Files
fs2open.github.com/code/lab/dialogs/lab_ui.cpp
T
Fabian WoltermannandClaude Opus 5.5 7f3e5fae60 Softer shadows in raytracing and RTAO (#7695)
* Add RTAO and unify raytraced/shadow-mapped shadow softness on sun angular size

Raytraced shadow penumbras needed a hand-authored $SunAngularSize: in
stars.tbl, which no shipped content sets -- so in practice nothing ever
got a penumbra, and the shadow-mapped path's $Shadow Smoothness Factor:
had no relation to it at all. Derive a size from the sun bitmap instead
and drive both methods from the same number.

g3_render_rect_screen_aligned_2d() sizes the sun quad so its rad is the
tangent of the half-angle it subtends, making tan(angular radius) equal
to 0.05 * the mission's +Scale: * the emitting disc's fraction of the
bitmap. That fraction is the area of the pixels at or above 90% of the
brightest one, converted to an equivalent radius. Across 90 sun bitmaps
from retail, the MediaVPs, Blue Planet and BtA it lands at a median of
0.261 (retail's chunkier art at 0.487), and the threshold acts as a
constant factor rather than a per-bitmap judgement call -- Spearman rho
0.96 between a 90% and a 50% cutoff.

Taken literally that yields suns 3.9-8.5x Sol's apparent diameter once
+Scale: is folded in (median 1.55, up to 5.0 in retail's own missions),
so the measurement is scaled by 0.25 and clamped to 1.5 degrees, putting
typical content near Sol. Derivation is the default: $SunAngularSize: 0
asks for hard shadows, an explicit value still wins, and missions can
also set +AngularSize: on an individual sun to override both, with FRED
and QtFRED UI (validation and fallback included) to author it. Bitmaps
that can't be read -- and the deliberately blank sun bitmaps mods ship
to get a light source with no visible disc -- fall back to hard shadows
rather than to the widest possible penumbra.

That angular size now sizes the raytraced penumbra cone directly
(traceShadowRayCone() in shadows.sdr), with sample count following the
same Shadow_quality tier that picks the shadow map's resolution (1 ray
at Low, up to 16 at Ultra) rather than being a separate setting. The
shadow-mapped path's tabled smoothness values were tuned by eye against
Sol-sized retail/MediaVPs art, so shadow_smoothness_scale() in
shadows.cpp scales them by the active sun's size relative to Sol,
clamped to what the shadow map can represent (shadow_clamp_smoothness()).
The two methods still disagree about occluder distance -- the raytracer
uses the real one, the shadow map's tabled values stand in for a blocker
distance pinned to the cascade's own extent -- so RT_SHADOW_SUN_SIZE_CALIBRATION
in shadows.sdr is a constant factor that makes a given $SunAngularSize:
read as roughly the same softness either way; it's the number to revisit
if the shadow map ever grows a real blocker search.

Also adds RTAO (raytraced ambient occlusion) sharing the same TLAS as
the shadow rays, with lighting-profile-driven radius/strength, and lab
controls for RT shadow quality (Low/High), the local light cap, RT
shadow samples, RTAO, and an angular-size override for comparing both
shadow methods against the same sun. All are safe to change live: they
only gate which lights are picked as shadow casters or scale existing
uniforms while filling the per-frame light data.

Co-Authored-By: Claude Opus 5 <[email protected]>

* Add shadow contact hardening via PCSS blocker search

The shadow-mapped path's penumbra width was a fixed per-cascade value
(shadow_smoothness_scale()'s ceiling), so every occluder blurred its
shadow by the same amount regardless of how close it actually was to
the receiver -- unlike the raytraced path, which gets that for free
from traceShadowRayCone()'s real occluder distance. Close that gap
with PCSS: search nearby texels for occluders, then scale the filter
radius by how far away they were.

The blocker search (pcssBlockerSearch() in shadows.sdr) needs raw,
uncompared depth reads, which the existing PCF sampler can't do -- it's
bound with a compare mode for the hardware shadow-compare instructions
the filtered sampling itself relies on. So shadow maps now get a second
sampler, shadow_map_raw, bound to the same texture with compare mode
off; on OpenGL that needs a second sampler object and GL 3.3
(shadow_contact_hardening_supported()), Vulkan can always bind it.
Where the raw sampler isn't available, or the new Graphics.ShadowContactHardening
option is off, shadows_start_render() sets Shadow_penumbra_scale[cascade]
to -1 as a sentinel and pcssPenumbraRadius() (shadows.sdr) falls straight
back to the fixed radius, bit-identical to the pre-contact-hardening
behavior and skipping the extra texture reads.

When it is on, shadows_start_render() computes each cascade's penumbra
scale from its own frustum extents and the sun's tanθ; the shader turns
that plus the blocker search's average depth into a per-pixel radius,
clamped to [1 texel, the old fixed ceiling]. A blocker search that finds
nothing doesn't fall back to "no shadow" -- a sparse 8-tap search can
miss a thin occluder, so it instead runs the full filter at the hardest
(1-texel) radius, trading a touch of extra blur for not popping a real
shadow to nothing.

Drops RT_SHADOW_SUN_SIZE_CALIBRATION accordingly: that constant existed
only to fake a blocker-distance-driven penumbra on the shadow-mapped path
by pre-scaling the raytraced cone to match it, and the shadow-mapped path
now has a real blocker search of its own, so the raytraced cone goes back
to its physically correct size.

* Apply review feedback on softer shadows

- Bind the GL raw-depth sampler on unit 11 in the deferred pass and
  unbind it after the pass.
- Enable RTAO only when shadows are on, and remove the RTAO option when
  ray tracing is not supported.
- Use every second Poisson tap in the PCSS blocker search.
- Use TLAS-relative ray origins for RTAO.
- Gate +AngularSize: at version 27.0.
- Measure an .eff sun from its first frame, and skip the measurement
  when shadows are off.
- Guard the GL 3.3 sampler check for GLES builds.
- Restore the lab session overrides when the lab closes.

Co-Authored-By: Claude Sonnet 5.5 <[email protected]>

* apply review suggestions

* Fix review findings and build the ray-tracing structure once per frame

Build the ray-tracing TLAS one time in each frame, in
vulkan_scene_texture_begin(), where no render pass is open. Remove the
TLAS build from the shadow pass and the second build in
vulkan_deferred_lighting_finish(). Remove gr_build_shadow_tlas.

Move the RTAO inputs and the deferred ray inputs (ray origin, cull mask,
bias) into globalDeferredData. Write them in each frame with
shadows_fill_deferred_global_data(). RTAO now works with shadows off and
in frames with no sun.

Other fixes from the review:
- Add the sampler2DArray precision to the OpenGL ES shader blocks.
- Declare shadowCascadeParams one time, in shadow_cascade_params.sdr.
- Use one ray function for traceShadowRay() and traceShadowRayCone().
- Restore the shadow method and the raytraced light limits when the lab
  closes.
- Limit the sun angular size to 90 degrees in stars.tbl and in missions.
- Make the OpenGL sampler part of the texture unit binding, and name the
  raw shadow map unit SHADOW_MAP_RAW_TEXTURE_UNIT.
- Measure the sun disc when the sun bitmap loads, not in the draw path.
- Use starfield_copy_entry_to_instance() in stars_set_data().
- Share the sun quad radius as SUN_QUAD_RADIUS.
- Correct the sun size tooltips and comments: the size affects both
  shadow methods.

Co-Authored-By: Claude Opus 5.5 <[email protected]>

---------

Co-authored-by: Claude Opus 5 <[email protected]>
2026-11-12 21:05:22 +01:00

1850 lines
58 KiB
C++

#include "lab_ui.h"
#include "globalincs/vmallocator.h"
#include "lab_ui_helpers.h"
#include "asteroid/asteroid.h"
#include "graphics/2d.h"
#include "graphics/debug_sphere.h"
#include "graphics/matrix.h"
#include "graphics/shadows.h"
#include "lab/labv2_internal.h"
#include "lighting/lighting_profiles.h"
#include "ship/shiphit.h"
#include "weapon/weapon.h"
#include "mission/missionload.h"
#include "prop/prop.h"
#include "controlconfig/controlsconfig.h"
using namespace ImGui;
namespace {
SCP_string get_binding_text(int action_id)
{
const auto& action = Control_config[action_id];
if (!action.first.empty() && !action.second.empty()) {
return action.first.textify() + " or " + action.second.textify();
}
if (!action.first.empty()) {
return action.first.textify();
}
if (!action.second.empty()) {
return action.second.textify();
}
return "Unbound";
}
void controls_reference_entry(const char* label, const SCP_string& description)
{
Bullet();
SameLine();
TextWrapped("%s: %s", label, description.c_str());
}
void controls_reference_entry(const char* label, const char* description)
{
Bullet();
SameLine();
TextWrapped("%s: %s", label, description);
}
} // namespace
std::map<animation::ModelAnimationTriggerType, std::map<SCP_string, bool>> manual_animation_triggers = {};
std::map<animation::ModelAnimationTriggerType, bool> manual_animations = {};
std::array<bool, MAX_SHIP_PRIMARY_BANKS> triggered_primary_banks = {false, false, false};
std::array<bool, MAX_SHIP_SECONDARY_BANKS> triggered_secondary_banks = {false, false, false, false};
void LabUi::object_changed()
{
rebuild_after_object_change = true;
manual_animation_triggers.clear();
for (auto& trigger : triggered_primary_banks)
trigger = false;
for (auto& trigger : triggered_secondary_banks)
trigger = false;
}
void LabUi::build_species_entry(const species_info &species_def, int species_idx) const
{
with_TreeNode(species_def.species_name)
{
int ship_info_idx = 0;
for (auto const& class_def : Ship_info) {
if (class_def.species == species_idx) {
SCP_string node_label;
sprintf(node_label, "##ShipClassIndex%i", ship_info_idx);
TreeNodeEx(node_label.c_str(),
ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen,
"%s", class_def.name);
if (IsItemClicked() && !IsItemToggledOpen()) {
getLabManager()->changeDisplayedObject(LabMode::Ship, ship_info_idx);
}
}
ship_info_idx++;
}
}
}
void LabUi::build_ship_list() const
{
with_TreeNode("Ship Classes")
{
int species_idx = 0;
for (auto const& species_def : Species_info) {
build_species_entry(species_def, species_idx);
species_idx++;
}
}
}
void LabUi::build_weapon_subtype_list() const
{
for (auto weapon_subtype_idx = 0; weapon_subtype_idx < Num_weapon_subtypes; ++weapon_subtype_idx) {
with_TreeNode(Weapon_subtype_names[weapon_subtype_idx])
{
int weapon_idx = 0;
for (auto const& class_def : Weapon_info) {
if ((weapon_subtype_idx == 2 && class_def.wi_flags[Weapon::Info_Flags::Beam]) ||
(class_def.subtype == weapon_subtype_idx && !class_def.wi_flags[Weapon::Info_Flags::Beam])) {
SCP_string node_label;
sprintf(node_label, "##WeaponClassIndex%i", weapon_idx);
TreeNodeEx(node_label.c_str(),
ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen,
"%s", class_def.name);
if (IsItemClicked() && !IsItemToggledOpen()) {
getLabManager()->changeDisplayedObject(LabMode::Weapon, weapon_idx);
}
}
weapon_idx++;
}
}
}
}
void LabUi::build_prop_subtype_list()
{
for (auto& propc : Prop_categories) {
with_TreeNode(propc.name.c_str())
{
int prop_idx = 0;
for (auto const& class_def : Prop_info) {
if (lcase_equal(prop_get_category(class_def.category_index)->name, propc.name)) {
SCP_string node_label;
sprintf(node_label, "##PropClassIndex%i", prop_idx);
TreeNodeEx(node_label.c_str(),
ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen,
"%s",
class_def.name.c_str());
if (IsItemClicked() && !IsItemToggledOpen()) {
getLabManager()->changeDisplayedObject(LabMode::Prop, prop_idx);
}
}
prop_idx++;
}
}
}
}
void LabUi::build_asteroid_list()
{
with_TreeNode("Asteroids")
{
int asteroid_idx = 0;
for (const auto& info : Asteroid_info) {
if (info.type == ASTEROID_TYPE_DEBRIS) {
asteroid_idx++;
continue;
}
int subtype_idx = 0;
for (const auto& subtype : info.subtypes) {
SCP_string node_label;
sprintf(node_label, "##AsteroidClassIndex%i_%i", asteroid_idx, subtype_idx);
TreeNodeEx(node_label.c_str(),
ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen,
"%s (%s)",
info.name,
subtype.type_name.c_str());
if (IsItemClicked() && !IsItemToggledOpen()) {
getLabManager()->changeDisplayedObject(LabMode::Asteroid, asteroid_idx, subtype_idx);
}
subtype_idx++;
}
asteroid_idx++;
}
}
}
void LabUi::build_debris_list()
{
with_TreeNode("Debris")
{
int debris_idx = 0;
for (const auto& info : Asteroid_info) {
if (info.type != ASTEROID_TYPE_DEBRIS) {
debris_idx++;
continue;
}
SCP_string node_label;
sprintf(node_label, "##DebrisClassIndex%i", debris_idx);
TreeNodeEx(node_label.c_str(),
ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen,
"%s",
info.name);
if (IsItemClicked() && !IsItemToggledOpen()) {
getLabManager()->changeDisplayedObject(LabMode::Asteroid, debris_idx, 0); // Debris subtype is always 0
}
debris_idx++;
}
}
}
void LabUi::build_weapon_list() const
{
with_TreeNode("Weapon Classes")
{
build_weapon_subtype_list();
}
}
void LabUi::build_object_list()
{
with_TreeNode("Asteroid/Debris Types")
{
build_asteroid_list();
build_debris_list();
}
}
void LabUi::build_prop_list()
{
with_TreeNode("Prop Classes")
{
build_prop_subtype_list();
}
}
void LabUi::build_background_list()
{
SCP_vector<SCP_string> t_missions;
cf_get_file_list(t_missions, CF_TYPE_MISSIONS, NOX("*.fs2"));
// Remove any ignored missions from the list
SCP_vector<SCP_string> missions;
for (const auto & t_mission : t_missions) {
if (!mission_is_ignored(t_mission.c_str())) {
missions.push_back(t_mission);
}
}
static SCP_map<SCP_string, SCP_vector<SCP_string>> directories;
if (directories.empty()) {
for (const auto& filename : missions) {
auto res = cf_find_file_location((filename + ".fs2").c_str(), CF_TYPE_MISSIONS);
if (res.found) {
auto location = get_directory_or_vp(res.full_name.c_str());
directories[location].push_back(filename);
}
}
}
ImGuiTreeNodeFlags node_flags = ImGuiTreeNodeFlags_Leaf | ImGuiTreeNodeFlags_NoTreePushOnOpen;
TreeNodeEx(LAB_MISSION_NONE_STRING, node_flags, LAB_MISSION_NONE_STRING);
if (IsItemClicked() && !IsItemToggledOpen()) {
getLabManager()->Renderer->useBackground(LAB_MISSION_NONE_STRING);
}
for (auto const& directory : directories) {
auto directory_name = directory.first.c_str();
// if the directory name is empty, this indicates loose files in the root data directory
// since imgui requires tree nodes to have non-empty names, we substitute a static string here
if (!strlen(directory_name))
directory_name = "Root";
with_TreeNode(directory_name)
{
for (const auto& mission_name : directory.second) {
TreeNodeEx(mission_name.c_str(), node_flags, "%s", mission_name.c_str());
if (IsItemClicked() && !IsItemToggledOpen()) {
getLabManager()->Renderer->useBackground(mission_name);
}
}
}
}
}
void LabUi::build_options_menu()
{
with_Menu("Options")
{
bool show_widget_menu = getLabManager()->Renderer->getShowOrientationWidget();
MenuItem("Render options", nullptr, &show_render_options_dialog);
MenuItem("Object selector", nullptr, &show_object_selection_dialog);
MenuItem("Background selector", nullptr, &show_background_selection_dialog);
MenuItem("Object options", nullptr, &show_object_options_dialog);
MenuItem("Controls reference", nullptr, &show_controls_reference_dialog);
if (MenuItem("Show orientation cube widget", nullptr, show_widget_menu)) {
getLabManager()->Renderer->setShowOrientationWidget(!show_widget_menu);
}
MenuItem("Reset View", nullptr, &reset_view);
MenuItem("Close lab", "ESC", &close_lab);
}
}
void LabUi::build_toolbar_entries()
{
with_MainMenuBar
{
build_options_menu();
}
if (reset_view) {
getLabManager()->Renderer->resetView();
reset_view = false;
}
if (close_lab) {
getLabManager()->notify_close();
close_lab = false;
}
}
void LabUi::show_background_selector() const
{
with_Window("Select background")
{
with_CollapsingHeader("Mission Background")
{
build_background_list();
}
}
}
void LabUi::show_object_selector() const
{
with_Window("Select object")
{
with_CollapsingHeader("Displayed Object")
{
build_ship_list();
build_weapon_list();
build_prop_list();
build_object_list();
}
}
}
void LabUi::create_ui()
{
build_toolbar_entries();
if (show_render_options_dialog)
show_render_options();
if (show_object_options_dialog)
show_object_options();
if (show_background_selection_dialog)
show_background_selector();
if (show_object_selection_dialog)
show_object_selector();
if (show_controls_reference_dialog)
show_controls_reference();
rebuild_after_object_change = false;
}
void LabUi::show_controls_reference()
{
with_Window("Lab controls reference")
{
TextWrapped("Mouse controls");
controls_reference_entry("LMB + drag", "Orient the displayed object.");
controls_reference_entry("RMB + drag", "Rotate the camera.");
controls_reference_entry("Shift + RMB + drag", "Pan the camera on the X/Y plane.");
controls_reference_entry("Mouse wheel", "Zoom the camera in or out.");
TextWrapped("Rotation axis limits and rotation speed apply only to object orientation (LMB), not "
"camera controls (RMB).");
Separator();
TextWrapped("Keyboard shortcuts");
controls_reference_entry("R", "Cycle object orientation (LMB) axis mode (Yaw, Pitch, Roll, or Both).");
controls_reference_entry("S", "Cycle object orientation (LMB) speed.");
controls_reference_entry("V", "Reset camera view.");
controls_reference_entry("T / Y", "Cycle team color presets.");
controls_reference_entry("1-9", "Switch anti-aliasing presets.");
controls_reference_entry("M", "Export an environment map.");
controls_reference_entry("ESC", "Close the lab.");
if (getLabManager()->CurrentMode == LabMode::Ship) {
Separator();
TextWrapped("Ship-only controls (from current control bindings)");
// These don't work in the new lab yet
//controls_reference_entry("Increase throttle by 5%", get_binding_text(PLUS_5_PERCENT_THROTTLE));
//controls_reference_entry("Decrease throttle by 5%", get_binding_text(MINUS_5_PERCENT_THROTTLE));
controls_reference_entry("Afterburner", get_binding_text(AFTERBURNER));
}
}
}
static const char* antialiasing_settings[] = {
"None",
"FXAA Low",
"FXAA Medium",
"FXAA High",
"SMAA Low",
"SMAA Medium",
"SMAA High",
"SMAA Ultra",
};
static SCP_string tonemappers[] = {
"Linear",
"Uncharted",
"ACES",
"ACES Approximate",
"Cineon",
"Piecewise Power Curve",
"Piecewise Power Curve (RGB)",
"Reinhard Extended",
"Reinhard Jodie",
};
static const char* texture_quality_settings[] = {
"Minimum",
"Low",
"Medium",
"High",
"Maximum",
};
void LabUi::build_texture_quality_combobox()
{
with_Combo("Texture quality",
texture_quality_settings[static_cast<int>(getLabManager()->Renderer->getTextureQuality())])
{
for (int n = 0; n < IM_ARRAYSIZE(texture_quality_settings); n++) {
bool is_selected = n == static_cast<int>(getLabManager()->Renderer->getTextureQuality());
if (Selectable(texture_quality_settings[n], is_selected))
getLabManager()->Renderer->setTextureQuality(static_cast<TextureQuality>(n));
if (is_selected)
SetItemDefaultFocus();
}
}
}
void LabUi::build_team_color_combobox() const
{
if (!Team_Colors.empty()) {
with_Combo("Team Color setting", getLabManager()->Renderer->getCurrentTeamColor().c_str())
{
for (const auto& team_color_name : Team_Colors) {
bool is_selected = team_color_name.first == getLabManager()->Renderer->getCurrentTeamColor();
if (Selectable(team_color_name.first.c_str(), is_selected)) {
getLabManager()->Renderer->setTeamColor(team_color_name.first);
}
if (is_selected)
SetItemDefaultFocus();
}
}
}
}
void LabUi::build_antialiasing_combobox()
{
with_Combo("Antialiasing method", antialiasing_settings[static_cast<int>(Gr_aa_mode)])
{
for (int n = 0; n < IM_ARRAYSIZE(antialiasing_settings); n++) {
bool is_selected = static_cast<int>(Gr_aa_mode) == n;
if (Selectable(antialiasing_settings[n], is_selected))
LabRenderer::setAAMode(static_cast<AntiAliasMode>(n));
if (is_selected)
SetItemDefaultFocus();
}
}
}
static const char* shadow_render_method_settings[] = {
"Shadow Maps",
"Raytraced",
};
void LabUi::build_shadow_method_combobox()
{
// Only offer this control at all when the hardware/renderer can actually do
// something with it -- same gate the in-game Shadow Method option's
// enumerator uses.
if (!shadows_raytracing_supported()) {
return;
}
with_Combo("Shadow method", shadow_render_method_settings[static_cast<int>(Shadow_render_method)])
{
for (int n = 0; n < IM_ARRAYSIZE(shadow_render_method_settings); n++) {
bool is_selected = static_cast<int>(Shadow_render_method) == n;
if (Selectable(shadow_render_method_settings[n], is_selected))
LabRenderer::setShadowRenderMethod(static_cast<ShadowRenderMethod>(n));
if (is_selected)
SetItemDefaultFocus();
}
}
}
static const char* rt_shadow_quality_settings[] = {
"Low (directional lights only)",
"High (also point/tube/cone lights)",
};
void LabUi::build_rt_shadow_quality_combobox()
{
// Only meaningful when raytraced shadows are actually the active method.
if (!shadows_raytracing_supported() || Shadow_render_method != ShadowRenderMethod::Raytraced) {
return;
}
with_Combo("Raytraced Shadow Quality", rt_shadow_quality_settings[static_cast<int>(Rt_shadow_quality)])
{
for (int n = 0; n < IM_ARRAYSIZE(rt_shadow_quality_settings); n++) {
bool is_selected = static_cast<int>(Rt_shadow_quality) == n;
if (Selectable(rt_shadow_quality_settings[n], is_selected))
LabRenderer::setRtShadowQuality(static_cast<RTShadowQuality>(n));
if (is_selected)
SetItemDefaultFocus();
}
}
}
void LabUi::build_max_rt_shadow_lights_slider()
{
// Only meaningful when raytraced shadows are actually the active method.
if (!shadows_raytracing_supported() || Shadow_render_method != ShadowRenderMethod::Raytraced) {
return;
}
int count = Max_rt_shadow_lights;
if (SliderInt("Max Raytraced Shadow Lights", &count, 1, 8)) {
LabRenderer::setMaxRtShadowLights(count);
}
// The local-light cap is only consulted at High quality, so don't offer it at Low --
// same as how the sun size slider only appears once its override is on.
if (Rt_shadow_quality != RTShadowQuality::High) {
return;
}
// 0 is a useful setting rather than a degenerate one: it turns local-light shadows off
// without leaving High, which isolates what the directional lights are contributing.
int local_count = Max_rt_shadow_local_lights;
if (SliderInt("Max Raytraced Local Shadow Lights", &local_count, 0, 64)) {
LabRenderer::setMaxRtShadowLocalLights(local_count);
}
}
void LabUi::build_rt_shadow_bias_sliders()
{
// Only meaningful when raytraced shadows are actually the active method.
if (!shadows_raytracing_supported() || Shadow_render_method != ShadowRenderMethod::Raytraced) {
return;
}
float bias_min = Rt_shadow_bias_min;
if (SliderFloat("Min RT Shadow Bias", &bias_min, 0.0f, 4.0f)) {
LabRenderer::setRtShadowBiasMin(bias_min);
}
float bias_max = Rt_shadow_bias_max;
if (SliderFloat("Max RT Shadow Bias", &bias_max, 0.5f, 16.0f)) {
LabRenderer::setRtShadowBiasMax(bias_max);
}
}
void LabUi::build_shadow_penumbra_sliders()
{
// The sample count is a raytracing cost knob, so it only appears when raytraced shadows
// are actually the active method. The sun size below is deliberately not gated that way.
if (shadows_raytracing_supported() && Shadow_render_method == ShadowRenderMethod::Raytraced) {
// Starts at whatever Shadow_quality implies; moving it pins a session-only
// override, so the slider stops tracking the quality tier from then on.
int samples = shadows_rt_sample_count();
if (SliderInt("Raytraced Shadow Samples", &samples, 1, 16)) {
LabRenderer::setRtShadowSamples(samples);
}
}
// Contact hardening is a shadow-map-only technique (see pcssPenumbraRadius() in
// shadows.sdr) -- raytraced shadows size their penumbra from traceShadowRayCone()'s
// cone sampling instead, so this has no effect there and isn't worth showing.
if (shadow_contact_hardening_supported() && Shadow_render_method == ShadowRenderMethod::ShadowMap) {
bool contact_hardening = Shadow_contact_hardening_enabled;
if (Checkbox("Shadow Contact Hardening", &contact_hardening)) {
LabRenderer::setShadowContactHardening(contact_hardening);
}
}
// Overrides whatever size the suns would otherwise use -- their $SunAngularSize, or
// the size measured from their bitmaps -- so penumbras can be tried out against any
// background; the checkbox's default slider value is Sol's apparent diameter.
//
// Shown for both shadow methods, because this is the one parameter that drives softness
// in both: it sizes the raytraced penumbra cone and scales the shadow map's filter width
// (see shadow_smoothness_scale() in shadows.cpp). Sitting on the slider and flipping the
// render method is the intended way to check the two against each other.
//
// It needs a mission background loaded to do anything: it overrides the size of drawn
// suns, and with no background the lab lights the scene from common_setup_room_lights()
// instead, which draws no suns for this to override.
if (Shadow_quality == ShadowQuality::Disabled) {
return;
}
bool override_sun = Sun_angular_size_override >= 0.0f;
if (Checkbox("Override Sun Angular Size", &override_sun)) {
LabRenderer::setSunAngularSizeOverride(override_sun ? SUN_ANGULAR_SIZE_SOL : SUN_ANGULAR_SIZE_UNSPECIFIED);
}
if (override_sun) {
float sun_size = Sun_angular_size_override;
if (SliderFloat("Sun Angular Size (degrees)", &sun_size, 0.0f, 10.0f)) {
LabRenderer::setSunAngularSizeOverride(sun_size);
}
}
}
void LabUi::build_rtao_sliders()
{
// Unlike the RT shadow sliders, RTAO (raytraced ambient occlusion) does not depend on
// the shadow method or the shadow quality. It only needs ray-query support.
if (!rtao_supported()) {
return;
}
int samples = Rtao_samples;
if (SliderInt("Ambient Occlusion Rays", &samples, 0, 16)) {
LabRenderer::setRtaoSamples(samples);
}
// Radius/strength are the mod-owned lighting-profile values ($RTAO Radius /
// $RTAO Strength); these override the active profile for this session only,
// same as the exposure/tonemapper controls below.
float radius = lighting_profiles::current_rtao_radius();
if (SliderFloat("Ambient Occlusion Radius", &radius, 0.0f, 200.0f)) {
lighting_profiles::lab_set_rtao_radius(radius);
}
float strength = lighting_profiles::current_rtao_strength();
if (SliderFloat("Ambient Occlusion Strength", &strength, 0.0f, 2.0f)) {
lighting_profiles::lab_set_rtao_strength(strength);
}
}
namespace ltp = lighting_profiles;
using namespace ltp;
void LabUi::build_tone_mapper_combobox()
{
// current_tonemapper() forces TonemapperAlgorithm::HdrScene while HDR10
// output is active, ignoring whatever's stored -- so there's nothing
// meaningful left to pick here.
if (Gr_hdr_output_active) {
return;
}
with_Combo("Tonemapper", ltp::tonemapper_to_name(ltp::current_tonemapper()).c_str())
{
for (int n = 0; n < IM_ARRAYSIZE(tonemappers); n++) {
const bool is_selected =
ltp::tonemapper_to_name(ltp::current_tonemapper()) == tonemappers[n];
if (Selectable(tonemappers[n].c_str(), is_selected))
ltp::lab_set_tonemapper(ltp::name_to_tonemapper(tonemappers[n]));
if (is_selected)
SetItemDefaultFocus();
}
}
}
void LabUi::show_render_options()
{
auto profile_list = ltp::list_profiles();
int bloom_level = gr_bloom_intensity();
float ambient_factor = ltp::lab_get_ambient();
float light_factor = ltp::lab_get_light();
float emissive_factor = ltp::lab_get_emissive();
float exposure_level = ltp::current_exposure();
auto ppcv = ltp::lab_get_ppc();
show_orientation_widget = getLabManager()->Renderer->getShowOrientationWidget();
bool skip_setting_light_options_this_frame = false;
with_Window("Render options")
{
Checkbox("Enable Model Rotation", &enable_model_rotation);
with_CollapsingHeader("Model features")
{
if (getLabManager()->CurrentMode == LabMode::Ship) {
Checkbox("Rotate/Translate Subsystems", &animate_subsystems);
}
Checkbox("Show full detail", &show_full_detail);
if (getLabManager()->CurrentMode == LabMode::Ship ||
getLabManager()->CurrentMode == LabMode::Weapon) {
Checkbox("Show thrusters", &show_thrusters);
if (getLabManager()->CurrentMode == LabMode::Ship) {
Checkbox("Show afterburners", &show_afterburners);
Checkbox("Show weapons", &show_weapons);
Checkbox("Show Insignia", &show_insignia);
Checkbox("Show damage lightning", &show_damage_lightning);
}
}
Checkbox("No glowpoints", &no_glowpoints);
}
with_CollapsingHeader("Texture options")
{
Checkbox("Diffuse map", &diffuse_map);
Checkbox("Glow map", &glow_map);
Checkbox("Specular map", &spec_map);
Checkbox("Reflection map", &reflect_map);
Checkbox("Environment map", &env_map);
Checkbox("Normal map", &normal_map);
Checkbox("Height map", &height_map);
Checkbox("Misc map", &misc_map);
Checkbox("AO map", &ao_map);
build_texture_quality_combobox();
build_team_color_combobox();
}
with_CollapsingHeader("Scene rendering options")
{
Checkbox("Hide Post Processing", &hide_post_processing);
Checkbox("Hide particles", &no_particles);
Checkbox("Render as wireframe", &use_wireframe_rendering);
Checkbox("Orthographic projection", &use_orthographic_projection);
Checkbox("Show orientation cube widget", &show_orientation_widget);
Checkbox("Render without light", &no_lighting);
Checkbox("Render with emissive lighting", &show_emissive_lighting);
SliderFloat("Light brightness", &light_factor, 0.0f, 10.0f);
SliderFloat("Ambient factor", &ambient_factor, 0.0f, 10.0f);
SliderFloat("Emissive amount", &emissive_factor, 0.0f, 10.0f);
SliderFloat("Exposure", &exposure_level, 0.0f, 8.0f);
SliderInt("Bloom level", &bloom_level, 0, 200);
build_antialiasing_combobox();
build_shadow_method_combobox();
build_rt_shadow_quality_combobox();
build_max_rt_shadow_lights_slider();
build_rt_shadow_bias_sliders();
build_shadow_penumbra_sliders();
build_rtao_sliders();
build_tone_mapper_combobox();
if (ltp::current_tonemapper() == TonemapperAlgorithm::PPC ||
ltp::current_tonemapper() == TonemapperAlgorithm::PPC_RGB) {
SliderFloat("PPC Toe Strength", &ppcv.toe_strength, 0.0f, 1.0f);
SliderFloat("PPC Toe Length", &ppcv.toe_length, 0.0f, 1.0f);
SliderFloat("PPC Shoulder Angle", &ppcv.shoulder_angle, 0.0f, 1.0f);
SliderFloat("PPC Shoulder Length", &ppcv.shoulder_length, 0.0f, 10.0f);
SliderFloat("PPC Shoulder Strength", &ppcv.shoulder_strength, 0.0f, 1.0f);
}
if (profile_list.size()>1) {
with_CollapsingHeader("Load lighting profile...") {
for (const auto &s : profile_list) {
if (Button(s.c_str(), ImVec2(-FLT_MIN, GetTextLineHeight() * 2))) {
ltp::switch_to(s);
// Avoid immediately overwriting the selected profile's values with
// stale slider state captured before the profile switch.
skip_setting_light_options_this_frame = true;
}
}
}
}
}
if (The_mission.volumetrics) {
with_CollapsingHeader("Volumetric nebula options")
{
bool set_to_origin = static_cast<bool>(volumetrics_pos_backup);
Checkbox("Move Volumetrics to Origin", &set_to_origin);
if (set_to_origin != static_cast<bool>(volumetrics_pos_backup)) {
if (set_to_origin) {
volumetrics_pos_backup = The_mission.volumetrics->pos;
The_mission.volumetrics->pos = vec3d ZERO_VECTOR;
}
else {
The_mission.volumetrics->pos = *volumetrics_pos_backup;
volumetrics_pos_backup.reset();
}
}
Separator();
Text("Quality Settings:");
Checkbox("Enable Edge Smoothing", &The_mission.volumetrics->doEdgeSmoothing);
SliderInt("Steps Until Opaque", &The_mission.volumetrics->steps, 2, 30);
SliderInt("Steps Towards Sun", &The_mission.volumetrics->globalLightSteps, 2, 10);
Separator();
Text("Visibility Settings:");
SliderFloat("Maximum Opacity", &The_mission.volumetrics->alphaLim, 0.0001f, 1.0f, "%.4f", ImGuiSliderFlags_Logarithmic | ImGuiSliderFlags_NoRoundToFormat);
SliderFloat("Opacity Distance", &The_mission.volumetrics->opacityDistance, 0.1f, 100.0f);
Separator();
Text("Emissive Settings:");
SliderFloat("Emissive Light Spreading", &The_mission.volumetrics->emissiveSpread, 0.1f, 2.0f);
SliderFloat("Emissive Light Intensity", &The_mission.volumetrics->emissiveIntensity, 0.0f, 2.0f);
SliderFloat("Emissive Light Falloff", &The_mission.volumetrics->emissiveFalloff, 0.1f, 2.0f);
Separator();
Text("Global Light Settings:");
SliderFloat("Henyey-Greenstein", &The_mission.volumetrics->henyeyGreensteinCoeff, -1.0f, 1.0f);
SliderFloat("Sun Falloff Factor", &The_mission.volumetrics->globalLightDistanceFactor, 0.1f, 3.0f);
Separator();
Text("Noise Settings:");
Checkbox("Noise Active", &The_mission.volumetrics->noiseActive);
SliderFloat("Noise Intensity", &The_mission.volumetrics->noiseColorIntensity, 0.0f, 3.0f);
SliderFloat("Noise Scale Base", &std::get<0>(The_mission.volumetrics->noiseScale), 1.0f, 50.0f);
SliderFloat("Noise Scale Sub", &std::get<1>(The_mission.volumetrics->noiseScale), 1.0f, 50.0f);
}
}
if (getLabManager()->Renderer->currentMissionBackground != LAB_MISSION_NONE_STRING) {
if (Button("Export environment cubemap", ImVec2(-FLT_MIN, GetTextLineHeight()*2))) {
gr_dump_envmap(getLabManager()->Renderer->currentMissionBackground.c_str());
}
}
if (graphics_options_changed()) {
if (Button("Reset graphics settings", ImVec2(-FLT_MIN, GetTextLineHeight() * 2))) {
getLabManager()->resetGraphicsSettings();
// In order to make the reset button work, we can't set anything here this frame; we'll wait until
// the next run through this method to update the state then.
skip_setting_light_options_this_frame = true;
}
}
}
if (!skip_setting_light_options_this_frame) {
getLabManager()->Flags.set(ManagerFlags::ModelRotationEnabled, enable_model_rotation);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::ShowInsignia, show_insignia);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::ShowDamageLightning, show_damage_lightning);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::HidePostProcessing, hide_post_processing);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::NoDiffuseMap, !diffuse_map);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::NoGlowMap, !glow_map);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::NoSpecularMap, !spec_map);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::NoReflectMap, !reflect_map);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::NoEnvMap, !env_map);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::NoNormalMap, !normal_map);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::NoHeightMap, !height_map);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::NoMiscMap, !misc_map);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::NoAOMap, !ao_map);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::NoGlowpoints, no_glowpoints);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::ShowWireframe, use_wireframe_rendering);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::NoLighting, no_lighting);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::ShowFullDetail, show_full_detail);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::ShowThrusters, show_thrusters);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::ShowAfterburners, show_afterburners || getLabManager()->Lab_thrust_afterburn);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::ShowWeapons, show_weapons);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::ShowEmissiveLighting, show_emissive_lighting);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::MoveSubsystems, animate_subsystems);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::NoParticles, no_particles);
getLabManager()->Renderer->setRenderFlag(LabRenderFlag::UseOrthographicProjection, use_orthographic_projection);
getLabManager()->Renderer->setShowOrientationWidget(show_orientation_widget);
LabRenderer::setEmissiveFactor(emissive_factor);
LabRenderer::setAmbientFactor(ambient_factor);
LabRenderer::setLightFactor(light_factor);
getLabManager()->Renderer->setBloomLevel(bloom_level);
getLabManager()->Renderer->setExposureLevel(exposure_level);
LabRenderer::setPPCValues(ppcv);
}
}
void LabUi::do_triggered_anim(animation::ModelAnimationTriggerType type,
const SCP_string& name,
bool direction,
int subtype) const
{
if (getLabManager()->isSafeForShips()) {
auto shipp = &Ships[Objects[getLabManager()->CurrentObject].instance];
if (subtype != animation::ModelAnimationSet::SUBTYPE_DEFAULT)
Ship_info[shipp->ship_info_index]
.animations.getAll(model_get_instance(shipp->model_instance_num), type, subtype, true)
.start(direction ? animation::ModelAnimationDirection::RWD : animation::ModelAnimationDirection::FWD);
else
Ship_info[shipp->ship_info_index]
.animations.get(model_get_instance(shipp->model_instance_num), type, name)
.start(direction ? animation::ModelAnimationDirection::RWD : animation::ModelAnimationDirection::FWD);
}
}
#define IMGUI_TABLE_ENTRY(colA, colB) \
TableNextRow(); \
TableSetColumnIndex(0); \
TextUnformatted(colA); \
TableSetColumnIndex(1); \
TextUnformatted(colB); \
static void build_ship_table_info_txtbox(ship_info* sip)
{
with_TreeNode("Table information")
{
// since this dialog is closed when the displayed object changes, we need to track whether or not
// the text needs to be updated separately
static SCP_string table_text;
static int old_class = getLabManager()->CurrentClass;
if (table_text.empty() || old_class != getLabManager()->CurrentClass) {
table_text = get_ship_table_text(sip);
old_class = getLabManager()->CurrentClass;
}
InputTextMultiline("##table_text",
table_text.data(),
table_text.length(),
ImVec2(-FLT_MIN, GetTextLineHeight() * 16),
ImGuiInputTextFlags_ReadOnly);
}
}
static void build_weapon_table_info_txtbox(weapon_info* wip)
{
with_TreeNode("Table information")
{
// Cache result across frames for performance
static SCP_string table_text;
static int old_class = getLabManager()->CurrentClass;
if (table_text.empty() || old_class != getLabManager()->CurrentClass) {
table_text = get_weapon_table_text(wip);
old_class = getLabManager()->CurrentClass;
}
InputTextMultiline("##weapon_table_text",
table_text.data(),
table_text.length(),
ImVec2(-FLT_MIN, GetTextLineHeight() * 16),
ImGuiInputTextFlags_ReadOnly);
}
}
void LabUi::build_model_info_box_actual(ship_info* sip, polymodel* pm) const
{
ImGuiTableFlags flags = ImGuiTableFlags_Borders | ImGuiTableFlags_RowBg;
with_Table("model info", 2, flags)
{
IMGUI_TABLE_ENTRY("Model File", sip->pof_file)
IMGUI_TABLE_ENTRY("Target model", sip->pof_file_hud)
IMGUI_TABLE_ENTRY("Techroom model", sip->pof_file_tech)
IMGUI_TABLE_ENTRY("Cockpit model", sip->cockpit_pof_file)
IMGUI_TABLE_ENTRY("POF version", std::to_string(pm->version).c_str());
IMGUI_TABLE_ENTRY("Materials used", std::to_string(pm->n_textures).c_str());
IMGUI_TABLE_ENTRY("Radius", std::to_string(pm->core_radius).c_str());
}
}
void LabUi::build_model_info_box(ship_info* sip, polymodel* pm) const {
with_TreeNode("Model information")
{
build_model_info_box_actual(sip, pm);
}
}
static void render_subsystem(ship_subsys* ss, object* objp)
{
SCP_string buf;
auto pmi = model_get_instance(Ships[objp->instance].model_instance_num);
auto pm = model_get(pmi->model_num);
int subobj_num = ss->system_info->subobj_num;
g3_start_frame(1);
gr_set_proj_matrix(Proj_fov, gr_screen.clip_aspect, Min_draw_distance, Max_draw_distance);
gr_set_view_matrix(&Eye_position, &Eye_matrix);
if (subobj_num != -1) {
auto bsp = &pm->submodel[subobj_num];
vec3d front_top_left = bsp->bounding_box[7];
vec3d front_top_right = bsp->bounding_box[6];
vec3d front_bot_left = bsp->bounding_box[4];
vec3d front_bot_right = bsp->bounding_box[5];
vec3d back_top_left = bsp->bounding_box[3];
vec3d back_top_right = bsp->bounding_box[2];
vec3d back_bot_left = bsp->bounding_box[0];
vec3d back_bot_right = bsp->bounding_box[1];
gr_set_color(255, 32, 32);
// get into the frame of reference of the submodel
int g3_count = 1;
g3_start_instance_matrix(&objp->pos, &objp->orient, true);
int mn = subobj_num;
while ((mn >= 0) && (pm->submodel[mn].parent >= 0)) {
g3_start_instance_matrix(&pm->submodel[mn].offset, &pmi->submodel[mn].canonical_orient, true);
g3_count++;
mn = pm->submodel[mn].parent;
}
// draw a cube around the subsystem
g3_draw_htl_line(&front_top_left, &front_top_right);
g3_draw_htl_line(&front_top_right, &front_bot_right);
g3_draw_htl_line(&front_bot_right, &front_bot_left);
g3_draw_htl_line(&front_bot_left, &front_top_left);
g3_draw_htl_line(&back_top_left, &back_top_right);
g3_draw_htl_line(&back_top_right, &back_bot_right);
g3_draw_htl_line(&back_bot_right, &back_bot_left);
g3_draw_htl_line(&back_bot_left, &back_top_left);
g3_draw_htl_line(&front_top_left, &back_top_left);
g3_draw_htl_line(&front_top_right, &back_top_right);
g3_draw_htl_line(&front_bot_left, &back_bot_left);
g3_draw_htl_line(&front_bot_right, &back_bot_right);
// draw another cube around a gun for a two-part turret
if ((ss->system_info->turret_gun_sobj >= 0) &&
(ss->system_info->turret_gun_sobj != ss->system_info->subobj_num)) {
bsp_info const* bsp_turret = &pm->submodel[ss->system_info->turret_gun_sobj];
front_top_left = bsp_turret->bounding_box[7];
front_top_right = bsp_turret->bounding_box[6];
front_bot_left = bsp_turret->bounding_box[4];
front_bot_right = bsp_turret->bounding_box[5];
back_top_left = bsp_turret->bounding_box[3];
back_top_right = bsp_turret->bounding_box[2];
back_bot_left = bsp_turret->bounding_box[0];
back_bot_right = bsp_turret->bounding_box[1];
g3_start_instance_matrix(&bsp_turret->offset,
&pmi->submodel[ss->system_info->turret_gun_sobj].canonical_orient,
true);
g3_draw_htl_line(&front_top_left, &front_top_right);
g3_draw_htl_line(&front_top_right, &front_bot_right);
g3_draw_htl_line(&front_bot_right, &front_bot_left);
g3_draw_htl_line(&front_bot_left, &front_top_left);
g3_draw_htl_line(&back_top_left, &back_top_right);
g3_draw_htl_line(&back_top_right, &back_bot_right);
g3_draw_htl_line(&back_bot_right, &back_bot_left);
g3_draw_htl_line(&back_bot_left, &back_top_left);
g3_draw_htl_line(&front_top_left, &back_top_left);
g3_draw_htl_line(&front_top_right, &back_top_right);
g3_draw_htl_line(&front_bot_left, &back_bot_left);
g3_draw_htl_line(&front_bot_right, &back_bot_right);
g3_done_instance(true);
}
for (int i = 0; i < g3_count; i++)
g3_done_instance(true);
} else {
vec3d subsys_position;
vm_vec_add(&subsys_position, &objp->pos, &ss->system_info->pnt);
vec3d rotated_position;
vm_vec_unrotate(&rotated_position, &subsys_position, &objp->orient);
color c;
gr_init_alphacolor(&c, 255, 32, 32, 128);
g3_draw_htl_sphere(&c,
&rotated_position,
ss->system_info->radius,
ALPHA_BLEND_ALPHA_BLEND_ALPHA,
ZBUFFER_TYPE_FULL);
}
gr_end_proj_matrix();
gr_end_view_matrix();
g3_end_frame();
}
void LabUi::build_subsystem_list(object* objp, ship* shipp) const {
with_TreeNode("Subsystems")
{
size_t subsys_index = 0;
static SCP_vector<bool> show_subsys;
static int ship_class_idx = shipp->ship_info_index;
if (ship_class_idx != shipp->ship_info_index) {
ship_class_idx = shipp->ship_info_index;
show_subsys.clear();
}
for (auto cur_subsys = GET_FIRST(&shipp->subsys_list); cur_subsys != END_OF_LIST(&shipp->subsys_list);
cur_subsys = GET_NEXT(cur_subsys)) {
if (show_subsys.size() <= subsys_index)
show_subsys.push_back(false);
auto subsys_name_tmp = cur_subsys->sub_name;
if (strlen(subsys_name_tmp) == 0)
subsys_name_tmp = cur_subsys->system_info->name;
SCP_string subsys_name;
sprintf(subsys_name, "%s (%i)", subsys_name_tmp, (int)subsys_index);
build_subsystem_list_entry(subsys_name, show_subsys, subsys_index, cur_subsys, objp, shipp);
subsys_index++;
}
}
}
void LabUi::build_subsystem_list_entry(SCP_string& subsys_name,
SCP_vector<bool>& show_subsys,
const size_t& subsys_index,
ship_subsys* cur_subsys,
object* objp,
ship* shipp) const
{
with_TreeNode(subsys_name.c_str())
{
SCP_string node_name;
sprintf(node_name, "Highlight system##%s", subsys_name.c_str());
auto display_this = show_subsys[subsys_index] == true;
Checkbox(node_name.c_str(), &display_this);
if (display_this) {
render_subsystem(cur_subsys, objp);
}
show_subsys[subsys_index] = display_this;
sprintf(node_name, "Destroy system##%s", subsys_name.c_str());
if (Button(node_name.c_str())) {
cur_subsys->current_hits = 0;
do_subobj_destroyed_stuff(shipp, cur_subsys, nullptr);
}
}
}
void LabUi::build_weapon_options(ship* shipp) const {
with_TreeNode("Primaries")
{
auto bank = 0;
for (auto& primary_slot : shipp->weapons.primary_bank_weapons) {
if (primary_slot != -1) {
auto wip = &Weapon_info[primary_slot];
SCP_string text;
sprintf(text, "##Primary bank %i", bank);
build_primary_weapon_combobox(text, wip, primary_slot);
SameLine();
SCP_string cb_text;
sprintf(cb_text, "Fire bank %i", bank);
Checkbox(cb_text.c_str(), &getLabManager()->FirePrimaries[bank]);
bank++;
}
}
}
with_TreeNode("Secondaries")
{
auto bank = 0;
for (auto& secondary_slot : shipp->weapons.secondary_bank_weapons) {
if (secondary_slot != -1) {
auto wip = &Weapon_info[secondary_slot];
SCP_string text;
sprintf(text, "##Secondary bank %i", bank);
build_secondary_weapon_combobox(text, wip, secondary_slot);
SameLine();
SCP_string cb_text;
sprintf(cb_text, "Fire bank %i##secondary", bank);
Checkbox(cb_text.c_str(), &getLabManager()->FireSecondaries[bank]);
bank++;
}
}
}
with_TreeNode("Turrets")
{
auto subsys_idx = 0; // unique IDs
for (auto* subsys = GET_FIRST(&shipp->subsys_list); subsys != END_OF_LIST(&shipp->subsys_list);
subsys = GET_NEXT(subsys)) {
if (subsys->system_info->type != SUBSYSTEM_TURRET)
continue;
SCP_string label;
sprintf(label, "Turret %i - %s", subsys_idx, subsys->system_info->subobj_name);
if (TreeNodeEx(label.c_str(), ImGuiTreeNodeFlags_DefaultOpen)) {
Spacing();
// Find the turret in FireTurrets
auto it = std::find_if(getLabManager()->FireTurrets.begin(),
getLabManager()->FireTurrets.end(),
[subsys](const auto& tuple) { return std::get<0>(tuple) == subsys; });
int mode = 0; // Default to UVEC aligned
bool fire_now = false;
bool multipart = false;
if (subsys->system_info->turret_gun_sobj >= 0 && subsys->system_info->subobj_num != subsys->system_info->turret_gun_sobj) {
multipart = true;
}
const char* aiming_options[] = {"Random", "UVEC Aligned", "Initial"};
// In the lab we need to force fire on target because we're faking having an actual target
subsys->system_info->flags.set(Model::Subsystem_Flags::Fire_on_target);
// If already added, load current mode + fire state
if (it != getLabManager()->FireTurrets.end()) {
mode = static_cast<int>(std::get<1>(*it));
fire_now = std::get<2>(*it);
}
// Fire checkbox
SCP_string cb_label;
sprintf(cb_label, "Fire Turret##turret%i", subsys_idx);
Checkbox(cb_label.c_str(), &fire_now);
// Mode dropdown
ImGui::TextUnformatted("Turret Aiming:");
ImGui::SameLine(150.0f); // Start combo box at 150px
ImGui::SetNextItemWidth(200.0f);
ImGui::Combo("##AimingMode", &mode, aiming_options, multipart ? 3 : 2);
auto modeToAimType = [multipart](int this_mode) -> LabTurretAimType {
switch (this_mode) {
case 0:
return LabTurretAimType::RANDOM;
case 1:
return LabTurretAimType::UVEC;
case 2:
if (multipart) {
return LabTurretAimType::INITIAL;
} else {
return LabTurretAimType::UVEC;
}
default:
return LabTurretAimType::RANDOM; // fallback
}
};
// Update or add to FireTurrets
if (it == getLabManager()->FireTurrets.end()) {
getLabManager()->FireTurrets.emplace_back(subsys, modeToAimType(mode), fire_now);
// Set timestamps to allow turret to fire immediately
subsys->turret_next_fire_stamp = timestamp(0);
auto& weps = subsys->weapons;
for (auto& stamp : weps.next_primary_fire_stamp) {
stamp = timestamp(0);
}
for (auto& stamp : weps.next_secondary_fire_stamp) {
stamp = timestamp(0);
}
} else {
std::get<1>(*it) = modeToAimType(mode);
std::get<2>(*it) = fire_now;
}
auto& weps = subsys->weapons;
// PRIMARY BANKS
for (int bank = 0; bank < weps.num_primary_banks; ++bank) {
SCP_string text;
sprintf(text, "##TurretPrimaryBank%i_%i", subsys_idx, bank);
auto* wip = &Weapon_info[weps.primary_bank_weapons[bank]];
build_primary_weapon_combobox(text, wip, weps.primary_bank_weapons[bank]);
}
// SECONDARY BANKS
for (int bank = 0; bank < weps.num_secondary_banks; ++bank) {
SCP_string text;
sprintf(text, "##TurretSecondaryBank%i_%i", subsys_idx, bank);
auto* wip = &Weapon_info[weps.secondary_bank_weapons[bank]];
build_secondary_weapon_combobox(text, wip, weps.secondary_bank_weapons[bank]);
}
TreePop(); // Close this turret node
}
subsys_idx++;
}
}
}
void LabUi::build_primary_weapon_combobox(SCP_string& text,
weapon_info* wip,
int& primary_slot)
{
with_Combo(text.c_str(), wip->name)
{
for (size_t i = 0; i < Weapon_info.size(); i++) {
if (Weapon_info[i].subtype == WP_MISSILE)
continue;
bool is_selected = i == static_cast<size_t>(primary_slot);
if (Selectable(Weapon_info[i].name, is_selected))
primary_slot = static_cast<int>(i);
if (is_selected)
SetItemDefaultFocus();
}
}
}
void LabUi::build_secondary_weapon_combobox(SCP_string& text, weapon_info* wip, int& secondary_slot) const
{
with_Combo(text.c_str(), wip->name)
{
for (size_t i = 0; i < Weapon_info.size(); i++) {
if (Weapon_info[i].subtype != WP_MISSILE)
continue;
bool is_selected = i == (size_t)secondary_slot;
if (Selectable(Weapon_info[i].name, is_selected))
secondary_slot = (int)i;
if (is_selected)
SetItemDefaultFocus();
}
}
}
void LabUi::reset_animations()
{
// With full animation support for docking stages and fighter bays it's honestly just easier to reload the current object
getLabManager()->changeDisplayedObject(getLabManager()->CurrentMode, getLabManager()->CurrentClass, getLabManager()->CurrentSubtype);
}
void LabUi::maybe_show_animation_category(const SCP_vector<animation::ModelAnimationSet::RegisteredTrigger>& anim_triggers,
animation::ModelAnimationTriggerType trigger_type, SCP_string label) const
{
if (std::any_of(anim_triggers.begin(), anim_triggers.end(), [trigger_type](animation::ModelAnimationSet::RegisteredTrigger t) {
return t.type == trigger_type;
})) {
with_TreeNode(label.c_str())
{
int count = 1;
for (const auto& anim_trigger : anim_triggers) {
if (anim_trigger.type == trigger_type) {
SCP_string button_label = anim_trigger.name;
switch (trigger_type) {
case animation::ModelAnimationTriggerType::DockBayDoor:
button_label += "Trigger Bay Door Animation " + std::to_string(count++);
break;
case animation::ModelAnimationTriggerType::Docking_Stage1:
button_label += "Trigger Docking Stage 1 Animation " + std::to_string(count++);
break;
case animation::ModelAnimationTriggerType::Docking_Stage2:
button_label += "Trigger Docking Stage 2 Animation " + std::to_string(count++);
break;
case animation::ModelAnimationTriggerType::Docking_Stage3:
button_label += "Trigger Docking Stage 3 Animation " + std::to_string(count++);
break;
case animation::ModelAnimationTriggerType::Docked:
button_label += "Trigger Docked Animation " + std::to_string(count++);
break;
case animation::ModelAnimationTriggerType::Scripted:
button_label += "Trigger Scripted Animation " + std::to_string(count++);
break;
default:
// We really shouldn't be here, but just in case
UNREACHABLE("Unexpected animation trigger type %d", static_cast<int>(trigger_type));
button_label += "Trigger Animation " + std::to_string(count++);
break;
}
if (Button(button_label.c_str())) {
auto& scripted_triggers = manual_animation_triggers[trigger_type];
auto direction = scripted_triggers[anim_trigger.name];
do_triggered_anim(trigger_type,
anim_trigger.name,
direction,
anim_trigger.subtype);
scripted_triggers[anim_trigger.name] = !scripted_triggers[anim_trigger.name];
}
}
}
}
}
}
void LabUi::build_dock_test_options(ship* shipp)
{
with_TreeNode("Docking Tests")
{
auto dockee_dock_map = get_docking_point_map(Ship_info[shipp->ship_info_index].model_num);
if (!dockee_dock_map.empty()) {
if (ImGui::BeginCombo("Docker Ship Class", Ship_info[getLabManager()->DockerClass].name)) {
for (size_t i = 0; i < Ship_info.size(); ++i) {
bool is_selected = (static_cast<int>(i) == getLabManager()->DockerClass);
if (ImGui::Selectable(Ship_info[i].name, is_selected)) {
getLabManager()->DockerClass = static_cast<int>(i);
// Load model if needed
auto& dsip = Ship_info[getLabManager()->DockerClass];
if (dsip.model_num < 0) {
dsip.model_num = model_load(dsip.pof_file, &dsip);
}
auto new_dock_map = get_docking_point_map(dsip.model_num);
// Auto-select first available dockpoint (or clear if none)
if (!new_dock_map.empty()) {
getLabManager()->DockerDockPoint = new_dock_map.begin()->second;
} else {
getLabManager()->DockerDockPoint.clear();
}
}
if (is_selected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
auto& dsip = Ship_info[getLabManager()->DockerClass];
if (dsip.model_num < 0) {
dsip.model_num = model_load(dsip.pof_file, &dsip);
}
auto dock_map = get_docking_point_map(dsip.model_num);
// Ensure DockerDockPoint is initialized once based on the current DockerClass
if (getLabManager()->DockerDockPoint.empty()) {
if (!dock_map.empty()) {
getLabManager()->DockerDockPoint = dock_map.begin()->second;
}
}
const char* docker_label = getLabManager()->DockerDockPoint.c_str();
if (ImGui::BeginCombo("Docker Dockpoint", docker_label)) {
if (!dock_map.empty()) {
for (const auto& [index, name] : dock_map) {
bool is_selected = (name == getLabManager()->DockerDockPoint);
if (ImGui::Selectable(name.c_str(), is_selected)) {
getLabManager()->DockerDockPoint = name;
}
if (is_selected) {
ImGui::SetItemDefaultFocus();
}
}
}
ImGui::EndCombo();
}
// Auto-select first dockpoint if none currently selected
if (getLabManager()->DockeeDockPoint.empty()) {
getLabManager()->DockeeDockPoint = dockee_dock_map.begin()->second;
}
const char* dockee_label = getLabManager()->DockeeDockPoint.c_str();
if (ImGui::BeginCombo("Dockee Dockpoint", dockee_label)) {
for (const auto& [index, name] : dockee_dock_map) {
bool is_selected = (name == getLabManager()->DockeeDockPoint);
if (ImGui::Selectable(name.c_str(), is_selected)) {
getLabManager()->DockeeDockPoint = name;
}
if (is_selected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
if (Button("Begin Docking Test")) {
getLabManager()->beginDockingTest();
}
if (Button("Begin Undocking Test")) {
getLabManager()->beginUndockingTest();
}
}
}
}
void LabUi::build_bay_test_options(ship_info* sip)
{
with_TreeNode("Fighterbay Tests")
{
auto bay_paths_map = get_bay_paths_map(sip->model_num);
if (!bay_paths_map.empty()) {
if (ImGui::BeginCombo("Bay Arrival/Departure Ship Class", Ship_info[getLabManager()->BayClass].name)) {
for (size_t i = 0; i < Ship_info.size(); ++i) {
bool is_selected = (static_cast<int>(i) == getLabManager()->BayClass);
if (ImGui::Selectable(Ship_info[i].name, is_selected)) {
getLabManager()->BayClass = static_cast<int>(i);
}
if (is_selected)
ImGui::SetItemDefaultFocus();
}
ImGui::EndCombo();
}
auto& bsip = Ship_info[getLabManager()->BayClass];
// Load the model
if (bsip.model_num < 0) {
bsip.model_num = model_load(bsip.pof_file, &bsip);
}
// Pick the first entry in bay_paths_map if it's set to 0
if (getLabManager()->BayPathMask == 0) {
int first_idx = bay_paths_map.begin()->first;
getLabManager()->BayPathMask = (1u << first_idx);
}
// Get the preview label by finding the one bit that's set
const char* path_label = "??";
for (const auto& [idx, name] : bay_paths_map) {
if (getLabManager()->BayPathMask & (1u << idx)) {
path_label = name.c_str();
break;
}
}
if (ImGui::BeginCombo("Bay Path", path_label)) {
for (const auto& [idx, name] : bay_paths_map) {
bool is_selected = (getLabManager()->BayPathMask & (1u << idx)) != 0;
if (ImGui::Selectable(name.c_str(), is_selected)) {
getLabManager()->BayPathMask = (1u << idx);
}
if (is_selected) {
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
static const char* mode_names[] = {"Arrival", "Departure"};
int mode_idx = static_cast<int>(getLabManager()->BayTestMode);
Assertion(mode_idx == 0 || mode_idx == 1, "Bay test mode is not valid!"); // only two valid modes
if (ImGui::BeginCombo("Bay Test Mode", mode_names[mode_idx])) {
// Arrival
if (ImGui::Selectable("Arrival", getLabManager()->BayTestMode == BayMode::Arrival)) {
getLabManager()->BayTestMode = BayMode::Arrival;
}
// Departure
if (ImGui::Selectable("Departure", getLabManager()->BayTestMode == BayMode::Departure)) {
getLabManager()->BayTestMode = BayMode::Departure;
}
ImGui::SetItemDefaultFocus();
ImGui::EndCombo();
}
if (Button("Begin Bay Path Test")) {
getLabManager()->beginBayTest();
}
}
}
}
void LabUi::build_animation_options(ship* shipp, ship_info* sip) const
{
with_TreeNode("Animations")
{
const auto& anim_triggers = sip->animations.getRegisteredTriggers();
if (Button("Reset animations")) {
reset_animations();
}
if (shipp->weapons.num_primary_banks > 0) {
create_primary_weapon_anim_node(shipp, sip);
}
if (shipp->weapons.num_secondary_banks > 0) {
create_secondary_weapon_anim_node(shipp, sip);
}
if (std::any_of(anim_triggers.begin(),
anim_triggers.end(),
[](animation::ModelAnimationSet::RegisteredTrigger t) {
return t.type == animation::ModelAnimationTriggerType::Afterburner;
})) {
create_afterburner_animation_node(anim_triggers);
}
maybe_show_animation_category(anim_triggers,
animation::ModelAnimationTriggerType::TurretFiring,
"Turret firing##anims");
maybe_show_animation_category(anim_triggers,
animation::ModelAnimationTriggerType::TurretFired,
"Turret fired##anims");
maybe_show_animation_category(anim_triggers,
animation::ModelAnimationTriggerType::Scripted,
"Scripted animations##anims");
maybe_show_animation_category(anim_triggers,
animation::ModelAnimationTriggerType::DockBayDoor,
"Dock bay door##anims");
maybe_show_animation_category(anim_triggers,
animation::ModelAnimationTriggerType::Docking_Stage1,
"Docking stage 1##anims");
maybe_show_animation_category(anim_triggers,
animation::ModelAnimationTriggerType::Docking_Stage2,
"Docking stage 2##anims");
maybe_show_animation_category(anim_triggers,
animation::ModelAnimationTriggerType::Docking_Stage3,
"Docking stage 3##anims");
maybe_show_animation_category(anim_triggers,
animation::ModelAnimationTriggerType::Docked,
"Docked animations##anims");
}
}
void LabUi::create_afterburner_animation_node(
const SCP_vector<animation::ModelAnimationSet::RegisteredTrigger>& anim_triggers) const
{
with_TreeNode("Afterburner")
{
if (Button("Trigger afterburner animations")) {
for (const auto& anim_trigger : anim_triggers) {
if (anim_trigger.type == animation::ModelAnimationTriggerType::Afterburner) {
auto& ab_triggers = manual_animation_triggers[animation::ModelAnimationTriggerType::Afterburner];
do_triggered_anim(animation::ModelAnimationTriggerType::Afterburner,
anim_trigger.name,
ab_triggers[anim_trigger.name],
anim_trigger.subtype);
ab_triggers[anim_trigger.name] = !ab_triggers[anim_trigger.name];
}
}
}
}
}
void LabUi::create_secondary_weapon_anim_node(
ship* shipp,
ship_info* sip) const
{
with_TreeNode("Secondary Weapons##Anims")
{
for (auto i = 0; i < shipp->weapons.num_secondary_banks; ++i) {
SCP_string button_label;
sprintf(button_label, "Trigger animation for secondary bank %i", i);
if (Button(button_label.c_str())) {
sip->animations
.getAll(model_get_instance(shipp->model_instance_num),
animation::ModelAnimationTriggerType::SecondaryBank,
i)
.start(triggered_secondary_banks[i] ? animation::ModelAnimationDirection::RWD
: animation::ModelAnimationDirection::FWD);
triggered_secondary_banks[i] = !triggered_secondary_banks[i];
}
}
}
}
void LabUi::create_primary_weapon_anim_node(
ship* shipp,
ship_info* sip) const
{
with_TreeNode("Primary Weapons##Anims")
{
for (auto i = 0; i < shipp->weapons.num_primary_banks; ++i) {
SCP_string button_label;
sprintf(button_label, "Trigger animation for primary bank %i", i);
if (Button(button_label.c_str())) {
sip->animations
.getAll(model_get_instance(shipp->model_instance_num),
animation::ModelAnimationTriggerType::PrimaryBank,
i)
.start(triggered_primary_banks[i] ? animation::ModelAnimationDirection::RWD
: animation::ModelAnimationDirection::FWD);
triggered_primary_banks[i] = !triggered_primary_banks[i];
}
}
}
}
void LabUi::show_object_options() const
{
with_Window("Object Information")
{
if (getLabManager()->CurrentMode == LabMode::Ship && getLabManager()->isSafeForShips()) {
auto objp = &Objects[getLabManager()->CurrentObject];
auto shipp = &Ships[objp->instance];
auto sip = &Ship_info[shipp->ship_info_index];
auto pm = model_get(sip->model_num);
with_CollapsingHeader(sip->name)
{
build_ship_table_info_txtbox(sip);
build_model_info_box(sip, pm);
build_subsystem_list(objp, shipp);
}
with_CollapsingHeader("Object actions")
{
if (getLabManager()->isSafeForShips()) {
if (Button("Destroy ship")) {
if (Objects[getLabManager()->CurrentObject].type == OBJ_SHIP) {
// If we have testing objects, delete them
getLabManager()->deleteTestObjects();
auto obj = &Objects[getLabManager()->CurrentObject];
obj->flags.remove(Object::Object_Flags::Player_ship);
ship_self_destruct(obj);
}
}
build_dock_test_options(shipp);
build_bay_test_options(sip);
build_animation_options(shipp, sip);
}
}
with_CollapsingHeader("Weapons")
{
build_weapon_options(shipp);
}
} else if (getLabManager()->CurrentMode == LabMode::Weapon && getLabManager()->CurrentClass >= 0) {
auto wip = &Weapon_info[getLabManager()->CurrentClass];
with_CollapsingHeader("Weapon Info")
{
build_weapon_table_info_txtbox(wip);
}
with_CollapsingHeader("Object Actions")
{
Checkbox("Progress weapon lifetime", &getLabManager()->AllowWeaponDestruction);
if (VALID_FNAME(wip->tech_model)) {
if (Checkbox("Show Tech Model", &getLabManager()->ShowingTechModel)) {
getLabManager()->changeDisplayedObject(LabMode::Weapon, getLabManager()->CurrentClass);
}
}
}
} else if (getLabManager()->CurrentMode == LabMode::Asteroid && getLabManager()->CurrentClass >= 0) {
const auto& info = Asteroid_info[getLabManager()->CurrentClass];
with_CollapsingHeader("Object Info")
{
static SCP_string table_text;
static int old_class = -1;
if (table_text.empty() || old_class != getLabManager()->CurrentClass) {
table_text = get_asteroid_table_text(&info);
old_class = getLabManager()->CurrentClass;
}
InputTextMultiline("##asteroid_table_text",
table_text.data(),
table_text.length(),
ImVec2(-FLT_MIN, GetTextLineHeight() * 16),
ImGuiInputTextFlags_ReadOnly);
}
with_CollapsingHeader("Object actions")
{
if (getLabManager()->isSafeForAsteroids()) {
if (Button("Destroy object")) {
if (Objects[getLabManager()->CurrentObject].type == OBJ_ASTEROID) {
auto obj = &Objects[getLabManager()->CurrentObject];
if (obj->type == OBJ_ASTEROID) {
vec3d dummy_pos = obj->pos;
vec3d dummy_force = ZERO_VECTOR;
// Apply full asteroid health to guarantee destruction
asteroid_hit(obj, nullptr, &dummy_pos, obj->hull_strength + 1.0f, &dummy_force);
}
}
}
}
}
} else if (getLabManager()->CurrentMode == LabMode::Prop && getLabManager()->CurrentClass >= 0) {
const auto& info = Prop_info[getLabManager()->CurrentClass];
with_CollapsingHeader("Object Info")
{
static SCP_string table_text;
static int old_class = -1;
if (table_text.empty() || old_class != getLabManager()->CurrentClass) {
table_text = get_prop_table_text(&info);
old_class = getLabManager()->CurrentClass;
}
InputTextMultiline("##prop_table_text",
table_text.data(),
table_text.length(),
ImVec2(-FLT_MIN, GetTextLineHeight() * 16),
ImGuiInputTextFlags_ReadOnly);
}
with_CollapsingHeader("Object actions")
{
if (getLabManager()->isSafeForProps()) {
// No actions yet
}
}
}
}
}