Files
imhex/plugins/visualizers/source/content/pl_visualizers/3d_model.cpp
paxcut 8f222dab99 fix: unable to display models if indices are not contiguous in the input file (#2248)
If you tried to collect the indices using addressof like stl pattern
collects vertices you get a small square for visualizer and no error
message. The changes here are able to extract the indices if they can be
extracted and give an error message if they can't.
2025-05-14 22:08:16 -07:00

949 lines
40 KiB
C++

#include <algorithm>
#include <hex/helpers/utils.hpp>
#include <content/visualizer_helpers.hpp>
#include <fonts/vscode_icons.hpp>
#include <fonts/blender_icons.hpp>
#include <imgui.h>
#include <imgui_internal.h>
#include <hex/helpers/opengl.hpp>
#include <opengl_support.h>
#include <numbers>
#include <hex/ui/imgui_imhex_extensions.h>
#include <hex/api/imhex_api.hpp>
#include <hex/api/localization_manager.hpp>
#include <romfs/romfs.hpp>
#include <numeric>
#include <hex/helpers/auto_reset.hpp>
namespace hex::plugin::visualizers {
namespace {
enum class IndexType : u8 {
U8,
U16,
U32,
Undefined,
};
template<class T>
struct Vectors {
std::vector<float> vertices;
std::vector<float> normals;
std::vector<float> colors;
std::vector<float> uv;
std::vector<T> indices;
};
template <class T>
struct LineVectors {
std::vector<float> vertices;
std::vector<float> colors;
std::vector<T> indices;
};
template<class T>
struct Buffers {
gl::Buffer<float> vertices;
gl::Buffer<float> normals;
gl::Buffer<float> colors;
gl::Buffer<float> uv;
gl::Buffer<T> indices;
};
template<class T>
struct LineBuffers {
gl::Buffer<float> vertices;
gl::Buffer<float> colors;
gl::Buffer<T> indices;
};
ImVec2 s_renderingWindowSize;
int s_drawMode = GL_TRIANGLES;
float s_nearLimit = 0.9F;
float s_farLimit = 100.0F;
float s_scaling = 1.0F;
float s_max;
bool s_isPerspective = true;
bool s_drawAxes = true;
bool s_drawGrid = true;
bool s_drawLightSource = true;
bool s_drawTexture = false;
bool s_shouldReset = false;
bool s_shouldUpdateLightSource = true;
bool s_shouldUpdateTexture = false;
std::vector<u32> s_badIndices;
IndexType s_indexType;
AutoReset<ImGuiExt::Texture> s_modelTexture;
gl::Vector<float, 3> s_translation = { { 0.0F, 0.0F, -3.0F } };
gl::Vector<float, 3> s_rotation = { { 0.0F, 0.0F, 0.0F } };
gl::Vector<float, 3> s_lightPosition = { { -0.7F, 0.0F, 0.0F } };
gl::Vector<float, 4> s_lightBrightness = { { 0.5F, 0.5F, 0.5F, 32.0F } };
gl::Vector<float, 3> s_lightColor = { { 1.0F, 1.0F, 1.0F } };
gl::Matrix<float, 4, 4> s_rotate = gl::Matrix<float, 4, 4>::identity();
AutoReset<ImGuiExt::Texture> s_texture;
std::fs::path s_texturePath;
u32 s_vertexCount;
const auto isIndexInRange = [](auto index) {
if (index >= s_vertexCount)
s_badIndices.push_back(index);
return index < s_vertexCount;
};
template<typename T>
void indicesForLines(std::vector<T> &vertexIndices) {
std::vector<u32> indices;
u32 vertexCount = vertexIndices.size() / 3;
indices.resize(vertexCount * 6);
for (u32 i = 0; i < vertexCount; i += 1) {
indices[ i * 6 ] = vertexIndices[ 3 * i ];
indices[(i * 6) + 1] = vertexIndices[(3 * i) + 1];
indices[(i * 6) + 2] = vertexIndices[(3 * i) + 1];
indices[(i * 6) + 3] = vertexIndices[(3 * i) + 2];
indices[(i * 6) + 4] = vertexIndices[(3 * i) + 2];
indices[(i * 6) + 5] = vertexIndices[ 3 * i ];
}
vertexIndices.resize(indices.size());
for (u32 i = 0; i < indices.size(); i += 1) {
vertexIndices[i] = indices[i];
}
}
float getBoundingBox(const std::vector<float> &vertices) {
gl::Vector<float, 4> minWorld(std::numeric_limits<float>::infinity()), maxWorld(-std::numeric_limits<float>::infinity());
for (u32 i = 0; i < vertices.size(); i += 3) {
minWorld[0] = std::min(vertices[i ], minWorld[0]);
minWorld[1] = std::min(vertices[i + 1], minWorld[1]);
minWorld[2] = std::min(vertices[i + 2], minWorld[2]);
maxWorld[0] = std::max(vertices[i ], maxWorld[0]);
maxWorld[1] = std::max(vertices[i + 1], maxWorld[1]);
maxWorld[2] = std::max(vertices[i + 2], maxWorld[2]);
}
minWorld[3] = 1;
maxWorld[3] = 1;
gl::Vector<float, 4> minCamera = minWorld, maxCamera = maxWorld;
if (maxCamera[3] != 0)
maxCamera = maxCamera * (1.0F / maxCamera[3]);
if (minCamera[3] != 0)
minCamera = minCamera * (1.0F / minCamera[3]);
float maxX = std::max(std::fabs(minCamera[0]), std::fabs(maxCamera[0]));
float maxY = std::max(std::fabs(minCamera[1]), std::fabs(maxCamera[1]));
return std::max(maxX, maxY);
}
void setDefaultUVs(std::vector<float> &uv, size_t size) {
uv.resize(size / 3 * 2);
for (u32 i = 0; i < uv.size(); i += 2) {
uv[i ] = 0.0F;
uv[i + 1] = 0.0F;
}
}
void setDefaultColors(std::vector<float> &colors, size_t size, u32 color) {
colors.resize(size / 3 * 4);
float red = float((color >> 0) & 0xFF) / 255.0F;
float green = float((color >> 8) & 0xFF) / 255.0F;
float blue = float((color >> 16) & 0xFF) / 255.0F;
float alpha = float((color >> 24) & 0xFF) / 255.0F;
for (u32 i = 0; i < colors.size(); i += 4) {
colors[i ] = red;
colors[i + 1] = green;
colors[i + 2] = blue;
colors[i + 3] = alpha;
}
}
void setNormals(const std::vector<float> &vertices, std::vector<float> &normals) {
for (u32 i = 0; i < normals.size(); i += 9) {
auto v1 = gl::Vector<float, 3>({vertices[i ], vertices[i + 1], vertices[i + 2]});
auto v2 = gl::Vector<float, 3>({vertices[i + 3], vertices[i + 4], vertices[i + 5]});
auto v3 = gl::Vector<float, 3>({vertices[i + 6], vertices[i + 7], vertices[i + 8]});
auto normal = ((v2 - v1).cross(v3 - v1));
normals[i ] += normal[0];
normals[i + 1] += normal[1];
normals[i + 2] += normal[2];
normals[i + 3] += normal[0];
normals[i + 4] += normal[1];
normals[i + 5] += normal[2];
normals[i + 6] += normal[0];
normals[i + 7] += normal[1];
normals[i + 8] += normal[2];
}
for (u32 i = 0; i < normals.size(); i += 3) {
auto normal = gl::Vector<float, 3>({normals[i], normals[i + 1], normals[i + 2]});
normal.normalize();
normals[i ] = normal[0];
normals[i + 1] = normal[1];
normals[i + 2] = normal[2];
}
}
void setNormalsWithIndices(const std::vector<float> &vertices, std::vector<float> &normals, const std::vector<u32> &indices) {
for (u32 i = 0; i < indices.size(); i += 3) {
auto idx = indices[i ];
auto idx1 = indices[i + 1];
auto idx2 = indices[i + 2];
auto v1 = gl::Vector<float, 3>({vertices[3 * idx ], vertices[(3 * idx ) + 1], vertices[(3 * idx ) + 2]});
auto v2 = gl::Vector<float, 3>({vertices[3 * idx1], vertices[(3 * idx1) + 1], vertices[(3 * idx1) + 2]});
auto v3 = gl::Vector<float, 3>({vertices[3 * idx2], vertices[(3 * idx2) + 1], vertices[(3 * idx2) + 2]});
auto weighted = ((v2 - v1).cross(v3 - v1));
normals[ 3 * idx ] += weighted[0];
normals[(3 * idx) + 1] += weighted[1];
normals[(3 * idx) + 2] += weighted[2];
normals[(3 * idx1) ] += weighted[0];
normals[(3 * idx1) + 1] += weighted[1];
normals[(3 * idx1) + 2] += weighted[2];
normals[(3 * idx2) ] += weighted[0];
normals[(3 * idx2) + 1] += weighted[1];
normals[(3 * idx2) + 2] += weighted[2];
}
for (u32 i = 0; i < normals.size(); i += 3) {
auto normal = gl::Vector<float, 3>({normals[i], normals[i + 1], normals[i + 2]});
auto mag = normal.magnitude();
if (mag > 0.001F) {
normals[i] = normal[0] / mag;
normals[i + 1] = normal[1] / mag;
normals[i + 2] = normal[2] / mag;
}
}
}
template<class T>
void loadVectors(Vectors<T> &vectors, IndexType indexType) {
s_max = getBoundingBox(vectors.vertices);
if (s_drawTexture)
setDefaultColors(vectors.colors, vectors.vertices.size(), 0x00000000);
else if (vectors.colors.empty())
setDefaultColors(vectors.colors, vectors.vertices.size(), 0xFF337FFF);
if (vectors.uv.empty())
setDefaultUVs(vectors.uv, vectors.vertices.size());
if (vectors.normals.empty()) {
vectors.normals.resize(vectors.vertices.size());
if (vectors.indices.empty() || (indexType == IndexType::Undefined)) {
setNormals(vectors.vertices, vectors.normals);
} else {
std::vector<u32> indices;
indices.resize(vectors.indices.size());
for (u32 i = 0; i < vectors.indices.size(); i += 1)
indices[i] = vectors.indices[i];
setNormalsWithIndices(vectors.vertices, vectors.normals, indices);
}
}
}
template<class T>
void loadLineVectors(LineVectors<T> &lineVectors, IndexType indexType) {
s_max = getBoundingBox(lineVectors.vertices);
if (lineVectors.colors.empty())
setDefaultColors(lineVectors.colors, lineVectors.vertices.size(), 0xFF337FFF);
if (indexType != IndexType::Undefined)
indicesForLines(lineVectors.indices);
}
void processKeyEvent(ImGuiKey key, float &variable, float increment, float acceleration) {
if (ImGui::IsKeyPressed(key)) {
auto temp = variable + (increment * acceleration);
if (variable * temp < 0.0F)
variable = 0.0F;
else
variable = temp;
}
}
void processInputEvents(gl::Vector<float, 3> &rotation, gl::Vector<float, 3> &translation, float &scaling, float &nearLimit, float &farLimit) {
auto accel = 1.0F;
if (ImGui::IsKeyDown(ImGuiKey_LeftShift) ||
ImGui::IsKeyDown(ImGuiKey_RightShift))
accel = 10.0F;
auto dragDelta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Middle);
if (dragDelta.x != 0) {
rotation[1] += dragDelta.x * 0.0075F * accel;
}
if (dragDelta.y != 0) {
rotation[0] += dragDelta.y * 0.0075F * accel;
}
ImGui::ResetMouseDragDelta(ImGuiMouseButton_Middle);
dragDelta = ImGui::GetMouseDragDelta(ImGuiMouseButton_Right);
translation[0] += dragDelta.x * 0.0075F * accel;
translation[1] -= dragDelta.y * 0.0075F * accel;
ImGui::ResetMouseDragDelta(ImGuiMouseButton_Right);
auto scrollDelta = ImGui::GetIO().MouseWheel;
scaling += scrollDelta * 0.1F * accel;
scaling = std::max(scaling, 0.01F);
processKeyEvent(ImGuiKey_Keypad4, translation[0], -0.1F, accel);
processKeyEvent(ImGuiKey_Keypad6, translation[0], 0.1F, accel);
processKeyEvent(ImGuiKey_Keypad8, translation[1], 0.1F, accel);
processKeyEvent(ImGuiKey_Keypad2, translation[1], -0.1F, accel);
processKeyEvent(ImGuiKey_Keypad1, translation[2], 0.1F, accel);
processKeyEvent(ImGuiKey_Keypad7, translation[2], -0.1F, accel);
processKeyEvent(ImGuiKey_Keypad9, nearLimit, -0.01F, accel);
processKeyEvent(ImGuiKey_Keypad3, nearLimit, 0.01F, accel);
if (ImHexApi::System::isDebugBuild()) {
processKeyEvent(ImGuiKey_KeypadDivide, farLimit, -1.0F, accel);
processKeyEvent(ImGuiKey_KeypadMultiply, farLimit, 1.0F, accel);
}
processKeyEvent(ImGuiKey_KeypadAdd, rotation[2], -0.075F, accel);
processKeyEvent(ImGuiKey_KeypadSubtract, rotation[2], 0.075F, accel);
rotation[2] = std::fmod(rotation[2], 2 * std::numbers::pi_v<float>);
}
bool validateVector(const std::vector<float> &vector, u32 vertexCount, u32 divisor, const std::string &name, std::string &errorMessage) {
if (!vector.empty()) {
if (vector.size() % divisor != 0) {
errorMessage = hex::format("hex.visualizers.pl_visualizer.3d.error_message_count"_lang, name , std::to_string(divisor));
return false;
}
} else {
errorMessage = hex::format("hex.visualizers.pl_visualizer.3d.error_message_not_empty"_lang, name);
return false;
}
auto vectorCount = vector.size()/divisor;
if (vectorCount != vertexCount) {
errorMessage = hex::format("hex.visualizers.pl_visualizer.3d.error_message_expected"_lang, std::to_string(vertexCount), std::to_string(vectorCount));
return false;
}
return true;
}
template <class T>
void bindBuffers(Buffers<T> &buffers, const gl::VertexArray &vertexArray, Vectors<T> vectors, IndexType indexType) {
buffers.vertices = {};
buffers.normals = {};
buffers.colors = {};
buffers.uv = {};
buffers.indices = {};
vertexArray.bind();
u32 vertexCount = vectors.vertices.size() / 3;
std::string errorMessage;
if (indexType != IndexType::Undefined && !vectors.indices.empty())
buffers.indices = gl::Buffer<T>(gl::BufferType::Index, vectors.indices);
if ((indexType == IndexType::Undefined || vectors.indices.empty()) && vertexCount % 3 != 0) {
throw std::runtime_error("hex.visualizers.pl_visualizer.3d.error_message_vertex_count"_lang.get());
} else
buffers.vertices = gl::Buffer<float>(gl::BufferType::Vertex, vectors.vertices);
if (validateVector(vectors.colors, vertexCount, 4, "hex.visualizers.pl_visualizer.3d.error_message_colors"_lang.get(), errorMessage))
buffers.colors = gl::Buffer<float>(gl::BufferType::Vertex, vectors.colors);
else {
throw std::runtime_error(errorMessage);
}
if (validateVector(vectors.normals, vertexCount, 3, "hex.visualizers.pl_visualizer.3d.error_message_normals"_lang.get(), errorMessage))
buffers.normals = gl::Buffer<float>(gl::BufferType::Vertex, vectors.normals);
else {
throw std::runtime_error(errorMessage);
}
if (validateVector(vectors.uv, vertexCount, 2, "hex.visualizers.pl_visualizer.3d.error_message_uv_coords"_lang.get(), errorMessage))
buffers.uv = gl::Buffer<float>(gl::BufferType::Vertex, vectors.uv);
else {
throw std::runtime_error(errorMessage);
}
vertexArray.addBuffer(0, buffers.vertices);
vertexArray.addBuffer(1, buffers.colors, 4);
vertexArray.addBuffer(2, buffers.normals);
vertexArray.addBuffer(3, buffers.uv, 2);
buffers.vertices.unbind();
buffers.colors.unbind();
buffers.normals.unbind();
buffers.uv.unbind();
if (indexType != IndexType::Undefined)
buffers.indices.unbind();
vertexArray.unbind();
}
template <class T>
void bindLineBuffers(LineBuffers<T> &lineBuffers, const gl::VertexArray &vertexArray, const LineVectors<T> &lineVectors, IndexType indexType) {
lineBuffers.vertices = {};
lineBuffers.colors = {};
lineBuffers.indices = {};
u32 vertexCount = lineVectors.vertices.size() / 3;
vertexArray.bind();
std::string errorMessage;
if (indexType != IndexType::Undefined)
lineBuffers.indices = gl::Buffer<T>(gl::BufferType::Index, lineVectors.indices);
if ((indexType == IndexType::Undefined || lineVectors.indices.empty()) && vertexCount % 3 != 0) {
throw std::runtime_error("hex.visualizers.pl_visualizer.3d.error_message_vertex_count"_lang.get());
} else
lineBuffers.vertices = gl::Buffer<float>(gl::BufferType::Vertex, lineVectors.vertices);
if (validateVector(lineVectors.colors, vertexCount, 4, "hex.visualizers.pl_visualizer.3d.error_message_colors"_lang.get(), errorMessage))
lineBuffers.colors = gl::Buffer<float>(gl::BufferType::Vertex, lineVectors.colors);
else {
throw std::runtime_error(errorMessage);
}
vertexArray.addBuffer(0, lineBuffers.vertices);
vertexArray.addBuffer(1, lineBuffers.colors, 4);
lineBuffers.vertices.unbind();
lineBuffers.colors.unbind();
if (indexType != IndexType::Undefined)
lineBuffers.indices.unbind();
vertexArray.unbind();
}
void drawWindow(const ImGuiExt::Texture &texture, ImVec2 &renderingWindowSize, const gl::Matrix<float, 4, 4> &mvp) {
auto textureSize = texture.getSize();
auto textureWidth = textureSize.x;
auto textureHeight = textureSize.y;
ImVec2 screenPos = ImGui::GetCursorScreenPos();
ImGui::PushStyleVar(ImGuiStyleVar_WindowPadding, ImVec2(0, 0));
ImGui::SetNextWindowSizeConstraints(scaled({ 350, 350 }), ImVec2(FLT_MAX, FLT_MAX));
if (ImGui::BeginChild("##image", textureSize, ImGuiChildFlags_ResizeX | ImGuiChildFlags_ResizeY | ImGuiChildFlags_Borders, ImGuiWindowFlags_NoScrollbar | ImGuiWindowFlags_NoScrollWithMouse)) {
renderingWindowSize = ImGui::GetContentRegionAvail();
ImGui::Image(texture, textureSize, ImVec2(0, 1), ImVec2(1, 0));
if (s_drawAxes) {
gl::Matrix<float, 4, 4> axes = gl::Matrix<float, 4, 4>::identity();
axes(0, 3) = 1.0F;
axes(1, 3) = 1.0F;
axes(2, 3) = 1.0F;
axes = axes * mvp;
bool showX = axes(0, 3) > 0.0F;
bool showY = axes(1, 3) > 0.0F;
bool showZ = axes(2, 3) > 0.0F;
axes.updateRow(0, axes.getRow(0) * (1.0F / axes(0, 3)));
axes.updateRow(1, axes.getRow(1) * (1.0F / axes(1, 3)));
axes.updateRow(2, axes.getRow(2) * (1.0F / axes(2, 3)));
auto axesPositionX = (axes.getColumn(0) + 1.0F) * (textureWidth / 2.0F);
auto axesPositionY = (axes.getColumn(1) + 1.0F) * (-textureHeight / 2.0F) + textureHeight;
ImDrawList *drawList = ImGui::GetWindowDrawList();
if (showX)
drawList->AddText(ImVec2(axesPositionX[0], axesPositionY[0]) + screenPos, IM_COL32(255, 0, 0, 255), "X");
if (showY)
drawList->AddText(ImVec2(axesPositionX[1], axesPositionY[1]) + screenPos, IM_COL32(0, 255, 0, 255), "Y");
if (showZ)
drawList->AddText(ImVec2(axesPositionX[2], axesPositionY[2]) + screenPos, IM_COL32(0, 0, 255, 255), "Z");
}
if (ImHexApi::System::isDebugBuild()) {
auto mousePos = ImClamp(ImGui::GetMousePos() - screenPos, { 0, 0 }, textureSize);
ImDrawList *drawList = ImGui::GetWindowDrawList();
drawList->AddText(
screenPos + scaled({ 5, 5 }),
ImGui::GetColorU32(ImGuiCol_Text),
hex::format("X: {:.5}\nY: {:.5}", mousePos.x, mousePos.y).c_str());
}
}
ImGui::EndChild();
ImGui::PopStyleVar();
{
ImGui::SameLine();
{
ImGui::PushID(5);
ImGui::Dummy(ImVec2(0, 0));
ImGui::PopID();
}
}
// Draw axis arrows toggle
{
ImGui::PushID(1);
if (ImGuiExt::DimmedIconToggle(ICON_BI_EMPTY_ARROWS, &s_drawAxes))
s_shouldReset = true;
ImGui::PopID();
}
ImGui::SameLine();
// Draw grid toggle
{
ImGui::PushID(2);
if (ImGuiExt::DimmedIconToggle(s_isPerspective ? ICON_BI_GRID : ICON_VS_SYMBOL_NUMBER, &s_drawGrid))
s_shouldReset = true;
ImGui::PopID();
}
ImGui::SameLine();
// Draw light source toggle
{
ImGui::PushID(3);
if (ImGuiExt::DimmedIconToggle(ICON_VS_LIGHTBULB, &s_drawLightSource))
s_shouldReset = true;
if (ImGui::IsItemClicked(ImGuiMouseButton_Right)) {
ImGui::OpenPopup("LightSettings");
}
if (ImGui::BeginPopup("LightSettings")) {
if (ImGui::DragFloat3("hex.visualizers.pl_visualizer.3d.light_position"_lang, s_lightPosition.data(), 0.05F)) {
s_shouldUpdateLightSource = true;
}
ImGui::SliderFloat("hex.visualizers.pl_visualizer.3d.ambient_brightness"_lang, &s_lightBrightness.data()[0], 0, 2);
ImGui::SliderFloat("hex.visualizers.pl_visualizer.3d.diffuse_brightness"_lang, &s_lightBrightness.data()[1], 0, 2);
ImGui::SliderFloat("hex.visualizers.pl_visualizer.3d.specular_brightness"_lang, &s_lightBrightness.data()[2], 0, 2);
ImGui::SliderFloat("hex.visualizers.pl_visualizer.3d.object_reflectiveness"_lang, &s_lightBrightness.data()[3], 0, 64);
if (ImGui::ColorEdit3("hex.visualizers.pl_visualizer.3d.light_color"_lang, s_lightColor.data()))
s_shouldUpdateLightSource = true;
ImGui::EndPopup();
}
ImGui::PopID();
}
ImGui::SameLine();
ImGui::SeparatorEx(ImGuiSeparatorFlags_Vertical);
ImGui::SameLine();
// Draw projection toggle
{
ImGui::PushID(4);
if (ImGuiExt::DimmedIconToggle(ICON_BI_VIEW_PERSPECTIVE, ICON_BI_VIEW_ORTHO, &s_isPerspective)) {
s_shouldReset = true;
}
ImGui::PopID();
}
ImGui::SameLine();
// Draw solid / line mode toggle
{
ImGui::PushID(4);
bool isSolid = s_drawMode == GL_TRIANGLES;
if (ImGuiExt::DimmedIconToggle(ICON_BI_MOD_SOLIDIFY, ICON_BI_CUBE , &isSolid)) {
s_shouldReset = true;
s_drawMode = isSolid ? GL_TRIANGLES : GL_LINES;
}
ImGui::PopID();
}
ImGui::SameLine();
ImGui::SeparatorEx(ImGuiSeparatorFlags_Vertical);
ImGui::SameLine();
if (ImGuiExt::DimmedButton("hex.ui.common.reset"_lang, ImVec2(renderingWindowSize.x+5-ImGui::GetCursorPosX(), 0))) {
s_translation = { { 0.0F, 0.0F, -3.0F } };
s_rotation = { { 0.0F, 0.0F, 0.0F } };
s_scaling = 1.0F;
}
// Draw more settings
if (ImGui::CollapsingHeader("hex.visualizers.pl_visualizer.3d.more_settings"_lang)) {
if (ImGuiExt::InputFilePicker("hex.visualizers.pl_visualizer.3d.texture_file"_lang, s_texturePath, {}))
s_shouldUpdateTexture = true;
}
}
}
template <class T>
void processRendering(std::shared_ptr<pl::ptrn::Pattern> verticesPattern, std::shared_ptr<pl::ptrn::Pattern> indicesPattern,
std::shared_ptr<pl::ptrn::Pattern> normalsPattern, std::shared_ptr<pl::ptrn::Pattern> colorsPattern,
std::shared_ptr<pl::ptrn::Pattern> uvPattern) {
static gl::LightSourceVectors sourceVectors(20);
static gl::VertexArray sourceVertexArray = {};
static gl::LightSourceBuffers sourceBuffers(sourceVertexArray, sourceVectors);
static gl::VertexArray gridVertexArray = {};
static gl::GridVectors gridVectors(9);
static gl::GridBuffers gridBuffers(gridVertexArray, gridVectors);
static gl::VertexArray axesVertexArray = {};
static gl::AxesVectors axesVectors;
static gl::AxesBuffers axesBuffers(axesVertexArray, axesVectors);
static gl::VertexArray vertexArray = {};
if (s_renderingWindowSize.x <= 0 || s_renderingWindowSize.y <= 0)
s_renderingWindowSize = {350_scaled, 350_scaled};
gl::Matrix<float, 4, 4> mvp(0);
static Buffers<T> buffers;
static LineBuffers<T> lineBuffers;
if (s_shouldReset) {
s_shouldReset = false;
s_shouldUpdateLightSource = true;
if (s_drawMode == GL_TRIANGLES) {
Vectors<T> vectors;
vectors.vertices = patternToArray<float>(verticesPattern.get());
std::string errorMessage;
s_vertexCount = vectors.vertices.size() / 3;
if (!validateVector(vectors.vertices, s_vertexCount, 3, "hex.visualizers.pl_visualizer.3d.error_message_positions"_lang, errorMessage))
throw std::runtime_error(errorMessage);
if (s_indexType != IndexType::Undefined) {
vectors.indices = patternToArray<T>(indicesPattern.get());
s_badIndices.clear();
auto indexCount = vectors.indices.size();
if (indexCount < 3 || indexCount % 3 != 0) {
throw std::runtime_error("hex.visualizers.pl_visualizer.3d.error_message_index_count"_lang.get());
}
auto booleans = std::views::transform(vectors.indices,isIndexInRange);
if (!std::accumulate(std::begin(booleans), std::end(booleans), true, std::logical_and<>())) {
errorMessage = "hex.visualizers.pl_visualizer.3d.error_message_invalid_indices"_lang.get();
for (auto badIndex : s_badIndices)
errorMessage += std::to_string(badIndex) + ", ";
errorMessage.pop_back();
errorMessage.pop_back();
errorMessage += hex::format("hex.visualizers.pl_visualizer.3d.error_message_for_vertex_count"_lang.get(), s_vertexCount);
throw std::runtime_error(errorMessage);
}
}
if (colorsPattern != nullptr)
vectors.colors = patternToArray<float>(colorsPattern.get());
if (normalsPattern != nullptr)
vectors.normals = patternToArray<float>(normalsPattern.get());
if (uvPattern != nullptr)
vectors.uv = patternToArray<float>(uvPattern.get());
loadVectors(vectors, s_indexType);
bindBuffers(buffers, vertexArray, vectors, s_indexType);
} else {
LineVectors<T> lineVectors;
std::string errorMessage;
lineVectors.vertices = patternToArray<float>(verticesPattern.get());
s_vertexCount = lineVectors.vertices.size() / 3;
if (!validateVector(lineVectors.vertices, s_vertexCount, 3, "hex.visualizers.pl_visualizer.3d.error_message_positions"_lang.get(), errorMessage))
throw std::runtime_error(errorMessage);
if (s_indexType != IndexType::Undefined) {
lineVectors.indices = patternToArray<T>(indicesPattern.get());
auto indexCount = lineVectors.indices.size();
if (indexCount < 3 || indexCount % 3 != 0) {
throw std::runtime_error("hex.visualizers.pl_visualizer.3d.error_message_index_count"_lang.get());
}
s_badIndices.clear();
if (!std::ranges::all_of(lineVectors.indices,isIndexInRange)) {
errorMessage = "hex.visualizers.pl_visualizer.3d.error_message_invalid_indices"_lang.get();
for (auto badIndex : s_badIndices)
errorMessage += std::to_string(badIndex) + ", ";
errorMessage.pop_back();
errorMessage.pop_back();
errorMessage += hex::format("hex.visualizers.pl_visualizer.3d.error_message_for_vertex_count"_lang.get(), s_vertexCount);
throw std::runtime_error(errorMessage);
}
}
if (colorsPattern != nullptr)
lineVectors.colors = patternToArray<float>(colorsPattern.get());
loadLineVectors(lineVectors, s_indexType);
bindLineBuffers(lineBuffers, vertexArray, lineVectors, s_indexType);
}
}
if (s_shouldUpdateLightSource) {
s_shouldUpdateLightSource = false;
sourceVectors.moveTo(s_lightPosition);
sourceVectors.setColor(s_lightColor[0], s_lightColor[1], s_lightColor[2]);
sourceBuffers.moveVertices(sourceVertexArray, sourceVectors);
sourceBuffers.updateColors(sourceVertexArray, sourceVectors);
}
{
gl::Matrix<float, 4, 4> model(0);
gl::Matrix<float, 4, 4> scaledModel(0);
gl::Matrix<float, 4, 4> view(0);
gl::Matrix<float, 4, 4> projection(0);
unsigned width = std::floor(s_renderingWindowSize.x);
unsigned height = std::floor(s_renderingWindowSize.y);
gl::FrameBuffer frameBuffer(width, height);
gl::Texture renderTexture(width, height);
frameBuffer.attachTexture(renderTexture);
frameBuffer.bind();
s_rotate = gl::getRotationMatrix<float>(s_rotation, true, gl::RotationSequence::ZYX);
gl::Matrix<float, 4, 4> scale = gl::Matrix<float, 4, 4>::identity();
gl::Matrix<float, 4, 4> scaleForVertices = gl::Matrix<float, 4, 4>::identity();
gl::Matrix<float, 4, 4> translate = gl::Matrix<float, 4, 4>::identity();
float totalScale;
float viewWidth = s_renderingWindowSize.x / 500.0F;
float viewHeight = s_renderingWindowSize.y / 500.0F;
glViewport(0,0 , GLsizei(renderTexture.getWidth()), GLsizei(renderTexture.getHeight()));
glDepthRangef(s_nearLimit, s_farLimit);
glClearColor(0.00F, 0.00F, 0.00F, 0.00F);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glEnable(GL_DEPTH_TEST);
glEnable(GL_CULL_FACE);
if (!s_isPerspective) {
projection = gl::GetOrthographicMatrix(viewWidth, viewHeight, s_nearLimit, s_farLimit, false);
totalScale = s_scaling / (std::fabs(s_translation[2]));
scale(0, 0) = totalScale;
scale(1, 1) = totalScale;
scale(2, 2) = totalScale;
translate(3, 0) = s_translation[0] / std::fabs(s_translation[2]);
translate(3, 1) = s_translation[1] / std::fabs(s_translation[2]);
translate(3, 2) = s_translation[2];
} else {
projection = gl::GetPerspectiveMatrix(viewWidth, viewHeight, s_nearLimit, s_farLimit, false);
totalScale = s_scaling;
scale(0, 0) = totalScale;
scale(1, 1) = totalScale;
scale(2, 2) = totalScale;
translate(3, 0) = s_translation[0];
translate(3, 1) = s_translation[1];
translate(3, 2) = s_translation[2];
}
totalScale /= (3.0F * s_max);
scaleForVertices(0, 0) = totalScale;
scaleForVertices(1, 1) = totalScale;
scaleForVertices(2, 2) = totalScale;
model = s_rotate * scale;
scaledModel = s_rotate * scaleForVertices;
view = translate;
mvp = model * view * projection;
if (s_drawMode == GL_TRIANGLES) {
static gl::Shader shader = gl::Shader(
romfs::get("shaders/default/vertex.glsl").string(),
romfs::get("shaders/default/fragment.glsl").string()
);
shader.bind();
shader.setUniform("modelScale", scaledModel);
shader.setUniform("modelMatrix", model);
shader.setUniform("viewMatrix", view);
shader.setUniform("projectionMatrix", projection);
shader.setUniform("lightPosition", s_lightPosition);
shader.setUniform("lightBrightness", s_lightBrightness);
shader.setUniform("lightColor", s_lightColor);
vertexArray.bind();
if (s_shouldUpdateTexture) {
s_shouldUpdateTexture = false;
s_modelTexture = ImGuiExt::Texture::fromImage(s_texturePath, ImGuiExt::Texture::Filter::Nearest);
if (s_modelTexture.isValid()) {
s_drawTexture = true;
}
}
if (s_drawTexture)
glBindTexture(GL_TEXTURE_2D, *s_modelTexture);
buffers.indices.bind();
if (buffers.indices.getSize() == 0)
buffers.vertices.draw(s_drawMode);
else
buffers.indices.draw(s_drawMode);
buffers.indices.unbind();
} else {
static gl::Shader lineShader = gl::Shader(
romfs::get("shaders/default/lineVertex.glsl").string(),
romfs::get("shaders/default/lineFragment.glsl").string()
);
lineShader.bind();
lineShader.setUniform("modelMatrix", scaledModel);
lineShader.setUniform("viewMatrix", view);
lineShader.setUniform("projectionMatrix", projection);
vertexArray.bind();
lineBuffers.indices.bind();
if (lineBuffers.indices.getSize() == 0)
lineBuffers.vertices.draw(s_drawMode);
else
lineBuffers.indices.draw(s_drawMode);
lineBuffers.indices.unbind();
}
if (s_drawGrid || s_drawAxes) {
static auto gridAxesShader = gl::Shader(
romfs::get("shaders/default/lineVertex.glsl").string(),
romfs::get("shaders/default/lineFragment.glsl").string()
);
gridAxesShader.bind();
gridAxesShader.setUniform("modelMatrix", model);
gridAxesShader.setUniform("viewMatrix", view);
gridAxesShader.setUniform("projectionMatrix", projection);
if (s_drawGrid) {
gridVertexArray.bind();
gridBuffers.getIndices().bind();
gridBuffers.getIndices().draw(GL_LINES);
gridBuffers.getIndices().unbind();
gridVertexArray.unbind();
}
if (s_drawAxes) {
axesVertexArray.bind();
axesBuffers.getIndices().bind();
axesBuffers.getIndices().draw(GL_LINES);
axesBuffers.getIndices().unbind();
axesVertexArray.unbind();
}
gridAxesShader.unbind();
}
if (s_drawLightSource) {
static auto sourceShader = gl::Shader(
romfs::get("shaders/default/lightVertex.glsl").string(),
romfs::get("shaders/default/lightFragment.glsl").string()
);
sourceShader.bind();
sourceShader.setUniform("modelMatrix", model);
sourceShader.setUniform("viewMatrix", view);
sourceShader.setUniform("projectionMatrix", projection);
sourceVertexArray.bind();
sourceBuffers.getIndices().bind();
sourceBuffers.getIndices().draw(GL_TRIANGLES);
sourceBuffers.getIndices().unbind();
sourceVertexArray.unbind();
sourceShader.unbind();
}
vertexArray.unbind();
frameBuffer.unbind();
s_texture = ImGuiExt::Texture::fromGLTexture(renderTexture.release(), GLsizei(renderTexture.getWidth()), GLsizei(renderTexture.getHeight()));
drawWindow(s_texture, s_renderingWindowSize, mvp);
}
}
void draw3DVisualizer(pl::ptrn::Pattern &, bool shouldReset, std::span<const pl::core::Token::Literal> arguments) {
std::shared_ptr<pl::ptrn::Pattern> verticesPattern = arguments[0].toPattern();
std::shared_ptr<pl::ptrn::Pattern> indicesPattern = arguments[1].toPattern();
std::shared_ptr<pl::ptrn::Pattern> normalsPattern = nullptr;
std::shared_ptr<pl::ptrn::Pattern> colorsPattern = nullptr;
std::shared_ptr<pl::ptrn::Pattern> uvPattern = nullptr;
std::string textureFile;
if (arguments.size() > 2) {
normalsPattern = arguments[2].toPattern();
if (arguments.size() > 3) {
colorsPattern = arguments[3].toPattern();
if (arguments.size() > 4) {
uvPattern = arguments[4].toPattern();
if (arguments.size() > 5)
textureFile = arguments[5].toString();
}
}
}
s_texturePath = textureFile;
s_drawTexture = !textureFile.empty();
if (shouldReset)
s_shouldReset = true;
processInputEvents(s_rotation, s_translation, s_scaling, s_nearLimit, s_farLimit);
auto *iterable = dynamic_cast<pl::ptrn::IIterable*>(indicesPattern.get());
if (iterable != nullptr && iterable->getEntryCount() > 0) {
auto content = iterable->getEntry(0);
while (content->getSize() == 0) {
auto children = content->getChildren();
if (children.size() == 0)
throw std::runtime_error("hex.visualizers.pl_visualizer.3d.error_message_invalid_index_pattern"_lang.get());
content = static_cast<const std::shared_ptr<pl::ptrn::Pattern>>(children.begin()->second);
}
if (content->getSize() == 1) {
s_indexType = IndexType::U8;
processRendering<u8>(verticesPattern, indicesPattern, normalsPattern, colorsPattern, uvPattern);
} else if (content->getSize() == 2) {
s_indexType = IndexType::U16;
processRendering<u16>(verticesPattern, indicesPattern, normalsPattern, colorsPattern, uvPattern);
} else if (content->getSize() == 4) {
s_indexType = IndexType::U32;
processRendering<u32>(verticesPattern, indicesPattern, normalsPattern, colorsPattern, uvPattern);
}
} else {
s_indexType = IndexType::Undefined;
processRendering<u8>(verticesPattern, indicesPattern, normalsPattern, colorsPattern, uvPattern);
}
}
}