cool viewport
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@@ -2,7 +2,86 @@
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#include <imgui.h>
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#include <array>
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#include <optional>
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#include <sophia/components.hpp>
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#include <tuple>
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namespace {
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// Corners of the unit quad a SpriteComponent's model matrix maps to world.
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constexpr std::array<glm::vec2, 4> UNIT_QUAD{
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glm::vec2{0.f, 0.f}, glm::vec2{1.f, 0.f}, glm::vec2{1.f, 1.f},
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glm::vec2{0.f, 1.f}};
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const ImU32 SELECTION_COLOR = IM_COL32(255, 170, 40, 255);
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} // namespace
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ImVec2 ViewportPanel::ViewportTransform::worldToScreen(
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const glm::vec3& world) const {
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glm::vec4 clip = viewProjection * glm::vec4{world, 1.f};
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glm::vec2 ndc = glm::vec2{clip} / clip.w;
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// Vulkan NDC has +y pointing down, same as the screen.
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return {origin.x + (ndc.x * 0.5f + 0.5f) * size.x,
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origin.y + (ndc.y * 0.5f + 0.5f) * size.y};
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}
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glm::vec2 ViewportPanel::ViewportTransform::screenToWorld(
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const ImVec2& screen) const {
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glm::vec2 ndc{(screen.x - origin.x) / size.x * 2.f - 1.f,
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(screen.y - origin.y) / size.y * 2.f - 1.f};
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glm::vec4 world = inverseViewProjection * glm::vec4{ndc, 0.f, 1.f};
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return glm::vec2{world} / world.w;
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}
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void ViewportPanel::onUpdate(const sophia::FrameInfo&) {
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drawToolbar();
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ImGui::Separator();
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const ImVec2 origin = ImGui::GetCursorScreenPos();
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const ImVec2 size = ImGui::GetContentRegionAvail();
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if (size.x < 1.0f || size.y < 1.0f) {
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return;
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}
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ui.image(target);
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// The image doesn't take mouse input, so without this, dragging in it
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// would drag the window instead.
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ImGui::SetCursorScreenPos(origin);
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ImGui::InvisibleButton("##viewport", size);
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ImDrawList* drawList = ImGui::GetWindowDrawList();
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drawList->PushClipRect(origin, ImVec2(origin.x + size.x, origin.y + size.y),
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true);
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if (showGrid) {
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drawGrid(origin, size);
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}
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sophia::Entity camera = scene.getActiveCamera();
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if (camera && camera.hasComponent<sophia::CameraComponent>()) {
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// Use the panel's size rather than the target's: the target is resized
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// a frame late, and the mouse is over the panel.
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float aspect = size.x / size.y;
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glm::mat4 viewProjection =
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camera.getComponent<sophia::CameraComponent>().getViewProjection(
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camera.getComponent<sophia::TransformComponent>(), aspect);
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ViewportTransform viewport{origin, size, viewProjection,
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glm::inverse(viewProjection)};
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handleInput(viewport);
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drawSelection(viewport);
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}
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drawList->PopClipRect();
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ImGui::SetCursorScreenPos(ImVec2(origin.x + 8.0f, origin.y + 8.0f));
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ImGui::TextDisabled("%.0f x %.0f", size.x, size.y);
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}
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void ViewportPanel::drawToolbar() {
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const struct {
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const char* label;
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GizmoMode mode;
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@@ -17,30 +96,107 @@ void ViewportPanel::onUpdate(const sophia::FrameInfo&) {
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ImGui::SameLine();
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}
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ImGui::Checkbox("Grid", &showGrid);
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}
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ImGui::Separator();
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const ImVec2 origin = ImGui::GetCursorScreenPos();
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const ImVec2 size = ImGui::GetContentRegionAvail();
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void ViewportPanel::drawGrid(ImVec2 origin, ImVec2 size) {
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constexpr float GRID_STEP = 40.0f;
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const ImU32 gridColor = IM_COL32(255, 255, 255, 18);
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const ImVec2 end(origin.x + size.x, origin.y + size.y);
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ui.image(target);
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ImDrawList* drawList = ImGui::GetWindowDrawList();
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for (float x = GRID_STEP; x < size.x; x += GRID_STEP) {
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drawList->AddLine(ImVec2(origin.x + x, origin.y),
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ImVec2(origin.x + x, end.y), gridColor);
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}
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for (float y = GRID_STEP; y < size.y; y += GRID_STEP) {
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drawList->AddLine(ImVec2(origin.x, origin.y + y),
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ImVec2(end.x, origin.y + y), gridColor);
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}
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}
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if (showGrid) {
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constexpr float GRID_STEP = 40.0f;
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const ImU32 gridColor = IM_COL32(255, 255, 255, 18);
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for (float x = GRID_STEP; x < size.x; x += GRID_STEP) {
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drawList->AddLine(ImVec2(origin.x + x, origin.y),
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ImVec2(origin.x + x, end.y), gridColor);
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}
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for (float y = GRID_STEP; y < size.y; y += GRID_STEP) {
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drawList->AddLine(ImVec2(origin.x, origin.y + y),
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ImVec2(end.x, origin.y + y), gridColor);
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}
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void ViewportPanel::handleInput(const ViewportTransform& viewport) {
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const ImGuiIO& io = ImGui::GetIO();
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if (ImGui::IsItemActivated()) {
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selected = pick(viewport.screenToWorld(io.MousePos));
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dragging = selected && gizmoMode == GizmoMode::Move;
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}
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ImGui::SetCursorScreenPos(ImVec2(origin.x + 8.0f, origin.y + 8.0f));
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ImGui::TextDisabled("%.0f x %.0f", size.x, size.y);
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if (!ImGui::IsItemActive()) {
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dragging = false;
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return;
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}
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if (dragging && (io.MouseDelta.x != 0.f || io.MouseDelta.y != 0.f)) {
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ImVec2 previous(io.MousePos.x - io.MouseDelta.x,
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io.MousePos.y - io.MouseDelta.y);
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glm::vec2 delta =
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viewport.screenToWorld(io.MousePos) - viewport.screenToWorld(previous);
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auto& transform = selected.getComponent<sophia::TransformComponent>();
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transform.position.x += delta.x;
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transform.position.y += delta.y;
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}
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}
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void ViewportPanel::drawSelection(const ViewportTransform& viewport) {
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if (!selected) {
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return;
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}
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ImDrawList* drawList = ImGui::GetWindowDrawList();
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const auto& transform = selected.getComponent<sophia::TransformComponent>();
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if (selected.hasComponent<sophia::SpriteComponent>()) {
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glm::mat4 model =
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selected.getComponent<sophia::SpriteComponent>().getModel(transform);
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std::array<ImVec2, 4> corners;
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for (size_t i = 0; i < UNIT_QUAD.size(); i++) {
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corners[i] = viewport.worldToScreen(
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glm::vec3{model * glm::vec4{UNIT_QUAD[i], 0.f, 1.f}});
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}
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drawList->AddQuad(corners[0], corners[1], corners[2], corners[3],
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SELECTION_COLOR, 2.0f);
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}
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// Mark the transform's position (the sprite's pivot), which is also all
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// there is to show for entities without a sprite, such as the camera.
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ImVec2 center = viewport.worldToScreen(transform.position);
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drawList->AddCircle(center, 4.0f, SELECTION_COLOR, 0, 2.0f);
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}
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sophia::Entity ViewportPanel::pick(glm::vec2 world) {
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sophia::Entity best;
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std::optional<std::tuple<sophia::s32, float>> bestOrder;
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scene.forEachEntity([&](sophia::Entity entity) {
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if (!entity.hasComponent<sophia::SpriteComponent>()) {
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return;
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}
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const auto& transform = entity.getComponent<sophia::TransformComponent>();
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const auto& sprite = entity.getComponent<sophia::SpriteComponent>();
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glm::mat4 model = sprite.getModel(transform);
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// Zero size or scale; nothing to hit.
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if (glm::determinant(model) == 0.f) {
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return;
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}
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glm::vec4 local =
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glm::inverse(model) * glm::vec4{world, transform.position.z, 1.f};
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if (local.x < 0.f || local.x > 1.f || local.y < 0.f || local.y > 1.f) {
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return;
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}
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// Same ordering the renderer draws in, so this is the one on top.
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std::tuple order{sprite.sortOrder, transform.position.z};
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if (!bestOrder || order >= *bestOrder) {
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best = entity;
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bestOrder = order;
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}
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});
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return best;
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}
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