Add ImGui in Debug Mode,

improvement of input handling
This commit is contained in:
4VRDriver
2020-09-10 15:51:12 +02:00
parent 650c814e20
commit 146392ae22
30 changed files with 41008 additions and 61 deletions

View File

@@ -1,10 +1,17 @@
#include <iostream>
#include <vector>
#include <glad/glad.h>
#include <glm/glm.hpp>
#include <glm/gtc/matrix_transform.hpp>
#ifdef _DEBUG
#include <imgui.h>
#include <imgui_impl_glfw.h>
#include <imgui_impl_opengl3.h>
#endif
#ifdef __linux__
#include <unistd.h>
#endif
@@ -23,21 +30,44 @@ Controller::Controller() {
glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#ifdef _DEBUG
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
glfwSetErrorCallback(error_callback);
#ifndef _DEBUG
glfwWindowHint(GLFW_MAXIMIZED, GL_TRUE);
#endif
gameWindow = new Window();
gameEventHandler = new EventHandler(gameWindow->getGLFWwindow());
camera = new Camera(90.0f, gameWindow->getWindowWidth(), gameWindow->getWindowHeight());
#ifdef _DEBUG
glfwWindowHint(GLFW_OPENGL_DEBUG_CONTEXT, GL_TRUE);
glfwSetErrorCallback(error_callback);
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO &io = ImGui::GetIO(); (void)io;
// Setup Platform/Renderer bindings
ImGui_ImplGlfw_InitForOpenGL(gameWindow->getGLFWwindow(), true);
ImGui_ImplOpenGL3_Init("#version 150");
// Setup Dear ImGui style
ImGui::StyleColorsDark();
#endif
}
Controller::~Controller() {
#ifdef _DEBUG
ImGui_ImplOpenGL3_Shutdown();
ImGui_ImplGlfw_Shutdown();
ImGui::DestroyContext();
#endif
delete gameWindow;
delete gameEventHandler;
delete camera;
glfwTerminate();
}
void Controller::run() {
@@ -48,21 +78,24 @@ void Controller::run() {
std::vector<Entity> scene;
Model model_backpack("res/models/backpack.ffo");
//Model model_plant("res/models/plant.obj");
//Model model_container("res/models/container.ffo");
//Model model_backpack("res/models/backpack.ffo");
//Model model_plant("res/models/plant.ffo");
Model model_container("res/models/container.ffo");
Model model_cube("res/models/cube.ffo");
Model model_dragon("res/models/dragon.ffo");
//Model model_sphere("res/models/sphere.ffo");
Entity backpack(&model_backpack, &shaderProgram);
//Entity backpack(&model_backpack, &shaderProgram);
//Entity sphere(&model_sphere, &shaderProgram);
//Entity container(&model_container, &shaderProgram);
Entity container(&model_container, &shaderProgram);
Entity dragon(&model_dragon, &shaderProgram);
//Entity plant(&model_plant, &shaderProgram);
Entity lightSource(&model_cube, &lightProgram);
lightSource.translate(glm::vec3(-5.0f, 1.0f, 0.0f));
lightSource.scale(0.2f);
lightSource.setScale(0.2f);
//plant.scale(5.0f);
dragon.setScale(0.2f);
glm::vec3 lightColor = glm::vec3(1.0f, 1.0f, 1.0f);
glm::vec3 diffuseColor = lightColor * glm::vec3(1.0f);
@@ -86,7 +119,7 @@ void Controller::run() {
shaderProgram.setUniform("u_material.shininess", 32.0f);
shaderProgram.unbind();
scene.push_back(backpack);
scene.push_back(dragon);
scene.push_back(lightSource);
camera->translate(glm::vec3(0.0f, 0.0f, 7.5f));
@@ -96,14 +129,6 @@ void Controller::run() {
// Timing
limit_framerate();
#ifdef _DEBUG
static uint8_t frameCount = 250;
if(frameCount++ == 255) {
std::cout << "FPS: " << 1/deltaTime << std::endl;
frameCount = 0;
}
#endif
// Update game
// ...
@@ -117,6 +142,10 @@ void Controller::run() {
it->draw(camera->getViewProj(), camera->getPosition());
}
#ifdef _DEBUG
renderImGui(&scene[0]);
#endif
glfwSwapBuffers(gameWindow->getGLFWwindow());
// Update window size
@@ -127,7 +156,10 @@ void Controller::run() {
gameEventHandler->handleEvents();
camera->updatePositionFromKeyboardInput(gameEventHandler->getCameraActionRegister(), deltaTime);
camera->updateDirectionFromMouseInput(gameEventHandler->getCursorDeltaX(), gameEventHandler->getCursorDeltaY());
if(gameWindow->getMouseIsCatched())
camera->updateDirectionFromMouseInput(gameEventHandler->getCursorDeltaX(), gameEventHandler->getCursorDeltaY());
gameWindow->handleActionRegister(gameEventHandler->getWindowActionRegister());
}
}
@@ -163,3 +195,33 @@ void Controller::updateWindowSize() {
camera->updateAspectRatio(gameWindow->getWindowWidth(), gameWindow->getWindowHeight());
gameEventHandler->setFirstMouseInput(1);
}
#ifdef _DEBUG
void Controller::renderImGui(Entity *entity) {
ImGui_ImplOpenGL3_NewFrame();
ImGui_ImplGlfw_NewFrame();
ImGui::NewFrame();
// render your GUI
ImGui::Begin("Object Modifier");
static float rotation = 0.0;
ImGui::SliderFloat("Rotation", &rotation, 0, 2 * M_PI);
static float translation[] = {0.0f, 0.0f};
ImGui::SliderFloat2("Position", translation, -3.0, 3.0);
static float color[4] = { 1.0f,1.0f,1.0f,1.0f };
entity->setPosition(glm::vec3(translation[0], 0.0f, translation[1]));
//entity->setRotation()
// color picker
ImGui::ColorEdit3("Color", color);
ImGui::End();
ImGui::Render();
ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
}
#endif