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| author | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
|---|---|---|
| committer | untodesu <kirill@untode.su> | 2025-12-11 15:14:26 +0500 |
| commit | f40d09cb8f712e87691af4912f3630d92d692779 (patch) | |
| tree | 7ac3a4168ff722689372fd489c6f94d0a2546e8f /src/game/client/gui/metrics.cc | |
| parent | 8bcbd2729388edc63c82d77d314b583af1447c49 (diff) | |
| download | voxelius-f40d09cb8f712e87691af4912f3630d92d692779.tar.bz2 voxelius-f40d09cb8f712e87691af4912f3630d92d692779.zip | |
Shuffle stuff around
- Use the new and improved hierarchy I figured out when making Prospero chat
- Re-add NSIS scripts, again from Prospero
- Update most build and utility scripts with their most recent versions
Diffstat (limited to 'src/game/client/gui/metrics.cc')
| -rw-r--r-- | src/game/client/gui/metrics.cc | 103 |
1 files changed, 103 insertions, 0 deletions
diff --git a/src/game/client/gui/metrics.cc b/src/game/client/gui/metrics.cc new file mode 100644 index 0000000..bf46649 --- /dev/null +++ b/src/game/client/gui/metrics.cc @@ -0,0 +1,103 @@ +#include "client/pch.hh" + +#include "client/gui/metrics.hh" + +#include "core/version.hh" + +#include "shared/entity/grounded.hh" +#include "shared/entity/head.hh" +#include "shared/entity/transform.hh" +#include "shared/entity/velocity.hh" + +#include "shared/world/dimension.hh" + +#include "shared/coord.hh" + +#include "client/entity/camera.hh" + +#include "client/gui/imdraw_ext.hh" + +#include "client/game.hh" +#include "client/globals.hh" +#include "client/session.hh" + +constexpr static ImGuiWindowFlags WINDOW_FLAGS = ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoInputs + | ImGuiWindowFlags_NoNav; + +static std::basic_string<GLubyte> r_version; +static std::basic_string<GLubyte> r_renderer; + +void gui::metrics::init(void) +{ + r_version = std::basic_string<GLubyte>(glGetString(GL_VERSION)); + r_renderer = std::basic_string<GLubyte>(glGetString(GL_RENDERER)); +} + +void gui::metrics::layout(void) +{ + if(!session::is_ingame()) { + // Sanity check; we are checking this + // in client_game before calling layout + // on HUD-ish GUI systems but still + return; + } + + auto draw_list = ImGui::GetForegroundDrawList(); + + // FIXME: maybe use style colors instead of hardcoding? + auto text_color = ImGui::GetColorU32(ImVec4(1.0f, 1.0f, 1.0f, 1.0f)); + auto shadow_color = ImGui::GetColorU32(ImVec4(0.1f, 0.1f, 0.1f, 1.0f)); + + auto font_size = 4.0f; + auto position = ImVec2(8.0f, 8.0f); + auto y_step = 1.5f * globals::gui_scale * font_size; + + // Draw version + auto version_line = std::format("Voxelius {}", version::full); + gui::imdraw_ext::text_shadow(version_line, position, text_color, shadow_color, globals::font_unscii8, draw_list, font_size); + position.y += 1.5f * y_step; + + // Draw client-side window framerate metrics + auto window_framerate = 1.0f / globals::window_frametime_avg; + auto window_frametime = 1000.0f * globals::window_frametime_avg; + auto window_fps_line = std::format("{:.02f} FPS [{:.02f} ms]", window_framerate, window_frametime); + gui::imdraw_ext::text_shadow(window_fps_line, position, text_color, shadow_color, globals::font_unscii8, draw_list, font_size); + position.y += y_step; + + // Draw world rendering metrics + auto drawcall_line = std::format("World: {} DC / {} TRI", globals::num_drawcalls, globals::num_triangles); + gui::imdraw_ext::text_shadow(drawcall_line, position, text_color, shadow_color, globals::font_unscii8, draw_list, font_size); + position.y += y_step; + + // Draw OpenGL version string + auto r_version_line = std::format("GL_VERSION: {}", reinterpret_cast<const char*>(r_version.c_str())); + gui::imdraw_ext::text_shadow(r_version_line, position, text_color, shadow_color, globals::font_unscii8, draw_list, font_size); + position.y += y_step; + + // Draw OpenGL renderer string + auto r_renderer_line = std::format("GL_RENDERER: {}", reinterpret_cast<const char*>(r_renderer.c_str())); + gui::imdraw_ext::text_shadow(r_renderer_line, position, text_color, shadow_color, globals::font_unscii8, draw_list, font_size); + position.y += 1.5f * y_step; + + const auto& head = globals::dimension->entities.get<entity::Head>(globals::player); + const auto& transform = globals::dimension->entities.get<entity::Transform>(globals::player); + const auto& velocity = globals::dimension->entities.get<entity::Velocity>(globals::player); + + // Draw player voxel position + auto voxel_position = coord::to_voxel(transform.chunk, transform.local); + auto voxel_line = std::format("voxel: [{} {} {}]", voxel_position.x, voxel_position.y, voxel_position.z); + gui::imdraw_ext::text_shadow(voxel_line, position, text_color, shadow_color, globals::font_unscii8, draw_list, font_size); + position.y += y_step; + + // Draw player world position + auto world_line = std::format("world: [{} {} {}] [{:.03f} {:.03f} {:.03f}]", transform.chunk.x, transform.chunk.y, transform.chunk.z, + transform.local.x, transform.local.y, transform.local.z); + gui::imdraw_ext::text_shadow(world_line, position, text_color, shadow_color, globals::font_unscii8, draw_list, font_size); + position.y += y_step; + + // Draw player look angles + auto angles = glm::degrees(transform.angles + head.angles); + auto angle_line = std::format("angle: [{: .03f} {: .03f} {: .03f}]", angles[0], angles[1], angles[2]); + gui::imdraw_ext::text_shadow(angle_line, position, text_color, shadow_color, globals::font_unscii8, draw_list, font_size); + position.y += y_step; +} |
