Files
Nuake-custom/Nuake/src/Window.cpp
2025-01-10 23:36:25 -05:00

562 lines
17 KiB
C++

#include "Window.h"
#include "Engine.h"
#include "src/Resource/Project.h"
#include "src/Core/Maths.h"
#include "src/Rendering/Renderer.h"
#include "src/Rendering/Buffers/Framebuffer.h"
#include "src/Scene/Scene.h"
#include "src/Rendering/Vulkan/VulkanRenderer.h"
#include "src/Resource/StaticResources.h"
#include <glad/glad.h>
#include <GLFW/glfw3.h>
#include <glm/gtc/type_ptr.hpp>
#include <glm/gtx/matrix_decompose.hpp>
#include <imgui/imgui.h>
#include <imgui/imgui_impl_glfw.h>
#include <imgui/imgui_impl_opengl3.h>
#include <Tracy.hpp>
using namespace Nuake;
Window::Window() :
title(DEFAULT_TITLE),
width(DEFAULT_WIDTH),
height(DEFAULT_HEIGHT)
{
Init();
Renderer::Init();
}
Ref<Window> Window::Get()
{
static Ref<Window> instance;
if (instance == nullptr)
{
instance = CreateRef<Window>();
}
return instance;
}
GLFWwindow* Window::GetHandle()
{
return this->window;
}
bool Window::ShouldClose()
{
return glfwWindowShouldClose(this->window);
}
int Window::Init()
{
if (!glfwInit())
{
Logger::Log("GLFW initialization failed", "window", CRITICAL);
return -1;
}
ShowTitleBar(false);
#ifdef NK_VK
glfwWindowHint(GLFW_CLIENT_API, GLFW_NO_API);
#endif
this->window = glfwCreateWindow(width, height, title.c_str(), NULL, NULL);
if (!this->window)
{
Logger::Log("Window creation failed", "window", CRITICAL);
return -1;
}
SetWindowIcon("resources/Images/nuake-logo.png");
glfwMakeContextCurrent(this->window);
//SetVSync(false);
#ifndef NK_VK
if (!gladLoadGLLoader((GLADloadproc)glfwGetProcAddress))
{
Logger::Log("glad initialization failed!", "window", CRITICAL);
return -1;
}
Logger::Log("Driver detected " + std::string(((char*)glGetString(GL_VERSION))), "window");
#endif
//if (glfwRawMouseMotionSupported())
// glfwSetInputMode(this->window, GLFW_RAW_MOUSE_MOTION, GLFW_TRUE);
//
//// TODO: Move this to renderer init. The window shouldnt have to do gl calls.
//glfwWindowHint(GLFW_SAMPLES, 4);
//glfwWindowHint(GLFW_CONTEXT_VERSION_MAJOR, 3);
//glfwWindowHint(GLFW_CONTEXT_VERSION_MINOR, 3);
//glfwWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE); // To make MacOS happy; should not be needed
//glfwWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
glfwSetWindowUserPointer(window, this);
glfwSetWindowCloseCallback(window, [](GLFWwindow* nativeWindow)
{
Window* window = reinterpret_cast<Window*>(glfwGetWindowUserPointer(nativeWindow));
window->OnWindowClosed(*window);
});
glfwSetWindowFocusCallback(window, [](GLFWwindow* nativeWindow, int focused)
{
Window* window = reinterpret_cast<Window*>(glfwGetWindowUserPointer(nativeWindow));
window->OnWindowFocused(*window, static_cast<bool>(focused));
});
glfwSetDropCallback(window, [](GLFWwindow* nativeWindow, int count, const char** paths)
{
std::vector<std::string> filePaths;
filePaths.reserve(count);
int i;
for (i = 0; i < count; i++)
{
std::string filePath = std::string(paths[i]);
filePaths.push_back(filePath);
}
Window* window = reinterpret_cast<Window*>(glfwGetWindowUserPointer(nativeWindow));
window->OnDragNDropCallback(*window, filePaths);
});
glfwSetTitlebarHitTestCallback(window, [](GLFWwindow* nativeWindow, int x, int y, int* hit)
{
bool isHit = false;
Window* window = reinterpret_cast<Window*>(glfwGetWindowUserPointer(nativeWindow));
window->TitlebarHitTest(*window, x, y, isHit);
*hit = isHit;
});
#ifndef NK_VK
// TODO: have clear color in environnement.
glClearColor(0.f, 0.f, 0.f, 1.0f);
glEnable(GL_TEXTURE_CUBE_MAP_SEAMLESS);
glEnable(GL_DEPTH_TEST);
glEnable(GL_MULTISAMPLE);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
#endif // NK_VK
const Vector2 defaultResolution = Vector2(1, 1);
this->framebuffer = CreateRef<FrameBuffer>(true, defaultResolution);
Ref<Texture> outputTexture = CreateRef<Texture>(defaultResolution, GL_RGB);
outputTexture->SetParameter(GL_TEXTURE_MIN_FILTER, GL_NEAREST);
outputTexture->SetParameter(GL_TEXTURE_MAG_FILTER, GL_NEAREST);
this->framebuffer->SetTexture(outputTexture);
this->framebuffer->SetTexture(CreateRef<Texture>(defaultResolution, GL_RED_INTEGER, GL_R32I, GL_INT), GL_COLOR_ATTACHMENT1); // Entity ID
//glEnable(GL_CULL_FACE);
// Create viewports
//InitImgui();
//Logger::Log("ImGui initialized ", "renderer");
return 0;
}
void Window::Update(Timestep ts)
{
this->scene->Update(ts);
}
void Window::FixedUpdate(Timestep ts)
{
this->scene->FixedUpdate(ts);
}
void Window::Draw()
{
ZoneScoped;
// Dont render if no scene is loaded.
if (!this->scene)
{
return;
}
// Dont render if no cam is found.
Ref<Camera> cam = this->scene->GetCurrentCamera();
if (!cam)
{
return;
}
// We cannot render to a framebuffer that is smaller than 1x1.
Vector2 size = this->framebuffer->GetSize();
size.x = std::max(size.x, 1.0f);
size.y = std::max(size.y, 1.0f);
cam->AspectRatio = size.x / size.y;
if (Engine::IsPlayMode())
{
ZoneScopedN("PIE Draw");
this->scene->Draw(*this->framebuffer.get());
}
else
{
ZoneScopedN("Non-playmode Draw");
float resolutionScale = glm::clamp(Engine::GetProject()->Settings.ResolutionScale, 0.5f, 2.0f);
this->scene->m_EditorCamera->OnWindowResize(size.x * resolutionScale, size.y * resolutionScale);
VkRenderer::Get().BeginScene(scene->m_EditorCamera->ID);
this->scene->Draw(*this->framebuffer.get(), this->scene->m_EditorCamera->GetPerspective(), this->scene->m_EditorCamera->GetTransform());
}
//glEnable(GL_DEPTH_TEST);
Renderer::EndDraw();
}
void Window::EndDraw()
{
{
ZoneScopedN("ImGui::EndFrame");
ImGui::EndFrame();
}
{
ZoneScopedN("ImGui::Render");
ImGui::Render();
}
auto& vkRenderer = VkRenderer::Get();
GPUResources::Get().RecreateBindlessTextures();
if(vkRenderer.Draw())
{
// Render whatever we want in here :)
if (auto scene = GetScene(); scene != nullptr)
{
RenderContext ctx
{
scene,
vkRenderer.GetCurrentCmdBuffer(),
Vector2{},
scene->GetCurrentCamera()->ID
};
vkRenderer.DrawScene(ctx);
}
}
vkRenderer.EndDraw();
//ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData());
if (ImGui::GetIO().ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
{
GLFWwindow* backup_current_context = glfwGetCurrentContext();
ImGui::UpdatePlatformWindows();
ImGui::RenderPlatformWindowsDefault();
glfwMakeContextCurrent(backup_current_context);
}
{
ZoneScopedN("SwapBuffers");
glfwSwapBuffers(this->window);
}
ZoneScopedN("glfwPollEvents");
glfwPollEvents();
}
Ref<FrameBuffer> Window::GetFrameBuffer() const
{
return this->framebuffer;
}
Vector2 Window::GetSize() const
{
int w, h = 0;
glfwGetWindowSize(this->window, &w, &h);
return Vector2(w, h);
}
void Window::SetSize(const Vector2& size)
{
this->width = static_cast<int32_t>(size.x);
this->height = static_cast<int32_t>(size.y);
glfwSetWindowSize(this->window, this->width, this->height);
}
void Window::SetPosition(const Vector2& position)
{
this->position = position;
glfwSetWindowPos(this->window, static_cast<int>(position.x), static_cast<int>(position.y));
}
void Window::SetMonitor(int monitorIdx)
{
int monitorCount;
GLFWmonitor** monitors = glfwGetMonitors(&monitorCount);
if (monitorIdx <= monitorCount)
{
const auto monitor = *(monitors + monitorIdx);
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
int monitorX, monitorY;
glfwGetMonitorPos(monitor, &monitorX, &monitorY);
// Calculate the center of the monitor
int monitorWidth, monitorHeight;
glfwGetMonitorPhysicalSize(monitor, &monitorWidth, &monitorHeight);
// Convert physical size to pixels (assuming a DPI scale factor of 1.0)
monitorWidth = static_cast<int>(monitorWidth * 96.0f / 25.4f);
monitorHeight = static_cast<int>(monitorHeight * 96.0f / 25.4f);
// Center the window on the new monitor
int windowX = monitorX + (monitorWidth - this->width) / 2;
int windowY = monitorY + (monitorHeight - this->height) / 2;
glfwSetWindowMonitor(this->window, nullptr, windowX, windowY, this->width, this->height, GLFW_DONT_CARE);
}
}
void Window::Center()
{
const int windowWidth = 640;
const int windowHeight = 360;
// Get the primary monitor's video mode
const GLFWvidmode* mode = glfwGetVideoMode(glfwGetPrimaryMonitor());
// Calculate the position to center the window
const int xPos = (mode->width - this->width) / 2;
const int yPos = (mode->height - this->height) / 2;
// Set the window's position
Nuake::Window::Get()->SetSize({ this->width, this->height });
Nuake::Window::Get()->SetPosition({ xPos, yPos });
}
Ref<Scene> Window::GetScene()
{
return this->scene;
}
bool Window::SetScene(Ref<Scene> newScene)
{
//windowSetSceneDelegate.Broadcast(scene, newScene);
scene = newScene;
return true;
}
void Window::SetTitle(const std::string& title)
{
this->title = title;
glfwSetWindowTitle(this->window, this->title.c_str());
}
std::string Window::GetTitle()
{
return this->title;
}
void Window::ShowTitleBar(bool visible)
{
glfwWindowHint(GLFW_TITLEBAR, visible);
}
void Window::SetWindowIcon(const std::string& path)
{
GLFWimage images[1];
images[0].pixels = stbi_load_from_memory(StaticResources::Resources_Images_editor_icon_png, StaticResources::Resources_Images_editor_icon_png_len, &images[0].width, &images[0].height, 0, 4);
glfwSetWindowIcon(this->window, 1, images);
stbi_image_free(images[0].pixels);
}
void Window::SetVSync(bool enabled)
{
glfwSwapInterval(enabled ? 1 : 0);
}
void Window::SetDecorated(bool enabled)
{
glfwSetWindowAttrib(this->window, GLFW_DECORATED, enabled);
}
void Window::SetFullScreen(bool enabled)
{
const auto monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
glfwSetWindowMonitor(this->window, monitor, 0, 0, mode->width, mode->height, GLFW_DONT_CARE);
}
void Window::Maximize()
{
const auto monitor = glfwGetPrimaryMonitor();
const GLFWvidmode* mode = glfwGetVideoMode(monitor);
SetSize({mode->width, mode->height});
Center();
glfwMaximizeWindow(this->window);
}
bool Window::IsMaximized()
{
return (bool)glfwGetWindowAttrib(window, GLFW_MAXIMIZED);
}
void Window::SetOnWindowFocusedCallback(std::function<void(Window& window, bool focused)> callback)
{
onWindowFocusedCallback = callback;
}
void Window::SetOnWindowClosedCallback(std::function<void(Window& window)> callback)
{
onWindowClosedCallback = callback;
}
void Window::SetOnDragNDropCallback(std::function<void(Window&, const std::vector<std::string>& paths)> callback)
{
onDragNDropCallback = callback;
}
void Window::SetTitlebarHitTestCallback(std::function<void(Window&, int x, int y, bool&hit)> callback)
{
titleBarHitTestCallback = callback;
}
void Window::OnWindowFocused(Window& window, bool focused)
{
if (onWindowFocusedCallback)
{
onWindowFocusedCallback(window, focused);
}
}
void Window::OnWindowClosed(Window& window)
{
if (onWindowClosedCallback)
{
onWindowClosedCallback(window);
}
}
void Window::OnDragNDropCallback(Window& window, const std::vector<std::string>& paths)
{
if (onDragNDropCallback)
{
onDragNDropCallback(window, paths);
}
}
void Window::TitlebarHitTest(Window& window, int x, int y, bool& hit)
{
if (titleBarHitTestCallback)
{
titleBarHitTestCallback(window, x, y, hit);
}
}
void Window::InitImgui()
{
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
io.Fonts->AddFontFromMemoryTTF(StaticResources::Resources_Fonts_Poppins_Regular_ttf, StaticResources::Resources_Fonts_Poppins_Regular_ttf_len, 16.0);
io.ConfigFlags |= ImGuiConfigFlags_DockingEnable;
//io.ConfigFlags |= ImGuiConfigFlags_ViewportsEnable;
ImGui::StyleColorsDark();
ImGuiStyle& s = ImGui::GetStyle();
s.WindowMenuButtonPosition = ImGuiDir_None;
s.GrabRounding = 2.0f;
s.CellPadding = ImVec2(8, 8);
s.WindowPadding = ImVec2(4, 4);
s.ScrollbarRounding = 9.0f;
s.ScrollbarSize = 15.0f;
s.GrabMinSize = 32.0f;
s.TabRounding = 0;
s.WindowRounding = 4.0f;
s.ChildRounding = 4.0f;
s.FrameRounding = 4.0f;
s.GrabRounding = 0;
s.FramePadding = ImVec2(8, 4);
s.ItemSpacing = ImVec2(8, 4);
s.ItemInnerSpacing = ImVec2(4, 4);
s.TabRounding = 4.0f;
s.WindowBorderSize = 0.0f;
s.IndentSpacing = 12.0f;
s.ChildBorderSize = 0.0f;
s.PopupRounding = 4.0f;
s.FrameBorderSize = 0.0f;
ImVec4* colors = ImGui::GetStyle().Colors;
colors[ImGuiCol_Text] = ImVec4(1.00f, 1.00f, 1.00f, 1.00f);
colors[ImGuiCol_TextDisabled] = ImVec4(0.50f, 0.50f, 0.50f, 1.00f);
colors[ImGuiCol_WindowBg] = ImVec4(0.148f, 0.148f, 0.148f, 1.00f);
colors[ImGuiCol_ChildBg] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f);
colors[ImGuiCol_PopupBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.94f);
colors[ImGuiCol_Border] = ImVec4(0.11f, 0.11f, 0.11f, 1.00f);
colors[ImGuiCol_BorderShadow] = ImVec4(0.00f, 0.00f, 0.00f, 0.00f);
colors[ImGuiCol_FrameBg] = ImVec4(0.08f, 0.08f, 0.08f, 1.00f);
colors[ImGuiCol_FrameBgHovered] = ImVec4(0.09f, 0.09f, 0.09f, 1.00f);
colors[ImGuiCol_FrameBgActive] = ImVec4(0.13f, 0.13f, 0.13f, 1.00f);
colors[ImGuiCol_TitleBg] = ImVec4(0.08f, 0.08f, 0.08f, 1.00f);
colors[ImGuiCol_TitleBgActive] = ImVec4(0.078f, 0.078f, 0.078f, 1.00f);
colors[ImGuiCol_TitleBgCollapsed] = ImVec4(0.00f, 0.00f, 0.00f, 0.51f);
colors[ImGuiCol_MenuBarBg] = ImVec4(0.08f, 0.08f, 0.08f, 1.00f);
colors[ImGuiCol_ScrollbarBg] = ImVec4(0.08f, 0.08f, 0.08f, 0.00f);
colors[ImGuiCol_ScrollbarGrab] = ImVec4(0.34f, 0.34f, 0.34f, 1.00f);
colors[ImGuiCol_ScrollbarGrabHovered] = ImVec4(0.29f, 0.29f, 0.29f, 1.00f);
colors[ImGuiCol_ScrollbarGrabActive] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f);
colors[ImGuiCol_CheckMark] = ImVec4(0.55f, 0.76f, 0.29f, 1.00f);
colors[ImGuiCol_SliderGrab] = ImVec4(0.55f, 0.76f, 0.29f, 1.00f);
colors[ImGuiCol_SliderGrabActive] = ImVec4(0.55f, 0.76f, 0.29f, 1.00f);
colors[ImGuiCol_Button] = ImVec4(0.22f, 0.22f, 0.22f, 1.00f);
colors[ImGuiCol_ButtonHovered] = ImVec4(0.19f, 0.19f, 0.19f, 1.00f);
colors[ImGuiCol_ButtonActive] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f);
colors[ImGuiCol_Header] = ImVec4(0.18f, 0.18f, 0.18f, 1.00f);
colors[ImGuiCol_HeaderHovered] = ImVec4(0.16f, 0.16f, 0.16f, 1.00f);
colors[ImGuiCol_HeaderActive] = ImVec4(0.12f, 0.12f, 0.12f, 1.00f);
colors[ImGuiCol_Separator] = ImVec4(0.08f, 0.08f, 0.08f, 1.00f);
colors[ImGuiCol_SeparatorHovered] = ImVec4(0.10f, 0.10f, 0.10f, 0.78f);
colors[ImGuiCol_SeparatorActive] = ImVec4(0.00f, 0.00f, 0.00f, 1.00f);
colors[ImGuiCol_ResizeGrip] = ImVec4(0.26f, 0.59f, 0.98f, 0.00f);
colors[ImGuiCol_ResizeGripHovered] = ImVec4(0.26f, 0.59f, 0.98f, 0.00f);
colors[ImGuiCol_ResizeGripActive] = ImVec4(0.26f, 0.59f, 0.98f, 0.00f);
colors[ImGuiCol_Tab] = ImVec4(0.08f, 0.08f, 0.08f, 1.00f);
colors[ImGuiCol_TabHovered] = ImVec4(0.19f, 0.19f, 0.19f, 1.00f);
colors[ImGuiCol_TabActive] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f);
colors[ImGuiCol_TabUnfocused] = ImVec4(0.08f, 0.08f, 0.08f, 1.00f);
colors[ImGuiCol_TabUnfocusedActive] = ImVec4(0.15f, 0.15f, 0.15f, 1.00f);
colors[ImGuiCol_DockingPreview] = ImVec4(0.55f, 0.76f, 0.29f, 1.00f);
colors[ImGuiCol_DockingEmptyBg] = ImVec4(0.20f, 0.20f, 0.20f, 1.00f);
colors[ImGuiCol_PlotLines] = ImVec4(0.61f, 0.61f, 0.61f, 1.00f);
colors[ImGuiCol_PlotLinesHovered] = ImVec4(1.00f, 0.43f, 0.35f, 1.00f);
colors[ImGuiCol_PlotHistogram] = ImVec4(0.90f, 0.70f, 0.00f, 1.00f);
colors[ImGuiCol_PlotHistogramHovered] = ImVec4(1.00f, 0.60f, 0.00f, 1.00f);
colors[ImGuiCol_Border] = ImVec4(0.078f, 0.078f, 0.078f, 1.00f);
colors[ImGuiCol_TableHeaderBg] = ImVec4(0.19f, 0.19f, 0.19f, 1.00f);
colors[ImGuiCol_TableBorderStrong] = ImVec4(0.11f, 0.11f, 0.11f, 1.00f);
colors[ImGuiCol_TableBorderLight] = ImVec4(0.11f, 0.11f, 0.11f, 1.00f);
colors[ImGuiCol_TableRowBg] = ImVec4(0.11f, 0.11f, 0.11f, 1.00f);
colors[ImGuiCol_TableRowBgAlt] = ImVec4(0.93f, 0.27f, 0.27f, 0.00f);
colors[ImGuiCol_TextSelectedBg] = ImVec4(0.08f, 0.49f, 0.97f, 0.28f);
colors[ImGuiCol_DragDropTarget] = ImVec4(0.55f, 0.76f, 0.29f, 1.00f);
colors[ImGuiCol_NavHighlight] = ImVec4(0.26f, 0.59f, 0.98f, 1.00f);
colors[ImGuiCol_NavWindowingHighlight] = ImVec4(1.00f, 1.00f, 1.00f, 0.70f);
colors[ImGuiCol_NavWindowingDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.20f);
colors[ImGuiCol_ModalWindowDimBg] = ImVec4(0.80f, 0.80f, 0.80f, 0.35f);
ImGui_ImplGlfw_InitForOpenGL(this->window, true);
ImGui_ImplOpenGL3_Init("#version 330");
}