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-rw-r--r--src/game/client/gui/metrics.cc103
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;
+}