2025-01-19 21:49:40 +01:00

628 lines
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#include "imguiManager.h"
#include "applicationclass.h"
#include <string>
imguiManager::imguiManager()
{
io = nullptr;
}
imguiManager::~imguiManager()
{
}
bool imguiManager::Initialize(HWND hwnd, ID3D11Device* device, ID3D11DeviceContext* deviceContext)
{
Logger::Get().Log("Initializing imgui", __FILE__, __LINE__, Logger::LogLevel::Initialize);
m_device = device;
m_deviceContext = deviceContext;
IMGUI_CHECKVERSION();
ImGui::CreateContext();
io = &ImGui::GetIO();
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable; // Enable Docking
ImGui_ImplWin32_Init(hwnd);
ImGui_ImplDX11_Init(m_device, m_deviceContext);
ImGui::StyleColorsDark();
Logger::Get().Log("imgui initialized", __FILE__, __LINE__, Logger::LogLevel::Initialize);
return true;
}
void imguiManager::Shutdown()
{
Logger::Get().Log("Shutting down imgui", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
ImGui_ImplDX11_Shutdown();
ImGui_ImplWin32_Shutdown();
ImGui::DestroyContext();
Logger::Get().Log("imgui shutdown", __FILE__, __LINE__, Logger::LogLevel::Shutdown);
}
void imguiManager::Render()
{
ImGui::Render();
ImGui_ImplDX11_RenderDrawData(ImGui::GetDrawData());
}
void imguiManager::NewFrame()
{
ImGui_ImplDX11_NewFrame();
ImGui_ImplWin32_NewFrame();
ImGui::NewFrame();
}
void imguiManager::SetupDockspace() {
ImGuiWindowFlags window_flags = ImGuiWindowFlags_MenuBar | ImGuiWindowFlags_NoDocking;
ImGuiViewport* viewport = ImGui::GetMainViewport();
ImGui::SetNextWindowPos(viewport->Pos);
ImGui::SetNextWindowSize(viewport->Size);
ImGui::SetNextWindowViewport(viewport->ID);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 0.0f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowBorderSize, 0.0f);
window_flags |= ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoCollapse | ImGuiWindowFlags_NoResize | ImGuiWindowFlags_NoMove;
window_flags |= ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoNavFocus;
ImGui::Begin("DockSpace", nullptr, window_flags);
ImGui::PopStyleVar(2);
ImGuiID dockspace_id = ImGui::GetID("MainDockSpace");
ImGui::DockSpace(dockspace_id, ImVec2(0.0f, 0.0f), ImGuiDockNodeFlags_PassthruCentralNode);
ImGui::End();
}
void imguiManager::WidgetSpeedSlider(float* speed)
{
ImGui::SliderFloat("Speed", speed, 0.0f, 100.0f);
}
void imguiManager::WidgetButton()
{
static int counter = 0;
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
}
void imguiManager::WidgetFPS()
{
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / io->Framerate, io->Framerate);
}
void imguiManager::WidgetAddObject(ApplicationClass* app)
{
if (ImGui::CollapsingHeader("Objects"))
{
if (ImGui::Button("Add Cube"))
{
app->AddCube();
}
ImGui::SameLine();
if (ImGui::Button("Import Object"))
{
// Open file dialog
OPENFILENAME ofn;
WCHAR szFile[260];
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
ofn.lpstrFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"OBJ\0*.obj\0KOBJ\0*.kobj\0TXT\0*.txt";
ofn.nFilterIndex = 1;
ofn.lpstrFileTitle = NULL;
ofn.nMaxFileTitle = 0;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
app->AddKobject(ofn.lpstrFile);
}
}
ImGui::SameLine();
ImGui::Text("Number of cubes: %d", app->GetCubeCount());
}
}
void imguiManager::WidgetShaderWindow(ApplicationClass* app)
{
ImGui::Begin("Shader Manager");
// Checkbox for toggling cel shading globally in the application class by calling the SetCelShading function in the application class when the checkbox state changes
ImGui::Checkbox("Enable Cel Shading", &m_EnableCelShading);
app->SetCelShading(m_EnableCelShading);
ImGui::End();
}
void imguiManager::WidgetObjectWindow(ApplicationClass* app)
{
ImGui::Begin("Objects", &showObjectWindow);
int index = 0;
for (auto& object : app->GetKobjects())
{
std::string headerName = object->GetName() + " " + std::to_string(index);
if (ImGui::CollapsingHeader(headerName.c_str()))
{
XMVECTOR position = object->GetPosition();
XMVECTOR rotation = object->GetRotation();
XMVECTOR scale = object->GetScale();
float pos[3] = { XMVectorGetX(position), XMVectorGetY(position), XMVectorGetZ(position) };
std::string posLabel = "Position##" + std::to_string(index);
if (ImGui::DragFloat3(posLabel.c_str(), pos))
{
object->SetPosition(XMVectorSet(pos[0], pos[1], pos[2], 0.0f));
}
float rot[3] = { XMVectorGetX(rotation), XMVectorGetY(rotation), XMVectorGetZ(rotation) };
std::string rotLabel = "Rotation##" + std::to_string(index);
if (ImGui::DragFloat3(rotLabel.c_str(), rot))
{
object->SetRotation(XMVectorSet(rot[0], rot[1], rot[2], 0.0f));
}
float scl[3] = { XMVectorGetX(scale), XMVectorGetY(scale), XMVectorGetZ(scale) };
std::string sclLabel = "Scale##" + std::to_string(index);
if (ImGui::DragFloat3(sclLabel.c_str(), scl))
{
object->SetScale(XMVectorSet(scl[0], scl[1], scl[2], 0.0f));
}
ImGui::Separator();
// Texture
// add all texture category names to a vector
std::vector<std::string> textureCategories = {
"Diffuse",
"Normal",
"Specular",
"Reflection",
"Refraction"
};
// Display all images
for (int count = 0; count < textureCategories.size(); count++)
{
std::string textureLabel = "Texture##" + std::to_string(index) + "##" + std::to_string(count);
ID3D11ShaderResourceView* texture = object->GetTexture(count);
if (texture != nullptr)
{
ImGui::Text(textureCategories[count].c_str());
ImGui::SameLine();
std::string buttonLabel = "button " + std::to_string(count);
if (ImGui::ImageButton(buttonLabel.c_str(), (ImTextureID)texture, ImVec2(64, 64)))
{
// Open file dialog
OPENFILENAME ofn;
WCHAR szFile[260];
ZeroMemory(&ofn, sizeof(ofn));
ofn.lStructSize = sizeof(ofn);
ofn.hwndOwner = NULL;
ofn.lpstrFile = szFile;
ofn.lpstrFile[0] = '\0';
ofn.nMaxFile = sizeof(szFile);
ofn.lpstrFilter = L"Texture\0*.png\0";
ofn.nFilterIndex = 1;
ofn.lpstrFileTitle = NULL;
ofn.nMaxFileTitle = 0;
ofn.lpstrInitialDir = NULL;
ofn.Flags = OFN_PATHMUSTEXIST | OFN_FILEMUSTEXIST;
if (GetOpenFileName(&ofn))
{
// Load the selected texture
object->ChangeTexture(m_device, m_deviceContext, ofn.lpstrFile, count);
}
}
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Image((ImTextureID)texture, ImVec2(256, 256));
ImGui::EndTooltip();
}
if (count < textureCategories.size() - 1)
{
ImGui::SameLine();
}
}
}
ImGui::Separator();
// Delete button
std::string deleteLabel = "Delete##" + std::to_string(index);
if (ImGui::Button(deleteLabel.c_str()))
{
app->DeleteKobject(index);
}
// Shader selection
std::string shaderLabel = "Shader##" + std::to_string(index);
// Radio buttons for shader options
Object::ShaderType activeShader = object->GetActiveShader();
if (ImGui::RadioButton("Enable Lighting", activeShader == Object::LIGHTING))
{
object->SetActiveShader(Object::LIGHTING);
}
if (ImGui::RadioButton("Enable Cel Shading", activeShader == Object::CEL_SHADING))
{
object->SetActiveShader(Object::CEL_SHADING);
}
if (ImGui::RadioButton("Enable Normal Mapping", activeShader == Object::NORMAL_MAPPING))
{
object->SetActiveShader(Object::NORMAL_MAPPING);
}
if (ImGui::RadioButton("Enable Specular Mapping", activeShader == Object::SPECULAR_MAPPING))
{
object->SetActiveShader(Object::SPECULAR_MAPPING);
}
ImGui::Separator();
// Physics
std::string physicsLabel = "Physics##" + std::to_string(index);
if (ImGui::Checkbox(physicsLabel.c_str(), &m_isPhyiscsEnabled))
{
object->SetPhysicsEnabled(m_isPhyiscsEnabled);
}
// 3 radio button on the same line to set the ObjectType
std::string typeLabel = "Type##" + std::to_string(index);
ObjectType type = object->GetType();
if (ImGui::RadioButton("None", type == ObjectType::Unknown))
{
object->SetType(ObjectType::Unknown);
}
ImGui::SameLine();
if (ImGui::RadioButton("Cube", type == ObjectType::Cube))
{
object->SetType(ObjectType::Cube);
}
ImGui::SameLine();
if (ImGui::RadioButton("Sphere", type == ObjectType::Sphere))
{
object->SetType(ObjectType::Sphere);
}
ImGui::Separator();
// Demo spinning
std::string demoLabel = "Demo spinning##" + std::to_string(index);
ImGui::Checkbox(demoLabel.c_str(), &object->m_demoSpinning);
}
index++;
}
ImGui::End();
}
void imguiManager::WidgetTerrainWindow(ApplicationClass* app)
{
ImGui::Begin("Terrain", &showTerrainWindow);
ImGui::Text("Number of terrain cubes: %d", app->GetTerrainCubeCount());
ImGui::Separator();
if (ImGui::Button("Generate Terrain"))
{
app->GenerateTerrain();
}
ImGui::SameLine();
if (ImGui::Button("Delete All Terrain Cubes"))
{
app->DeleteTerrain();
}
ImGui::End();
}
bool imguiManager::ImGuiWidgetRenderer(ApplicationClass* app)
{
// Start the Dear ImGui frame
NewFrame();
// Setup the dockspace
SetupDockspace();
//ImGui Widget
ImGui::Begin("Khaotic Engine", NULL);
float speed = app->GetSpeed();
WidgetSpeedSlider(&speed);
app->SetSpeed(speed);
WidgetButton();
WidgetFPS();
WidgetAddObject(app);
ImGui::Separator();
// Add buttons for opening windows
if (ImGui::Button("Open Object Window"))
{
showObjectWindow = true;
}
if (ImGui::Button("Open Terrain Window"))
{
showTerrainWindow = true;
}
if (ImGui::Button("Open Light Window"))
{
showLightWindow = true;
}
if (ImGui::Button("Open Shader Window"))
{
showShaderWindow = true;
}
if (ImGui::Button("Open Engine Settings Window"))
{
showEngineSettingsWindow = true;
}
if (ImGui::Button("Open Log Window"))
{
showLogWindow = true;
}
ImGui::End();
// Show windows if their corresponding variables are true
if (showObjectWindow)
{
WidgetObjectWindow(app);
}
if (showTerrainWindow)
{
WidgetTerrainWindow(app);
}
if (showLightWindow)
{
WidgetLightWindow(app);
}
if (showShaderWindow)
{
WidgetShaderWindow(app);
}
if (showEngineSettingsWindow)
{
WidgetEngineSettingsWindow(app);
}
if (showLogWindow)
{
WidgetLogWindow(app);
}
WidgetRenderWindow(app, ImVec2(800, 600));
//render imgui
Render();
return true;
}
void imguiManager::WidgetLightWindow(ApplicationClass* app)
{
ImGui::Begin("Light", &showLightWindow);
int index = 0;
for(auto& light : app->GetLights())
{
std::string headerName = "Light " + std::to_string(index);
if (ImGui::CollapsingHeader(headerName.c_str()))
{
XMVECTOR position = app->GetLightPosition(index);
XMVECTOR color = app->GetLightColor(index);
float pos[3] = { XMVectorGetX(position), XMVectorGetY(position), XMVectorGetZ(position) };
float col[3] = { XMVectorGetX(color), XMVectorGetY(color), XMVectorGetZ(color) };
std::string posLabel = "Position##" + std::to_string(index);
std::string colLabel = "Color##" + std::to_string(index);
if (ImGui::DragFloat3(posLabel.c_str(), pos))
{
app->SetLightPosition(index, XMVectorSet(pos[0], pos[1], pos[2], 0.0f));
}
if (ImGui::ColorEdit3(colLabel.c_str(), col))
{
app->SetLightColor(index, XMVectorSet(col[0], col[1], col[2], 0.0f));
}
}
index++;
};
ImGui::End();
}
void imguiManager::WidgetEngineSettingsWindow(ApplicationClass* app)
{
ImGui::Begin("Engine Settings", &showEngineSettingsWindow);
// Begining Of General Setting
ImGui::Text("General");
// Checkbox for toggling vsync globally in the application class by calling the SetVsync function in the application class when the checkbox state changes
bool vsync = app->GetVsync();
if (ImGui::Checkbox("Vsync", &vsync))
{
app->SetVsync(vsync);
}
// End Of General Setting
ImGui::Separator();
// culling section
ImGui::Text("Culling");
// float input for frustum tolerance
float frustumTolerance = app->GetFrustumTolerance();
if (ImGui::DragFloat("Frustum Tolerance", &frustumTolerance, 0.1f, 0.0f, 100.0f))
{
app->SetFrustumTolerance(frustumTolerance);
}
// End Of Culling Setting
ImGui::Separator();
// Physics section
ImGui::Text("Physics");
// Input To set the Fixed Update Interval
int physicsInterval = app->GetPhysicsTickRate();
if (ImGui::InputInt("Physics Tick Rate", &physicsInterval))
{
app->SetPhysicsTickRate(physicsInterval);
}
// Input to change the gravity on same line
XMVECTOR gravity = app->GetPhysics()->GetGravity();
float gravityValues[3] = { XMVectorGetX(gravity), XMVectorGetY(gravity), XMVectorGetZ(gravity) };
if (ImGui::DragFloat3("Gravity", gravityValues))
{
app->GetPhysics()->SetGravity(XMVectorSet(gravityValues[0], gravityValues[1], gravityValues[2], 0.0f));
}
ImGui::End();
}
void imguiManager::WidgetLogWindow(ApplicationClass* app)
{
ImGui::Begin("Log Window");
// Filtre de recherche
static ImGuiTextFilter filter;
filter.Draw("Filter ", 180);
ImGui::SameLine();
// Bouton pour ouvrir le fichier de log
if (ImGui::Button("Open Log File"))
{
ShellExecuteA(NULL, "open", Logger::Get().m_logFilePath.c_str(), NULL, NULL, SW_SHOWNORMAL);
}
// Place the menu on the same line as the filter
ImGui::SameLine();
// Menu d<>roulant pour les niveaux de log
if (ImGui::BeginMenu("Log Levels"))
{
for (size_t i = 0; i < Logger::LogLevelCount; ++i)
{
bool isVisible = !Logger::Get().m_disabledLogLevels[i];
if (ImGui::Checkbox(Logger::Get().GetLogLevelInfo(static_cast<Logger::LogLevel>(i)).name, &isVisible))
{
Logger::Get().m_disabledLogLevels[i] = !isVisible;
}
}
ImGui::EndMenu();
}
const auto& logBuffer = Logger::Get().GetLogBuffer();
std::vector<Logger::LogEntry> logfiltered;
int logCount = logBuffer.size();
// Affichage des logs filtr<74>s
ImGui::BeginChild("Log");
for (const auto& log : logBuffer)
{
if (filter.PassFilter(log.message.c_str()) && !Logger::Get().m_disabledLogLevels[static_cast<size_t>(log.level)])
{
logfiltered.push_back(log);
}
}
if (logfiltered.size() == 0)
{
ImGui::Text("No logs to display.");
}
else
{
ImGuiListClipper clipper;
clipper.Begin(logCount);
while (clipper.Step())
{
for (int i = clipper.DisplayStart; i < clipper.DisplayEnd; i++)
{
if (i < logfiltered.size()) {
const auto& log = logfiltered[i];
ImGui::TextColored(Logger::Get().GetLogLevelInfo(log.level).color, log.message.c_str());
}
}
}
clipper.End();
}
// Scroll to the bottom
if (ImGui::GetScrollY() >= ImGui::GetScrollMaxY())
{
ImGui::SetScrollHereY(1.0f);
}
ImGui::EndChild();
ImGui::End();
}
void imguiManager::WidgetRenderWindow(ApplicationClass* app, ImVec2 availableSize)
{
ImGui::Begin("Render Window");
windowSize = ImGui::GetContentRegionAvail();
app->SetWindowSize(windowSize);
// Assurez-vous que la texture est valide
RenderTextureClass* renderTexture = app->GetRenderTexture();
if (renderTexture)
{
// Obtenez la vue de la ressource shader de la texture rendue
ID3D11ShaderResourceView* texture = renderTexture->GetShaderResourceView();
// Affichez la texture dans une fen<65>tre ImGui
ImGui::Image((ImTextureID)texture, windowSize);
}
else
{
ImGui::Text("Render texture is not available.");
}
ImGui::End();
}