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WickedEngine/Example_ImGui/Example_ImGui.cpp
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Turánszki János 0fdc67dcd0 DX12 custom root signatures (#372)
* dx12: abandoned shader reflection, added support for custom root signatures, removed dxcompiler dependency

* removed dll copies from build scripts

* update

* updates

* updates

* fix

* update

* update

* updates

* added custom root signatures to some passes

* fix

* updates

* comment fix

* allow shaders to not have root signatures, if they are part of a pipeline which has root signature for an other shader

* root signature optimizer

* batched descriptor null initializer

* shader updates

* update

* put the atmospheric sky update to async compute

* improved debug of root constant - push constant data size mismatch

* bitwise root param iteration

* added superluminal perf api

* performance api will be optional

* async updaterenderdata fixes

* fixes

* fixes

* occludee update

* raytraced reflection implementation with ray query instead of rt pipeline

* alwaysactive

* shadercompiler enable old d3dcompiler because why not, it's only loaded on demand now

* removed common sampler api

* root signature simplification

* fixes

* linear allocator fix

* push constants are now immediately set

* fixes

* version

* fix?

* improved descriptor allocator

* default sampler table reduction

* gpu sort lib push constants

* small update

* descriptor allocator safety

* shader compiler refactor

* some optimizations
2021-12-19 15:53:18 +01:00

443 lines
14 KiB
C++

#include "stdafx.h"
#include "Example_ImGui.h"
#include "ImGui/imgui.h"
#include "ImGui/imgui_internal.h"
#ifdef _WIN32
#include "ImGui/imgui_impl_win32.h"
#elif defined(SDL2)
#include "ImGui/imgui_impl_sdl.h"
#endif
#include <fstream>
#include <thread>
using namespace wi::ecs;
using namespace wi::scene;
using namespace wi::graphics;
Shader imguiVS;
Shader imguiPS;
Texture fontTexture;
Sampler sampler;
InputLayout imguiInputLayout;
PipelineState imguiPSO;
struct ImGui_Impl_Data
{
};
static ImGui_Impl_Data* ImGui_Impl_GetBackendData()
{
return ImGui::GetCurrentContext() ? (ImGui_Impl_Data*)ImGui::GetIO().BackendRendererUserData : nullptr;
}
bool ImGui_Impl_CreateDeviceObjects()
{
auto* backendData = ImGui_Impl_GetBackendData();
// Build texture atlas
ImGuiIO& io = ImGui::GetIO();
unsigned char* pixels;
int width, height;
io.Fonts->GetTexDataAsRGBA32(&pixels, &width, &height);
// Upload texture to graphics system
TextureDesc textureDesc;
textureDesc.width = width;
textureDesc.height = height;
textureDesc.mip_levels = 1;
textureDesc.array_size = 1;
textureDesc.format = Format::R8G8B8A8_UNORM;
textureDesc.bind_flags = BindFlag::SHADER_RESOURCE;
SubresourceData textureData;
textureData.data_ptr = pixels;
textureData.row_pitch = width * GetFormatStride(textureDesc.format);
textureData.slice_pitch = textureData.row_pitch * height;
wi::graphics::GetDevice()->CreateTexture(&textureDesc, &textureData, &fontTexture);
SamplerDesc samplerDesc;
samplerDesc.address_u = TextureAddressMode::WRAP;
samplerDesc.address_v = TextureAddressMode::WRAP;
samplerDesc.address_w = TextureAddressMode::WRAP;
samplerDesc.filter = Filter::MAXIMUM_MIN_MAG_MIP_LINEAR;
wi::graphics::GetDevice()->CreateSampler(&samplerDesc, &sampler);
// Store our identifier
io.Fonts->SetTexID((ImTextureID)&fontTexture);
imguiInputLayout.elements =
{
{ "POSITION", 0, Format::R32G32_FLOAT, 0, (uint32_t)IM_OFFSETOF(ImDrawVert, pos), InputClassification::PER_VERTEX_DATA },
{ "TEXCOORD", 0, Format::R32G32_FLOAT, 0, (uint32_t)IM_OFFSETOF(ImDrawVert, uv), InputClassification::PER_VERTEX_DATA },
{ "COLOR", 0, Format::R8G8B8A8_UNORM, 0, (uint32_t)IM_OFFSETOF(ImDrawVert, col), InputClassification::PER_VERTEX_DATA },
};
// Create pipeline
PipelineStateDesc desc;
desc.vs = &imguiVS;
desc.ps = &imguiPS;
desc.il = &imguiInputLayout;
desc.dss = wi::renderer::GetDepthStencilState(wi::enums::DSSTYPE_DEPTHREAD);
desc.rs = wi::renderer::GetRasterizerState(wi::enums::RSTYPE_DOUBLESIDED);
desc.bs = wi::renderer::GetBlendState(wi::enums::BSTYPE_TRANSPARENT);
desc.pt = PrimitiveTopology::TRIANGLELIST;
wi::graphics::GetDevice()->CreatePipelineState(&desc, &imguiPSO);
return true;
}
Example_ImGui::~Example_ImGui()
{
// Cleanup
//ImGui_ImplDX11_Shutdown();
#ifdef _WIN32
ImGui_ImplWin32_Shutdown();
#elif defined(SDL2)
ImGui_ImplSDL2_Shutdown();
#endif
ImGui::DestroyContext();
}
void Example_ImGui::Initialize()
{
// Compile shaders
{
auto shaderPath = wi::renderer::GetShaderSourcePath();
wi::renderer::SetShaderSourcePath(wi::helper::GetCurrentPath() + "/");
wi::renderer::LoadShader(ShaderStage::VS, imguiVS, "ImGuiVS.cso");
wi::renderer::LoadShader(ShaderStage::PS, imguiPS, "ImGuiPS.cso");
wi::renderer::SetShaderSourcePath(shaderPath);
}
// Setup Dear ImGui context
IMGUI_CHECKVERSION();
ImGui::CreateContext();
ImGuiIO& io = ImGui::GetIO(); (void)io;
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
//io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad; // Enable Gamepad Controls
// Setup Dear ImGui style
ImGui::StyleColorsDark();
//ImGui::StyleColorsClassic();
#ifdef _WIN32
ImGui_ImplWin32_Init(window);
#elif defined(SDL2)
ImGui_ImplSDL2_InitForVulkan(window);
#endif
IM_ASSERT(io.BackendRendererUserData == NULL && "Already initialized a renderer backend!");
// Setup backend capabilities flags
ImGui_Impl_Data* bd = IM_NEW(ImGui_Impl_Data)();
io.BackendRendererUserData = (void*)bd;
io.BackendRendererName = "Wicked";
io.BackendFlags |= ImGuiBackendFlags_RendererHasVtxOffset; // We can honor the ImDrawCmd::VtxOffset field, allowing for large meshes.
Application::Initialize();
infoDisplay.active = true;
infoDisplay.watermark = true;
infoDisplay.fpsinfo = true;
infoDisplay.resolution = true;
infoDisplay.heap_allocation_counter = true;
renderer.init(canvas);
renderer.Load();
ActivatePath(&renderer);
}
void Example_ImGui::Compose(wi::graphics::CommandList cmd)
{
Application::Compose(cmd);
// Rendering
ImGui::Render();
auto drawData = ImGui::GetDrawData();
if (!drawData || drawData->TotalVtxCount == 0)
{
return;
}
// Avoid rendering when minimized, scale coordinates for retina displays (screen coordinates != framebuffer coordinates)
int fb_width = (int)(drawData->DisplaySize.x * drawData->FramebufferScale.x);
int fb_height = (int)(drawData->DisplaySize.y * drawData->FramebufferScale.y);
if (fb_width <= 0 || fb_height <= 0)
return;
auto* bd = ImGui_Impl_GetBackendData();
GraphicsDevice* device = wi::graphics::GetDevice();
// Get memory for vertex and index buffers
const uint64_t vbSize = sizeof(ImDrawVert) * drawData->TotalVtxCount;
const uint64_t ibSize = sizeof(ImDrawIdx) * drawData->TotalIdxCount;
auto vertexBufferAllocation = device->AllocateGPU(vbSize, cmd);
auto indexBufferAllocation = device->AllocateGPU(ibSize, cmd);
// Copy and convert all vertices into a single contiguous buffer
ImDrawVert* vertexCPUMem = reinterpret_cast<ImDrawVert*>(vertexBufferAllocation.data);
ImDrawIdx* indexCPUMem = reinterpret_cast<ImDrawIdx*>(indexBufferAllocation.data);
for (int cmdListIdx = 0; cmdListIdx < drawData->CmdListsCount; cmdListIdx++)
{
const ImDrawList* drawList = drawData->CmdLists[cmdListIdx];
memcpy(vertexCPUMem, &drawList->VtxBuffer[0], drawList->VtxBuffer.Size * sizeof(ImDrawVert));
memcpy(indexCPUMem, &drawList->IdxBuffer[0], drawList->IdxBuffer.Size * sizeof(ImDrawIdx));
vertexCPUMem += drawList->VtxBuffer.Size;
indexCPUMem += drawList->IdxBuffer.Size;
}
// Setup orthographic projection matrix into our constant buffer
struct ImGuiConstants
{
float mvp[4][4];
};
{
const float L = drawData->DisplayPos.x;
const float R = drawData->DisplayPos.x + drawData->DisplaySize.x;
const float T = drawData->DisplayPos.y;
const float B = drawData->DisplayPos.y + drawData->DisplaySize.y;
//Matrix4x4::CreateOrthographicOffCenter(0.0f, drawData->DisplaySize.x, drawData->DisplaySize.y, 0.0f, 0.0f, 1.0f, &constants.projectionMatrix);
ImGuiConstants constants;
float mvp[4][4] =
{
{ 2.0f / (R - L), 0.0f, 0.0f, 0.0f },
{ 0.0f, 2.0f / (T - B), 0.0f, 0.0f },
{ 0.0f, 0.0f, 0.5f, 0.0f },
{ (R + L) / (L - R), (T + B) / (B - T), 0.5f, 1.0f },
};
memcpy(&constants.mvp, mvp, sizeof(mvp));
device->BindDynamicConstantBuffer(constants, 0, cmd);
}
const GPUBuffer* vbs[] = {
&vertexBufferAllocation.buffer,
};
const uint32_t strides[] = {
sizeof(ImDrawVert),
};
const uint64_t offsets[] = {
vertexBufferAllocation.offset,
};
device->BindVertexBuffers(vbs, 0, 1, strides, offsets, cmd);
device->BindIndexBuffer(&indexBufferAllocation.buffer, IndexBufferFormat::UINT16, indexBufferAllocation.offset, cmd);
Viewport viewport;
viewport.width = (float)fb_width;
viewport.height = (float)fb_height;
device->BindViewports(1, &viewport, cmd);
device->BindPipelineState(&imguiPSO, cmd);
device->BindSampler(&sampler, 0, cmd);
// Will project scissor/clipping rectangles into framebuffer space
ImVec2 clip_off = drawData->DisplayPos; // (0,0) unless using multi-viewports
ImVec2 clip_scale = drawData->FramebufferScale; // (1,1) unless using retina display which are often (2,2)
//passEncoder->SetSampler(0, Sampler::LinearWrap());
// Render command lists
int32_t vertexOffset = 0;
uint32_t indexOffset = 0;
for (uint32_t cmdListIdx = 0; cmdListIdx < (uint32_t)drawData->CmdListsCount; ++cmdListIdx)
{
const ImDrawList* drawList = drawData->CmdLists[cmdListIdx];
for (uint32_t cmdIndex = 0; cmdIndex < (uint32_t)drawList->CmdBuffer.size(); ++cmdIndex)
{
const ImDrawCmd* drawCmd = &drawList->CmdBuffer[cmdIndex];
if (drawCmd->UserCallback)
{
// User callback, registered via ImDrawList::AddCallback()
// (ImDrawCallback_ResetRenderState is a special callback value used by the user to request the renderer to reset render state.)
if (drawCmd->UserCallback == ImDrawCallback_ResetRenderState)
{
}
else
{
drawCmd->UserCallback(drawList, drawCmd);
}
}
else
{
// Project scissor/clipping rectangles into framebuffer space
ImVec2 clip_min(drawCmd->ClipRect.x - clip_off.x, drawCmd->ClipRect.y - clip_off.y);
ImVec2 clip_max(drawCmd->ClipRect.z - clip_off.x, drawCmd->ClipRect.w - clip_off.y);
if (clip_max.x < clip_min.x || clip_max.y < clip_min.y)
continue;
// Apply scissor/clipping rectangle
Rect scissor;
scissor.left = (int32_t)(clip_min.x);
scissor.top = (int32_t)(clip_min.y);
scissor.right = (int32_t)(clip_max.x);
scissor.bottom = (int32_t)(clip_max.y);
device->BindScissorRects(1, &scissor, cmd);
const Texture* texture = (const Texture*)drawCmd->TextureId;
device->BindResource(texture, 0, cmd);
device->DrawIndexed(drawCmd->ElemCount, indexOffset, vertexOffset, cmd);
}
indexOffset += drawCmd->ElemCount;
}
vertexOffset += drawList->VtxBuffer.size();
}
//// Update and Render additional Platform Windows
//if (io.ConfigFlags & ImGuiConfigFlags_ViewportsEnable)
//{
// ImGui::UpdatePlatformWindows();
// //ImGui::RenderPlatformWindowsDefault(NULL, (void*)g_pd3dCommandList);
//}
}
void Example_ImGuiRenderer::ResizeLayout()
{
RenderPath3D::ResizeLayout();
float screenW = GetLogicalWidth();
float screenH = GetLogicalHeight();
label.SetPos(XMFLOAT2(screenW / 2.f - label.scale.x / 2.f, screenH * 0.95f));
}
void Example_ImGuiRenderer::Render() const
{
RenderPath3D::Render();
}
void Example_ImGuiRenderer::Load()
{
setSSREnabled(false);
setReflectionsEnabled(true);
setFXAAEnabled(false);
label.Create("Label1");
label.SetText("Wicked Engine ImGui integration");
label.font.params.h_align = wi::font::WIFALIGN_CENTER;
label.SetSize(XMFLOAT2(240, 20));
GetGUI().AddWidget(&label);
// Reset all state that tests might have modified:
wi::eventhandler::SetVSync(true);
wi::renderer::SetToDrawGridHelper(false);
wi::renderer::SetTemporalAAEnabled(true);
wi::renderer::ClearWorld(wi::scene::GetScene());
wi::scene::GetScene().weather = WeatherComponent();
this->ClearSprites();
this->ClearFonts();
if (wi::lua::GetLuaState() != nullptr) {
wi::lua::KillProcesses();
}
// Reset camera position:
TransformComponent transform;
transform.Translate(XMFLOAT3(0, 2.f, -4.5f));
transform.UpdateTransform();
wi::scene::GetCamera().TransformCamera(transform);
// Load model.
wi::scene::LoadModel("../Content/models/teapot.wiscene");
RenderPath3D::Load();
}
bool show_demo_window = true;
bool show_another_window = false;
ImVec4 clear_color = ImVec4(0.45f, 0.55f, 0.60f, 1.00f);
void Example_ImGuiRenderer::Update(float dt)
{
// Start the Dear ImGui frame
auto* backendData = ImGui_Impl_GetBackendData();
IM_ASSERT(backendData != NULL);
if (!fontTexture.IsValid())
{
ImGui_Impl_CreateDeviceObjects();
}
#ifdef _WIN32
ImGui_ImplWin32_NewFrame();
#elif defined(SDL2)
ImGui_ImplSDL2_NewFrame();
#endif
ImGui::NewFrame();
// 1. Show the big demo window (Most of the sample code is in ImGui::ShowDemoWindow()! You can browse its code to learn more about Dear ImGui!).
if (show_demo_window)
ImGui::ShowDemoWindow(&show_demo_window);
// 2. Show a simple window that we create ourselves. We use a Begin/End pair to created a named window.
{
static float f = 0.0f;
static int counter = 0;
ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
ImGui::Checkbox("Demo Window", &show_demo_window); // Edit bools storing our window open/close state
ImGui::Checkbox("Another Window", &show_another_window);
ImGui::SliderFloat("float", &f, 0.0f, 1.0f); // Edit 1 float using a slider from 0.0f to 1.0f
ImGui::ColorEdit3("clear color", (float*)&clear_color); // Edit 3 floats representing a color
if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
counter++;
ImGui::SameLine();
ImGui::Text("counter = %d", counter);
ImGui::Text("Application average %.3f ms/frame (%.1f FPS)", 1000.0f / ImGui::GetIO().Framerate, ImGui::GetIO().Framerate);
ImGui::End();
}
// 3. Show another simple window.
if (show_another_window)
{
ImGui::Begin("Another Window", &show_another_window); // Pass a pointer to our bool variable (the window will have a closing button that will clear the bool when clicked)
ImGui::Text("Hello from another window!");
if (ImGui::Button("Close Me"))
show_another_window = false;
ImGui::End();
}
Scene& scene = wi::scene::GetScene();
// teapot_material Base Base_mesh Top Top_mesh editorLight
wi::ecs::Entity e_teapot_base = scene.Entity_FindByName("Base");
wi::ecs::Entity e_teapot_top = scene.Entity_FindByName("Top");
assert(e_teapot_base != wi::ecs::INVALID_ENTITY);
assert(e_teapot_top != wi::ecs::INVALID_ENTITY);
TransformComponent* transform_base = scene.transforms.GetComponent(e_teapot_base);
TransformComponent* transform_top = scene.transforms.GetComponent(e_teapot_top);
assert(transform_base != nullptr);
assert(transform_top != nullptr);
float rotation = dt;
if (wi::input::Down(wi::input::KEYBOARD_BUTTON_LEFT))
{
transform_base->Rotate(XMVectorSet(0, rotation, 0, 1));
transform_top->Rotate(XMVectorSet(0, rotation, 0, 1));
}
else if (wi::input::Down(wi::input::KEYBOARD_BUTTON_RIGHT))
{
transform_base->Rotate(XMVectorSet(0, -rotation, 0, 1));
transform_top->Rotate(XMVectorSet(0, -rotation, 0, 1));
}
RenderPath3D::Update(dt);
}