#include "ui_main.h" #include #include #include "imgui/imgui_impl_sdl3.h" #include "imgui/imgui_impl_opengl3.h" #include "scene/dvu_load_gltf.h" #include "pipe/dvc_render_queue.h" #include "device/dvc_render_target.h" #include "shader/dvc_shader_interface.h" #include "buffer/dvu_dump_buffer.h" #include "device/dvc_uniform_buffer.h" #include "scene/dvc_scene_node.h" #include "scene/component/dvc_light_component.h" #include "../adapter/adapter_texture.h" SDL_Window* main_window; extern davinci::Scene g_scene; extern davinci::RenderTarget g_renderTarget; extern davinci::AntiAliasingTech g_aaTech; bool initMainUI(SDL_Window* window, SDL_GLContext gl_context, const char* glsl_version) { main_window = window; // 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::StyleColorsLight(); // Setup Platform/Renderer backends ImGui_ImplSDL3_InitForOpenGL(window, gl_context); ImGui_ImplOpenGL3_Init(glsl_version); // Load Fonts // - If no fonts are loaded, dear imgui will use the default font. You can also load multiple fonts and use ImGui::PushFont()/PopFont() to select them. // - AddFontFromFileTTF() will return the ImFont* so you can store it if you need to select the font among multiple. // - If the file cannot be loaded, the function will return a nullptr. Please handle those errors in your application (e.g. use an assertion, or display an error and quit). // - The fonts will be rasterized at a given size (w/ oversampling) and stored into a texture when calling ImFontAtlas::Build()/GetTexDataAsXXXX(), which ImGui_ImplXXXX_NewFrame below will call. // - Use '#define IMGUI_ENABLE_FREETYPE' in your imconfig file to use Freetype for higher quality font rendering. // - Read 'docs/FONTS.md' for more instructions and details. // - Remember that in C/C++ if you want to include a backslash \ in a string literal you need to write a double backslash \\ ! // - Our Emscripten build process allows embedding fonts to be accessible at runtime from the "fonts/" folder. See Makefile.emscripten for details. //io.Fonts->AddFontDefault(); io.Fonts->AddFontFromFileTTF("./font/FiraCode-Regular.ttf", 18.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/DroidSans.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Roboto-Medium.ttf", 16.0f); //io.Fonts->AddFontFromFileTTF("../../misc/fonts/Cousine-Regular.ttf", 15.0f); //ImFont* font = io.Fonts->AddFontFromFileTTF("c:\\Windows\\Fonts\\ArialUni.ttf", 18.0f, nullptr, io.Fonts->GetGlyphRangesJapanese()); //IM_ASSERT(font != nullptr); return true; } void processUIEvent(const SDL_Event* event) { ImGui_ImplSDL3_ProcessEvent(event); } void OpenFileDialogFileCallback(void* userdata, const char* const* filelist, int filter) { if (filelist == nullptr || *filelist == nullptr) return; g_scene.clear(); const char* szFileName = *filelist; davinci_utils::load_scene_from_gltf(szFileName, g_scene); } void drawMainUI() { // Start the Dear ImGui frame ImGui_ImplOpenGL3_NewFrame(); ImGui_ImplSDL3_NewFrame(); ImGui::NewFrame(); ImGui::Begin("Davinci"); // Create a window called "Hello, world!" and append into it. if (ImGui::Button("OpenFile...")) { const SDL_DialogFileFilter filters[] = { { "gltf files(*.gltf;*.glb)", "gltf;glb" }, { "All files(*.*)", "*" } }; SDL_ShowOpenFileDialog(OpenFileDialogFileCallback, nullptr, main_window, filters, sizeof(filters)/sizeof(SDL_DialogFileFilter), nullptr, false); } if (ImGui::Button("Export")) { davinci_utils::export_mesh_to_obj(g_scene); } const char* aaItem[] = { "None", "MSAA_2X2", "MSAA_4X4"}; ImGui::Combo("AntiAliasing", (int*)(&g_aaTech), aaItem, IM_ARRAYSIZE(aaItem)); if (ImGui::Button("Render")) { davinci::UniformBuffer uniformBuffer; uniformBuffer.updateStandardAttribute(g_scene); //find Light node davinci::SceneNodeConstPtr lightNode = g_scene.getNodeWithComponent(); if (lightNode) { uniformBuffer.setAttribute("light0:position", lightNode->getWorldPosition()); } davinci::RenderQueue queue; queue.build(g_scene); g_renderTarget.clear(); queue.process(g_aaTech, uniformBuffer, g_renderTarget); davinci_utils::dump_render_target("d:\\rendertarget", g_renderTarget); } ImGui::End(); // Rendering ImGui::Render(); ImGui_ImplOpenGL3_RenderDrawData(ImGui::GetDrawData()); } void cleanMainUI() { ImGui_ImplOpenGL3_Shutdown(); ImGui_ImplSDL3_Shutdown(); ImGui::DestroyContext(); }