE + +// Follow "Getting Started" link and check examples/ folder to learn about using backends! +IMGUI_IMPL_API bool ImGui_ImplEngine_Init(const char* glsl_version = nullptr); +IMGUI_IMPL_API void ImGui_ImplEngine_Shutdown(); +IMGUI_IMPL_API void ImGui_ImplEngine_NewFrame(); +IMGUI_IMPL_API void ImGui_ImplEngine_RenderDrawData(ImDrawData* draw_data); + +// (Optional) Called by Init/NewFrame/Shutdown +IMGUI_IMPL_API bool ImGui_ImplEngine_CreateFontsTexture(); +IMGUI_IMPL_API void ImGui_ImplEngine_DestroyFontsTexture(); +IMGUI_IMPL_API bool ImGui_ImplEngine_CreateDeviceObjects(); +IMGUI_IMPL_API void ImGui_ImplEngine_DestroyDeviceObjects(); + +#endif // #ifndef IMGUI_DISABLE diff --git a/src/render/imguimanager.cpp b/src/render/imguimanager.cpp index 498d8c1..899dd15 100644 --- a/src/render/imguimanager.cpp +++ b/src/render/imguimanager.cpp @@ -2,7 +2,7 @@ #include "render.h" #include "imguimanager.h" #include -#include +#include ImGuiManager g_ImGuiManager; @@ -19,14 +19,14 @@ void ImGuiManager::Init() ImGui_ImplSDL3_InitForOpenGL(GetEngine()->GetWindow(), g_render->GetGLContext()); - ImGui_ImplOpenGL3_Init(); + ImGui_ImplEngine_Init(); m_ready = true; } void ImGuiManager::Shutdown() { - ImGui_ImplOpenGL3_Shutdown(); + ImGui_ImplEngine_Shutdown(); ImGui_ImplSDL3_Shutdown(); @@ -37,7 +37,7 @@ void ImGuiManager::BeginFrame() { ImGui_ImplSDL3_NewFrame(); - ImGui_ImplOpenGL3_NewFrame(); + ImGui_ImplEngine_NewFrame(); ImGui::NewFrame(); } @@ -61,5 +61,5 @@ void ImGuiManager::Draw() { ImGui::Render(); - ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); + ImGui_ImplEngine_RenderDrawData(ImGui::GetDrawData()); } diff --git a/src/render/render.cpp b/src/render/render.cpp index ba189f8..27e4bec 100644 --- a/src/render/render.cpp +++ b/src/render/render.cpp @@ -10,6 +10,7 @@ #include "camera.h" #include "imguimanager.h" #include "scenemanager.h" +#include "gpu_buffer.h" static GLuint g_VAO = 0; diff --git a/src/render/renderdevice.cpp b/src/render/renderdevice.cpp index 6539d0c..ac5cae0 100644 --- a/src/render/renderdevice.cpp +++ b/src/render/renderdevice.cpp @@ -83,6 +83,11 @@ void RenderDevice::SetScissorTest(bool enable) enable ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST); } +void RenderDevice::SetScissor(int x, int y, int width, int height) +{ + glScissor(x, y, width, height); +} + void RenderDevice::SetCullFace(bool enable) { enable ? glEnable(GL_CULL_FACE) : glDisable(GL_CULL_FACE); @@ -154,9 +159,11 @@ void RenderDevice::Clear(uint32_t surfaces, float r, float g, float b, float a, void RenderDevice::DrawArrays(PrimitiveType primType, uint32_t startOf, size_t verticesCount) { glDrawArrays(g_glPrimitiveMode[primType], startOf, GLsizei(verticesCount)); + GL_CHECK_ERROR(); } -void RenderDevice::DrawElements(PrimitiveType primType, size_t elementsCount, bool is16bitIndices) +void RenderDevice::DrawElements(PrimitiveType primType, size_t elementsCount, bool is16bitIndices, const void* indices) { - glDrawElements(g_glPrimitiveMode[primType], GLsizei(elementsCount), is16bitIndices ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, NULL); + glDrawElements(g_glPrimitiveMode[primType], GLsizei(elementsCount), is16bitIndices ? GL_UNSIGNED_SHORT : GL_UNSIGNED_INT, indices); + GL_CHECK_ERROR(); } diff --git a/src/render/renderdevice.h b/src/render/renderdevice.h index fbe33b0..76de01e 100644 --- a/src/render/renderdevice.h +++ b/src/render/renderdevice.h @@ -26,6 +26,7 @@ public: void SetStencilTest(bool enable); void SetScissorTest(bool enable); + void SetScissor(int x, int y, int width, int height); void SetCullFace(bool enable); @@ -40,7 +41,7 @@ public: // drawing void DrawArrays(PrimitiveType primType, uint32_t startOf, size_t verticesCount); - void DrawElements(PrimitiveType primType, size_t elementsCount, bool is16bitIndices); + void DrawElements(PrimitiveType primType, size_t elementsCount, bool is16bitIndices, const void* indices); private: GPUBuffer* m_activeVB;