LumixEngine/src/renderer/editor/scene_view.cpp
2018-11-11 14:56:35 +01:00

705 lines
22 KiB
C++

#include "scene_view.h"
#include "editor/asset_browser.h"
#include "editor/asset_compiler.h"
#include "editor/editor_icon.h"
#include "editor/gizmo.h"
#include "editor/log_ui.h"
#include "editor/prefab_system.h"
#include "editor/render_interface.h"
#include "editor/studio_app.h"
#include "engine/crc32.h"
#include "engine/delegate_list.h"
#include "engine/engine.h"
#include "engine/path.h"
#include "engine/path_utils.h"
#include "engine/plugin_manager.h"
#include "engine/prefab.h"
#include "engine/profiler.h"
#include "engine/reflection.h"
#include "engine/resource_manager.h"
#include "engine/string.h"
#include "engine/universe/component.h"
#include "engine/universe/universe.h"
#include "engine/viewport.h"
#include "imgui/imgui.h"
#include "renderer/ffr/ffr.h"
#include "renderer/material.h"
#include "renderer/model.h"
#include "renderer/pipeline.h"
#include "renderer/render_scene.h"
#include "renderer/renderer.h"
#include "renderer/shader.h"
#include <SDL.h>
namespace Lumix
{
static const ComponentType MODEL_INSTANCE_TYPE = Reflection::getComponentType("model_instance");
static const ComponentType MESH_ACTOR_TYPE = Reflection::getComponentType("mesh_rigid_actor");
SceneView::SceneView(StudioApp& app)
: m_app(app)
, m_drop_handlers(app.getWorldEditor().getAllocator())
, m_log_ui(app.getLogUI())
, m_editor(m_app.getWorldEditor())
, m_deferred_prefab_inserts(app.getWorldEditor().getAllocator())
{
m_camera_speed = 0.1f;
m_is_mouse_captured = false;
m_show_stats = false;
Engine& engine = m_editor.getEngine();
IAllocator& allocator = engine.getAllocator();
auto* renderer = static_cast<Renderer*>(engine.getPluginManager().getPlugin("renderer"));
PipelineResource* pres = engine.getResourceManager().load<PipelineResource>(Path("pipelines/main.pln"));
m_pipeline = Pipeline::create(*renderer, pres, "SCENE_VIEW", engine.getAllocator());
m_pipeline->addCustomCommandHandler("renderSelection").callback.bind<SceneView, &SceneView::renderSelection>(this);
m_pipeline->addCustomCommandHandler("renderGizmos").callback.bind<SceneView, &SceneView::renderGizmos>(this);
m_pipeline->addCustomCommandHandler("renderIcons").callback.bind<SceneView, &SceneView::renderIcons>(this);
ResourceManagerHub& rm = engine.getResourceManager();
m_debug_shape_shader = rm.load<Shader>(Path("pipelines/debug_shape.shd"));
m_editor.universeCreated().bind<SceneView, &SceneView::onUniverseCreated>(this);
m_editor.universeDestroyed().bind<SceneView, &SceneView::onUniverseDestroyed>(this);
m_toggle_gizmo_step_action =
LUMIX_NEW(allocator, Action)("Enable/disable gizmo step", "Enable/disable gizmo step", "toggleGizmoStep");
m_toggle_gizmo_step_action->is_global = false;
m_app.addAction(m_toggle_gizmo_step_action);
m_move_forward_action = LUMIX_NEW(allocator, Action)("Move forward", "Move camera forward", "moveForward");
m_move_forward_action->is_global = false;
m_app.addAction(m_move_forward_action);
m_move_back_action = LUMIX_NEW(allocator, Action)("Move back", "Move camera back", "moveBack");
m_move_back_action->is_global = false;
m_app.addAction(m_move_back_action);
m_move_left_action = LUMIX_NEW(allocator, Action)("Move left", "Move camera left", "moveLeft");
m_move_left_action->is_global = false;
m_app.addAction(m_move_left_action);
m_move_right_action = LUMIX_NEW(allocator, Action)("Move right", "Move camera right", "moveRight");
m_move_right_action->is_global = false;
m_app.addAction(m_move_right_action);
m_move_up_action = LUMIX_NEW(allocator, Action)("Move up", "Move camera up", "moveUp");
m_move_up_action->is_global = false;
m_app.addAction(m_move_up_action);
m_move_down_action = LUMIX_NEW(allocator, Action)("Move down", "Move camera down", "moveDown");
m_move_down_action->is_global = false;
m_app.addAction(m_move_down_action);
m_camera_speed_action = LUMIX_NEW(allocator, Action)("Camera speed", "Reset camera speed", "cameraSpeed");
m_camera_speed_action->is_global = false;
m_camera_speed_action->func.bind<SceneView, &SceneView::resetCameraSpeed>(this);
m_app.addAction(m_camera_speed_action);
const ResourceType pipeline_type("pipeline");
m_app.getAssetCompiler().registerExtension("pln", pipeline_type);
}
void SceneView::resetCameraSpeed()
{
m_camera_speed = 0.1f;
}
SceneView::~SceneView()
{
m_editor.universeCreated().unbind<SceneView, &SceneView::onUniverseCreated>(this);
m_editor.universeDestroyed().unbind<SceneView, &SceneView::onUniverseDestroyed>(this);
Pipeline::destroy(m_pipeline);
m_debug_shape_shader->getResourceManager().unload(*m_debug_shape_shader);
m_pipeline = nullptr;
}
void SceneView::setScene(RenderScene* scene)
{
m_pipeline->setScene(scene);
}
void SceneView::onUniverseCreated()
{
IScene* scene = m_editor.getUniverse()->getScene(crc32("renderer"));
m_pipeline->setScene((RenderScene*)scene);
}
void SceneView::onUniverseDestroyed()
{
m_pipeline->setScene(nullptr);
}
void SceneView::processDeferPrefabInserts()
{
for (int i = m_deferred_prefab_inserts.size() - 1; i >= 0; --i)
{
DeferredPrefabInsert& defer = m_deferred_prefab_inserts[i];
if (defer.prefab->isReady())
{
m_editor.getPrefabSystem().instantiatePrefab(*defer.prefab, defer.pos, Quat::IDENTITY, 1);
defer.prefab->getResourceManager().unload(*defer.prefab);
m_deferred_prefab_inserts.erase(i);
}
}
}
void SceneView::update(float)
{
PROFILE_FUNCTION();
processDeferPrefabInserts();
if (ImGui::IsAnyItemActive()) return;
if (!m_is_open) return;
if (ImGui::GetIO().KeyCtrl) return;
int screen_x = int(ImGui::GetIO().MousePos.x);
int screen_y = int(ImGui::GetIO().MousePos.y);
bool is_inside = screen_x >= m_screen_x && screen_y >= m_screen_y && screen_x <= m_screen_x + m_width &&
screen_y <= m_screen_y + m_height;
if (!is_inside) return;
m_camera_speed = Math::maximum(0.01f, m_camera_speed + ImGui::GetIO().MouseWheel / 20.0f);
float speed = m_camera_speed;
if (ImGui::GetIO().KeyShift) speed *= 10;
m_editor.getGizmo().enableStep(m_toggle_gizmo_step_action->isActive());
if (m_move_forward_action->isActive()) m_editor.navigate(1.0f, 0, 0, speed);
if (m_move_back_action->isActive()) m_editor.navigate(-1.0f, 0, 0, speed);
if (m_move_left_action->isActive()) m_editor.navigate(0.0f, -1.0f, 0, speed);
if (m_move_right_action->isActive()) m_editor.navigate(0.0f, 1.0f, 0, speed);
if (m_move_down_action->isActive()) m_editor.navigate(0, 0, -1.0f, speed);
if (m_move_up_action->isActive()) m_editor.navigate(0, 0, 1.0f, speed);
}
void SceneView::renderIcons()
{
struct Cmd : Renderer::RenderJob
{
Cmd(IAllocator& allocator)
: data(allocator)
{}
void setup() override
{
view->m_editor.getIcons().getRenderData(&data);
}
void execute() override
{
ffr::pushDebugGroup("icons");
RenderInterface* ri = view->m_editor.getRenderInterface();
for(const EditorIcons::RenderData& i : data) {
ri->renderModel(i.model, i.mtx);
}
ffr::popDebugGroup();
}
Array<EditorIcons::RenderData> data;
SceneView* view;
};
Engine& engine = m_editor.getEngine();
Renderer* renderer = static_cast<Renderer*>(engine.getPluginManager().getPlugin("renderer"));
IAllocator& allocator = renderer->getAllocator();
Cmd* cmd = LUMIX_NEW(allocator, Cmd)(allocator);
cmd->view = this;
renderer->push(cmd);
}
void SceneView::renderSelection()
{
struct RenderJob : Renderer::RenderJob
{
RenderJob(IAllocator& allocator) : m_items(allocator) {}
void setup() override
{
const Array<EntityRef>& entities = m_editor->getSelectedEntities();
RenderScene* scene = m_pipeline->getScene();
m_mtx_uniform = ffr::allocUniform("u_model", ffr::UniformType::MAT4, 1);
const Universe& universe = scene->getUniverse();
for (EntityRef e : entities) {
if (!scene->getUniverse().hasComponent(e, MODEL_INSTANCE_TYPE)) continue;
const Model* model = scene->getModelInstanceModel(e);
if (!model || !model->isReady()) continue;
for (int i = 0; i < model->getMeshCount(); ++i) {
const Mesh& mesh = model->getMesh(i);
Item item;
item.mesh = mesh.render_data;
item.shader = mesh.material->getShader()->m_render_data;
item.mtx = universe.getRelativeMatrix(e, m_editor->getViewport().pos);
item.material_render_states = mesh.material->getRenderStates();
}
}
}
void execute() override
{
for (const Item& item : m_items) {
const Shader::Program& prog = Shader::getProgram(item.shader, 0); // TODO define
if(!prog.handle.isValid()) continue;
int attribute_map[16];
const Mesh::RenderData* rd = item.mesh;
for(uint i = 0; i < rd->vertex_decl.attributes_count; ++i) {
attribute_map[i] = prog.attribute_by_semantics[(int)rd->attributes_semantic[i]];
}
ffr::setUniformMatrix4f(m_mtx_uniform, &item.mtx.m11);
ffr::useProgram(prog.handle);
ffr::setVertexBuffer(&rd->vertex_decl, rd->vertex_buffer_handle, 0, prog.use_semantics ? attribute_map : nullptr);
ffr::setIndexBuffer(rd->index_buffer_handle);
ffr::setState(u64(ffr::StateFlags::DEPTH_TEST) | u64(ffr::StateFlags::DEPTH_WRITE) | item.material_render_states);
ffr::drawTriangles(rd->indices_count);
}
}
struct Item {
ShaderRenderData* shader;
Mesh::RenderData* mesh;
u64 material_render_states;
Matrix mtx;
};
Array<Item> m_items;
Pipeline* m_pipeline;
ffr::UniformHandle m_mtx_uniform;
WorldEditor* m_editor;
};
Engine& engine = m_editor.getEngine();
Renderer* renderer = static_cast<Renderer*>(engine.getPluginManager().getPlugin("renderer"));
IAllocator& allocator = renderer->getAllocator();
RenderJob* job = LUMIX_NEW(allocator, RenderJob)(allocator);
job->m_pipeline = m_pipeline;
job->m_editor = &m_editor;
renderer->push(job);
}
void SceneView::renderGizmos()
{
struct Cmd : Renderer::RenderJob
{
Cmd(IAllocator& allocator)
: data(allocator)
{}
void setup() override
{
viewport = view->m_editor.getViewport();
view->m_editor.getGizmo().getRenderData(&data, viewport);
Engine& engine = view->m_editor.getEngine();
renderer = static_cast<Renderer*>(engine.getPluginManager().getPlugin("renderer"));
model_uniform = ffr::allocUniform("u_model", ffr::UniformType::MAT4, 1);
}
void execute() override
{
if (data.cmds.empty()) return;
const ffr::ProgramHandle prg = Shader::getProgram(shader, 0).handle;
if (!prg.isValid()) return;
ffr::VertexDecl vertex_decl;
vertex_decl.addAttribute(3, ffr::AttributeType::FLOAT, false, false);
vertex_decl.addAttribute(4, ffr::AttributeType::U8, true, false);
renderer->beginProfileBlock("gizmos");
ffr::pushDebugGroup("gizmos");
ffr::setState(u64(ffr::StateFlags::DEPTH_TEST) | u64(ffr::StateFlags::DEPTH_WRITE));
for(Gizmo::RenderData::Cmd& cmd : data.cmds) {
Renderer::TransientSlice ib = renderer->allocTransient(cmd.indices_count * sizeof(u16));
Renderer::TransientSlice vb = renderer->allocTransient(cmd.vertices_count * sizeof(Gizmo::RenderData::Vertex));
const u16* indices = data.indices.begin() + cmd.indices_offset;
const Gizmo::RenderData::Vertex* vertices = data.vertices.begin() + cmd.vertices_offset;
memcpy(ib.ptr, indices, ib.size);
memcpy(vb.ptr, vertices, vb.size);
ffr::setUniformMatrix4f(model_uniform, &cmd.mtx.m11);
ffr::useProgram(prg);
ffr::setVertexBuffer(&vertex_decl, vb.buffer, vb.offset, nullptr);
ffr::setIndexBuffer(ib.buffer);
const ffr::PrimitiveType primitive_type = cmd.lines ? ffr::PrimitiveType::LINES : ffr::PrimitiveType::TRIANGLES;
ffr::drawElements(ib.offset / sizeof(indices[0]), cmd.indices_count, primitive_type, ffr::DataType::UINT16);
}
ffr::popDebugGroup();
renderer->endProfileBlock();
}
Renderer* renderer;
Gizmo::RenderData data;
Viewport viewport;
SceneView* view;
ShaderRenderData* shader;
ffr::UniformHandle model_uniform;
};
if (!m_debug_shape_shader || !m_debug_shape_shader->isReady()) return;
Engine& engine = m_editor.getEngine();
Renderer* renderer = static_cast<Renderer*>(engine.getPluginManager().getPlugin("renderer"));
IAllocator& allocator = renderer->getAllocator();
Cmd* cmd = LUMIX_NEW(allocator, Cmd)(allocator);
cmd->shader = m_debug_shape_shader->m_render_data;
cmd->view = this;
renderer->push(cmd);
}
void SceneView::captureMouse(bool capture)
{
if(m_is_mouse_captured == capture) return;
m_is_mouse_captured = capture;
SDL_ShowCursor(m_is_mouse_captured ? 0 : 1);
SDL_SetRelativeMouseMode(capture ? SDL_TRUE : SDL_FALSE);
if (capture) SDL_GetMouseState(&m_captured_mouse_x, &m_captured_mouse_y);
else SDL_WarpMouseInWindow(nullptr, m_captured_mouse_x, m_captured_mouse_y);
}
RayCastModelHit SceneView::castRay(float x, float y)
{
auto* scene = m_pipeline->getScene();
ASSERT(scene);
const Viewport& vp = m_editor.getViewport();
DVec3 origin;
Vec3 dir;
vp.getRay({x * vp.w, y * vp.h}, origin, dir);
return scene->castRay(origin, dir, INVALID_ENTITY);
}
void SceneView::addDropHandler(DropHandler handler)
{
m_drop_handlers.push(handler);
}
void SceneView::removeDropHandler(DropHandler handler)
{
m_drop_handlers.eraseItemFast(handler);
}
void SceneView::handleDrop(const char* path, float x, float y)
{
auto hit = castRay(x, y);
for (DropHandler handler : m_drop_handlers)
{
if (handler.invoke(m_app, x, y, hit)) return;
}
if (PathUtils::hasExtension(path, "msh"))
{
const DVec3 pos = hit.origin + (hit.is_hit ? hit.t : 1) * hit.dir;
m_editor.beginCommandGroup(crc32("insert_mesh"));
EntityRef entity = m_editor.addEntity();
m_editor.setEntitiesPositions(&entity, &pos, 1);
m_editor.selectEntities(&entity, 1, false);
m_editor.addComponent(MODEL_INSTANCE_TYPE);
auto* prop = Reflection::getProperty(MODEL_INSTANCE_TYPE, "Source");
m_editor.setProperty(MODEL_INSTANCE_TYPE, -1, *prop, &entity, 1, path, stringLength(path) + 1);
m_editor.endCommandGroup();
}
else if (PathUtils::hasExtension(path, "fab"))
{
DeferredPrefabInsert defer;
defer.pos = hit.origin + (hit.is_hit ? hit.t : 1) * hit.dir;
ResourceManagerHub& manager = m_editor.getEngine().getResourceManager();
defer.prefab = manager.load<PrefabResource>(Path(path));
m_deferred_prefab_inserts.push(defer);
}
else if (PathUtils::hasExtension(path, "phy"))
{
if (hit.is_hit && hit.entity.isValid())
{
m_editor.beginCommandGroup(crc32("insert_phy_component"));
const EntityRef e = (EntityRef)hit.entity;
m_editor.selectEntities(&e, 1, false);
m_editor.addComponent(MESH_ACTOR_TYPE);
auto* prop = Reflection::getProperty(MESH_ACTOR_TYPE, "Source");
m_editor.setProperty(MESH_ACTOR_TYPE, -1, *prop, &e, 1, path, stringLength(path) + 1);
m_editor.endCommandGroup();
}
else
{
const DVec3 pos = hit.origin + (hit.is_hit ? hit.t : 1) * hit.dir;
m_editor.beginCommandGroup(crc32("insert_phy"));
EntityRef entity = m_editor.addEntity();
m_editor.setEntitiesPositions(&entity, &pos, 1);
m_editor.selectEntities(&entity, 1, false);
m_editor.addComponent(MESH_ACTOR_TYPE);
auto* prop = Reflection::getProperty(MESH_ACTOR_TYPE, "Source");
m_editor.setProperty(MESH_ACTOR_TYPE, -1, *prop, &entity, 1, path, stringLength(path) + 1);
m_editor.endCommandGroup();
}
}
else if (hit.is_hit && PathUtils::hasExtension(path, "mat") && hit.mesh)
{
const EntityRef e = (EntityRef)hit.entity;
m_editor.selectEntities(&e, 1, false);
RenderScene* scene = m_pipeline->getScene();
Model* model = scene->getModelInstanceModel(e);
int mesh_index = 0;
for (int i = 0; i < model->getMeshCount(); ++i)
{
if (&model->getMesh(i) == hit.mesh)
{
mesh_index = i;
break;
}
}
auto* prop= Reflection::getProperty(MODEL_INSTANCE_TYPE, "Materials", "Source");
m_editor.setProperty(MODEL_INSTANCE_TYPE, mesh_index, *prop, &e, 1, path, stringLength(path) + 1);
}
}
void SceneView::onToolbar()
{
static const char* actions_names[] = { "setTranslateGizmoMode",
"setRotateGizmoMode",
"setLocalCoordSystem",
"setGlobalCoordSystem",
"setPivotCenter",
"setPivotOrigin",
"viewTop",
"viewFront",
"viewSide" };
auto pos = ImGui::GetCursorScreenPos();
if (ImGui::BeginToolbar("scene_view_toolbar", pos, ImVec2(0, 24)))
{
for (auto* action_name : actions_names)
{
auto* action = m_app.getAction(action_name);
action->toolbarButton();
}
}
m_app.getAction("cameraSpeed")->toolbarButton();
ImGui::PushItemWidth(50);
ImGui::SameLine();
float offset = (24 - ImGui::GetTextLineHeightWithSpacing()) / 2;
pos = ImGui::GetCursorPos();
pos.y += offset;
ImGui::SetCursorPos(pos);
ImGui::DragFloat("##camera_speed", &m_camera_speed, 0.1f, 0.01f, 999.0f, "%.2f");
int step = m_editor.getGizmo().getStep();
Action* mode_action;
if (m_editor.getGizmo().isTranslateMode())
{
mode_action = m_app.getAction("setTranslateGizmoMode");
}
else
{
mode_action = m_app.getAction("setRotateGizmoMode");
}
ImGui::SameLine();
pos = ImGui::GetCursorPos();
pos.y -= offset;
ImGui::SetCursorPos(pos);
ImVec4 tint_color = ImGui::GetStyle().Colors[ImGuiCol_Text];
const ffr::TextureHandle t = *(ffr::TextureHandle*)mode_action->icon;
ImGui::Image((void*)(uintptr_t)t.value, ImVec2(24, 24), ImVec2(0, 0), ImVec2(1, 1), tint_color);
if (ImGui::IsItemHovered()) ImGui::SetTooltip("%s", "Snap amount");
ImGui::SameLine();
pos = ImGui::GetCursorPos();
pos.y += offset;
ImGui::SetCursorPos(pos);
if (ImGui::DragInt("##gizmoStep", &step, 1.0f, 0, 200))
{
m_editor.getGizmo().setStep(step);
}
ImGui::SameLine(0, 20);
ImGui::Checkbox("Stats", &m_show_stats);
ImGui::SameLine(0, 20);
m_pipeline->callLuaFunction("onGUI");
if (m_editor.isMeasureToolActive())
{
ImGui::SameLine(0, 20);
ImGui::Text(" | Measured distance: %f", m_editor.getMeasuredDistance());
}
ImGui::PopItemWidth();
ImGui::EndToolbar();
}
void SceneView::onWindowGUI()
{
PROFILE_FUNCTION();
m_is_open = false;
ImVec2 view_pos;
const char* title = "Scene View###Scene View";
if (m_log_ui.getUnreadErrorCount() > 0)
{
title = "Scene View | errors in log###Scene View";
}
if (ImGui::Begin(title, nullptr, ImGuiWindowFlags_NoScrollWithMouse))
{
m_is_open = true;
onToolbar();
auto size = ImGui::GetContentRegionAvail();
Viewport vp = m_editor.getViewport();
vp.w = (int)size.x;
vp.h = (int)size.y;
m_editor.setViewport(vp);
m_pipeline->setViewport(vp);
m_pipeline->render();
m_editor.inputFrame();
m_texture_handle = m_pipeline->getOutput();
if (size.x > 0 && size.y > 0)
{
auto cursor_pos = ImGui::GetCursorScreenPos();
m_screen_x = int(cursor_pos.x);
m_screen_y = int(cursor_pos.y);
m_width = int(size.x);
m_height = int(size.y);
auto content_min = ImGui::GetCursorScreenPos();
if(m_texture_handle.isValid()) {
void* t = (void*)(uintptr_t)m_texture_handle.value;
if (ffr::isOriginBottomLeft()) {
ImGui::Image(t, size, ImVec2(0, 1), ImVec2(1, 0));
}
else {
ImGui::Image(t, size);
}
}
if (ImGui::BeginDragDropTarget())
{
if (auto* payload = ImGui::AcceptDragDropPayload("path"))
{
float x = (ImGui::GetMousePos().x - content_min.x) / size.x;
float y = (ImGui::GetMousePos().y - content_min.y) / size.y;
handleDrop((const char*)payload->Data, x, y);
}
ImGui::EndDragDropTarget();
}
view_pos = content_min;
bool handle_input = ImGui::IsItemHovered();
if(handle_input)
{
const SDL_Event* events = m_app.getEvents();
for (int i = 0, c = m_app.getEventsCount(); i < c; ++i)
{
SDL_Event event = events[i];
switch (event.type)
{
case SDL_MOUSEBUTTONDOWN:
{
ImGui::ResetActiveID();
if (event.button.button == SDL_BUTTON_RIGHT) captureMouse(true);
Vec2 rel_mp = { (float)event.button.x, (float)event.button.y };
rel_mp.x -= m_screen_x;
rel_mp.y -= m_screen_y;
m_editor.onMouseDown((int)rel_mp.x, (int)rel_mp.y, (MouseButton::Value)event.button.button);
}
break;
case SDL_MOUSEBUTTONUP:
{
if (event.button.button == SDL_BUTTON_RIGHT) captureMouse(false);
Vec2 rel_mp = { (float)event.button.x, (float)event.button.y };
rel_mp.x -= m_screen_x;
rel_mp.y -= m_screen_y;
m_editor.onMouseUp((int)rel_mp.x, (int)rel_mp.y, (MouseButton::Value)event.button.button);
}
break;
case SDL_MOUSEMOTION:
{
Vec2 rel_mp = {(float)event.motion.x, (float)event.motion.y};
rel_mp.x -= m_screen_x;
rel_mp.y -= m_screen_y;
m_editor.onMouseMove((int)rel_mp.x, (int)rel_mp.y, (int)event.motion.xrel, (int)event.motion.yrel);
}
break;
}
}
}
}
}
else {
m_editor.inputFrame();
}
ImGui::End();
// TODO
/*
if(m_show_stats && m_is_open)
{
float toolbar_height = 24 + ImGui::GetStyle().FramePadding.y * 2;
view_pos.x += ImGui::GetStyle().FramePadding.x;
view_pos.y += ImGui::GetStyle().FramePadding.y + toolbar_height;
ImGui::SetNextWindowPos(view_pos);
auto col = ImGui::GetStyle().Colors[ImGuiCol_WindowBg];
col.w = 0.3f;
ImGui::PushStyleColor(ImGuiCol_WindowBg, col);
if (ImGui::Begin("###stats_overlay",
nullptr,
ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_AlwaysAutoResize |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoSavedSettings))
{
const bgfx::Stats* bgfx_stats = bgfx::getStats();
const auto& stats = m_pipeline->getStats();
ImGui::LabelText("Draw calls (scene view only)", "%d", stats.draw_call_count);
ImGui::LabelText("Instances (scene view only)", "%d", stats.instance_count);
char buf[30];
toCStringPretty(stats.triangle_count, buf, lengthOf(buf));
ImGui::LabelText("Triangles (scene view only)", "%s", buf);
ImGui::LabelText("GPU memory used", "%dMB", int(bgfx_stats->gpuMemoryUsed / (1024 * 1024)));
ImGui::LabelText("Resolution", "%dx%d", m_pipeline->getWidth(), m_pipeline->getHeight());
ImGui::LabelText("FPS", "%.2f", m_editor.getEngine().getFPS());
double cpu_time = 1000 * bgfx_stats->cpuTimeFrame / (double)bgfx_stats->cpuTimerFreq;
double gpu_time = 1000 * (bgfx_stats->gpuTimeEnd - bgfx_stats->gpuTimeBegin) / (double)bgfx_stats->gpuTimerFreq;
double wait_submit_time = 1000 * bgfx_stats->waitSubmit / (double)bgfx_stats->cpuTimerFreq;
double wait_render_time = 1000 * bgfx_stats->waitRender / (double)bgfx_stats->cpuTimerFreq;
ImGui::LabelText("CPU time", "%.2f", cpu_time);
ImGui::LabelText("GPU time", "%.2f", gpu_time);
ImGui::LabelText("Waiting for submit", "%.2f", wait_submit_time);
ImGui::LabelText("Waiting for render thread", "%.2f", wait_render_time);
}
ImGui::End();
ImGui::PopStyleColor();
}*/
}
} // namespace Lumix