Create Interface struct and functions to control ImGui windows
Should now be able to get and manipulate data pertaining to the ImGui windows so I can properly update the camera's aspect.
This commit is contained in:
parent
eff5bb09e9
commit
1b54280c52
30
imgui.ini
30
imgui.ini
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@ -4,8 +4,8 @@ Size=400,400
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Collapsed=0
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Collapsed=0
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[Window][Terrain Controls]
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[Window][Terrain Controls]
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Pos=936,19
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Pos=861,19
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Size=344,654
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Size=419,701
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Collapsed=0
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Collapsed=0
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DockId=0x00000002,0
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DockId=0x00000002,0
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@ -19,17 +19,31 @@ Collapsed=0
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[Window][TerraVisor]
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[Window][TerraVisor]
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Pos=0,0
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Pos=0,0
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Size=1280,673
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Size=2199,944
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Collapsed=0
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Collapsed=0
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[Window][Scene Window]
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[Window][Scene Window]
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Pos=0,19
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Pos=0,19
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Size=934,654
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Size=859,701
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Collapsed=0
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Collapsed=0
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DockId=0x00000001,0
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DockId=0x00000003,0
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[Window][Viewport]
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Pos=0,19
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Size=1603,925
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Collapsed=0
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DockId=0x00000003,0
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[Window][Scene Settings]
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Pos=1605,19
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Size=594,925
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Collapsed=0
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DockId=0x00000004,0
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[Docking][Data]
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[Docking][Data]
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DockSpace ID=0x6F42A598 Window=0xE80F322C Pos=0,19 Size=1280,654 Split=X Selected=0x9F2D9299
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DockSpace ID=0x6F42A598 Window=0xE80F322C Pos=0,19 Size=2199,925 Split=X Selected=0x9F2D9299
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DockNode ID=0x00000001 Parent=0x6F42A598 SizeRef=934,701 CentralNode=1 Selected=0x9F2D9299
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DockNode ID=0x00000001 Parent=0x6F42A598 SizeRef=0,0 Split=X Selected=0x13926F0B
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DockNode ID=0x00000002 Parent=0x6F42A598 SizeRef=344,701 Selected=0xF69494A7
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DockNode ID=0x00000003 Parent=0x00000001 SizeRef=1603,701 CentralNode=1 Selected=0x13926F0B
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DockNode ID=0x00000004 Parent=0x00000001 SizeRef=594,701 Selected=0x413E6147
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DockNode ID=0x00000002 Parent=0x6F42A598 SizeRef=419,701 Selected=0xF69494A7
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@ -0,0 +1,26 @@
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#ifndef INTERFACE_H_
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#define INTERFACE_H_
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#include <imgui.h>
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#include <string>
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#include <vector>
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#include <functional>
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struct Window {
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std::string name;
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ImVec2 size;
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ImVec2 position;
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bool isOpen = true;
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std::function<void()> renderContent;
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Window(const std::string& name, std::function<void()> renderFunc)
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: name(name), size(ImVec2(512, 512)), position(ImVec2(0, 0)), renderContent(renderFunc) {}
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};
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namespace Interface {
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void AddWindow(std::vector<Window>& windows, const std::string& name, std::function<void()> renderFunc);
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void RenderWindows(std::vector<Window>& windows);
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}
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#endif // INTERFACE_H_
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@ -8,6 +8,7 @@
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#include "fbo.h"
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#include "fbo.h"
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#include "camera.h"
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#include "camera.h"
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#include "interface.h"
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struct Vertex {
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struct Vertex {
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glm::vec3 position;
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glm::vec3 position;
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@ -25,6 +26,8 @@ class Scene {
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void DrawGui(GLFWwindow* window);
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void DrawGui(GLFWwindow* window);
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void Idle();
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void Idle();
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void ReloadShader();
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void ReloadShader();
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void UpdateCamera();
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void UpdateViewport();
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std::vector<int16_t> LoadHGT(const std::string& filename, int width, int height);
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std::vector<int16_t> LoadHGT(const std::string& filename, int width, int height);
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int window_width;
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int window_width;
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@ -34,6 +37,7 @@ class Scene {
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void InitBuffers();
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void InitBuffers();
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void InitQuadBuffers();
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void InitQuadBuffers();
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void InitShaders();
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void InitShaders();
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void InitUI();
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Camera activeCamera_;
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Camera activeCamera_;
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Framebuffer geo_fbo_;
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Framebuffer geo_fbo_;
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@ -48,11 +52,11 @@ class Scene {
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float near_z_;
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float near_z_;
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float far_z_;
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float far_z_;
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float fov_;
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float fov_;
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std::vector<Window> windows_;
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glm::mat4 view_matrix_;
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glm::mat4 view_matrix_;
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glm::mat4 projection_matrix_;
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glm::mat4 projection_matrix_;
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void UpdateCamera();
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int16_t SwapEndian(int16_t val);
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int16_t SwapEndian(int16_t val);
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GLuint CreateHeightmapTexture(std::vector<int16_t> data, int width, int height);
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GLuint CreateHeightmapTexture(std::vector<int16_t> data, int width, int height);
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};
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};
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@ -57,6 +57,9 @@ void Callbacks::Resize(GLFWwindow* window, int width, int height)
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//Set viewport to cover entire framebuffer
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//Set viewport to cover entire framebuffer
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glViewport(0, 0, width, height);
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glViewport(0, 0, width, height);
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//Set aspect ratio used in view matrix calculation
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//Set aspect ratio used in view matrix calculation
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// scene_->window_width = width;
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// scene_->window_height = height;
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// scene_->Scene::UpdateCamera();
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//Scene::Camera::Aspect = float(width) / float(height);
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//Scene::Camera::Aspect = float(width) / float(height);
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//Scene::Camera::UpdateP();
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//Scene::Camera::UpdateP();
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}
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}
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@ -0,0 +1,71 @@
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#include "interface.h"
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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namespace Interface {
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void AddWindow(std::vector<Window>& windows, const std::string& name, std::function<void()> renderFunc) {
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windows.emplace_back(name, renderFunc);
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}
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void RenderWindows(std::vector<Window>& windows) {
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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ImGui::NewFrame();
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static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
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// Style windows
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->WorkPos);
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ImGui::SetNextWindowSize(viewport->WorkSize);
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ImGui::SetNextWindowViewport(viewport->ID);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
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window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
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window_flags |= ImGuiWindowFlags_NoBackground;
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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ImGui::Begin("TerraVisor", nullptr, window_flags);
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ImGui::PopStyleVar(3);
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// Submit the DockSpace
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if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) {
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ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
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ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
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}
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if (ImGui::BeginMenuBar()) {
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if (ImGui::BeginMenu("Options")) {
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ImGui::Text("Nothing Here Yet, Check Back Later!");
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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ImGui::End();
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for (auto& window : windows) {
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if (window.isOpen && ImGui::Begin(window.name.c_str(), &window.isOpen)) {
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window.size = ImGui::GetWindowSize();
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window.position = ImGui::GetWindowPos();
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if (window.renderContent) {
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window.renderContent();
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}
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}
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ImGui::End();
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}
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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}
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@ -9,10 +9,6 @@
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#include <glm/gtx/transform.hpp>
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#include <glm/gtx/transform.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <glm/gtc/type_ptr.hpp>
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#include <imgui.h>
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#include <imgui_impl_glfw.h>
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#include <imgui_impl_opengl3.h>
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#include <iostream>
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#include <iostream>
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#include <fstream>
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#include <fstream>
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#include <sstream>
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#include <sstream>
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@ -29,6 +25,7 @@
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#include "InitShader.h"
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#include "InitShader.h"
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#include "DebugCallback.h"
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#include "DebugCallback.h"
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#include "load_texture.h"
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#include "load_texture.h"
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#include "interface.h"
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namespace {
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namespace {
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@ -91,6 +88,7 @@ void Scene::Init() {
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InitBuffers();
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InitBuffers();
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ReloadShader();
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ReloadShader();
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InitQuadBuffers();
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InitQuadBuffers();
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InitUI();
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CameraControls::SetPosition(activeCamera_, glm::vec3(1.4f, 1.4f, 0.0f));
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CameraControls::SetPosition(activeCamera_, glm::vec3(1.4f, 1.4f, 0.0f));
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CameraControls::SetRotation(activeCamera_, -glm::normalize(CameraControls::GetPosition(activeCamera_)));
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CameraControls::SetRotation(activeCamera_, -glm::normalize(CameraControls::GetPosition(activeCamera_)));
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@ -197,6 +195,22 @@ void Scene::InitQuadBuffers() {
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glBindVertexArray(0);
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glBindVertexArray(0);
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}
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}
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void Scene::InitUI() {
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Interface::AddWindow(windows_, "Viewport", [this]() {
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ImGui::Image((void*)(intptr_t)lht_fbo_.albedoTexture, ImVec2(window_width, window_height), ImVec2(0, 1), ImVec2(1, 0));
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});
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Interface::AddWindow(windows_, "Scene Settings", [this]() {
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// if (ImGui::Button("Quit")) {
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// glfwSetWindowShouldClose(window, GLFW_TRUE);
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// }
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::SliderFloat("Tessellation Level", &Uniforms::GeoData.maxTessellation, 1.0f, 64.0f);
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ImGui::SliderInt("Patch Grid Density", &Uniforms::GeoData.gridDensity, 1, 24);
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});
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}
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// Allows for runtime shader updates
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// Allows for runtime shader updates
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void Scene::ReloadShader() {
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void Scene::ReloadShader() {
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FBO::Unbind();
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FBO::Unbind();
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DrawGui(window);
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//DrawGui(window);
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Interface::RenderWindows(windows_);
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glfwSwapBuffers(window);
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glfwSwapBuffers(window);
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}
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}
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void Scene::DrawGui(GLFWwindow* window) {
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void Scene::UpdateViewport() {
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// Begin ImGui frame
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ImGui_ImplOpenGL3_NewFrame();
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ImGui_ImplGlfw_NewFrame();
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// Enable docking
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ImGuiIO& io = ImGui::GetIO();
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io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
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ImGui::NewFrame();
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static ImGuiDockNodeFlags dockspace_flags = ImGuiDockNodeFlags_PassthruCentralNode;
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// Add menu bar
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ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
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// Style windows
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const ImGuiViewport* viewport = ImGui::GetMainViewport();
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ImGui::SetNextWindowPos(viewport->WorkPos);
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ImGui::SetNextWindowSize(viewport->WorkSize);
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ImGui::SetNextWindowViewport(viewport->ID);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
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ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
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window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
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window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
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window_flags |= ImGuiWindowFlags_NoBackground;
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ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0.0f, 0.0f));
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ImGui::Begin("TerraVisor", nullptr, window_flags);
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ImGui::PopStyleVar(3);
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// Submit the DockSpace
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if (io.ConfigFlags & ImGuiConfigFlags_DockingEnable) {
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ImGuiID dockspace_id = ImGui::GetID("MyDockSpace");
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ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), dockspace_flags);
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}
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if (ImGui::BeginMenuBar()) {
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if (ImGui::BeginMenu("Options")) {
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ImGui::Text("Nothing Here Yet, Check Back Later!");
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ImGui::EndMenu();
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}
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ImGui::EndMenuBar();
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}
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ImGui::End();
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// Draw Gui
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ImGui::Begin("Terrain Controls");
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if (ImGui::Button("Quit")) {
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glfwSetWindowShouldClose(window, GLFW_TRUE);
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}
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ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
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ImGui::SliderFloat("Tessellation Level", &Uniforms::GeoData.maxTessellation, 1.0f, 64.0f);
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ImGui::SliderInt("Patch Grid Density", &Uniforms::GeoData.gridDensity, 1, 24);
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ImGui::End();
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// Draw FBO to ImGui window
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ImGui::Begin("Scene Window");
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ImVec2 windowSize = ImGui::GetContentRegionAvail();
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if (ImGui::GetWindowSize().x != window_width || ImGui::GetWindowSize().y != window_height) {
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window_width = ImGui::GetWindowSize().x;
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window_width = ImGui::GetWindowSize().x;
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window_height = ImGui::GetWindowSize().y;
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window_height = ImGui::GetWindowSize().y;
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UpdateCamera();
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UpdateCamera();
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}
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ImGui::Image((void*)(intptr_t)lht_fbo_.albedoTexture, ImVec2(window_width, window_height), ImVec2(0, 1), ImVec2(1, 0));
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ImGui::End();
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ImGui::Render();
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ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
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}
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}
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void Scene::Idle() {
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void Scene::Idle() {
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