Added Vector mappings, Added DebugDraw class for drawing text on screen and in a popup

SWA API:
- Added CVector
- Added CVector4
- Combined CVectorX into one header

Reddog:
- Added toggle for visualizing the loaded GI Atlas Mipmap level
- Added toggles for rendering Havok collision
- Added toggles for Light Field
This commit is contained in:
RadiantDerg 2025-01-12 15:00:55 -06:00 committed by Hyper
parent d5ca843716
commit 023fc0edf7
7 changed files with 365 additions and 0 deletions

View file

@ -171,6 +171,7 @@ set(SWA_UI_CXX_SOURCES
"ui/reddog/reddog_controls.cpp"
"ui/reddog/reddog_manager.cpp"
"ui/reddog/reddog_window.cpp"
"ui/reddog/debug_draw.cpp"
"ui/achievement_menu.cpp"
"ui/achievement_overlay.cpp"
"ui/installer_wizard.cpp"

View file

@ -2,6 +2,7 @@
#include <ui/game_window.h>
#include <user/achievement_data.h>
#include <user/config.h>
#include <ui/reddog/debug_draw.h>
void AchievementManagerUnlockMidAsmHook(PPCRegister& id)
{
@ -106,3 +107,22 @@ PPC_FUNC(sub_82586698)
__imp__sub_82586698(ctx, base);
}
PPC_FUNC_IMPL(__imp__sub_822C9398);
PPC_FUNC(sub_822C9398)
{
auto a2 = (Hedgehog::Math::CVector*)g_memory.Translate(ctx.r4.u32);
auto a3 = (Hedgehog::Math::CVector*)g_memory.Translate(ctx.r5.u32);
auto a4 = (be<unsigned int>*)g_memory.Translate(ctx.r6.u32);
Reddog::Vector3 start(a2->X, a2->Y, a2->Z);
Reddog::Vector3 end(a3->X, a3->Y, a3->Z);
const Reddog::SDrawLine line{
start, end, a4->value
};
Reddog::DebugDraw::DrawLine(line);
__imp__sub_822C9398(ctx, base);
}

View file

@ -221,6 +221,17 @@ inline void DrawTextWithShadow(const ImFont* font, float fontSize, const ImVec2&
drawList->AddText(font, fontSize, pos, colour, text, nullptr);
}
inline void DrawTextWithShadow(ImDrawList* drawList, const ImFont* font, float fontSize, const ImVec2& pos, ImU32 colour, const char* text, float offset = 2.0f, float radius = 1.0f, ImU32 shadowColour = IM_COL32(0, 0, 0, 255))
{
offset = Scale(offset);
SetOutline(radius);
drawList->AddText(font, fontSize, { pos.x + offset, pos.y + offset }, shadowColour, text);
ResetOutline();
drawList->AddText(font, fontSize, pos, colour, text, nullptr);
}
inline float CalcWidestTextSize(const ImFont* font, float fontSize, std::span<std::string> strs)
{
auto result = 0.0f;

View file

@ -0,0 +1,221 @@
#include <api/SWA.h>
#include <ui/reddog/debug_draw.h>
#include "ui/imgui_utils.h"
namespace Reddog
{
bool operator<= (const ImVec2& a, const ImVec2& b) { return a.x <= b.x && a.y <= b.y; }
bool operator>= (const ImVec2& a, const ImVec2& b) { return a.x >= b.x && a.y >= b.y; }
Hedgehog::Math::CVector4 operator /= (const Hedgehog::Math::CVector4& vec4, float divisor)
{
auto result = vec4;
if (result.X.value != 0.0f)
result.X.value /= divisor;
if (result.Y.value != 0.0f)
result.Y.value /= divisor;
if (result.Z.value != 0.0f)
result.Z.value /= divisor;
if (result.W.value != 0.0f)
result.W.value /= divisor;
return result;
}
static ImVec2 GetNDCCoordinate(const Vector3& in_rVec)
{
auto& res = ImGui::GetIO().DisplaySize;
//const auto camera = SWA::CGameDocument::GetInstance()->GetWorld()->GetCamera();
//Hedgehog::Math::CVector4 ndc = camera->m_MyCamera.m_View * Hedgehog::Math::CVector4(in_rVec.x, in_rVec.y, in_rVec.z, 1.0f);
//ndc = camera->m_MyCamera.m_Projection * ndc;
//if (ndc.W > 0.0f) // Check if given position is in front of the camera
//{
// // normalize
// if (ndc.W != 0.0f)
// ndc /= ndc.W;
// const ImVec2 screen_pos = {
// res.x / 2 * (1 - -ndc.X), // x
// res.y / 2 * (1 - ndc.Y) // y
// };
// return screen_pos; // Return screen coordinates
//}
return { -1, -1 }; // Return invalid
}
void Exec_DrawLines(ImDrawList* drawList, ImVec2 canvasSize, float delta)
{
if (DebugDraw::ms_LineList.empty())
return;
for (auto line : DebugDraw::ms_LineList)
{
const auto start = GetNDCCoordinate(line.Start);
const auto end = GetNDCCoordinate(line.End);
// Prevent wrap around
if (start >= ImVec2(0, 0) && end >= ImVec2(0, 0)
&& start <= canvasSize && end <= canvasSize)
{
drawList->AddLine(start, end, line.Colour, 2.5f);
}
}
DebugDraw::ms_LineList.clear();
}
void Exec_DrawScreenText(ImDrawList* drawList, ImVec2 canvasSize, float delta, ImFont* font)
{
if (DebugDraw::ms_FreeTextList.empty())
return;
auto fontSize = Scale(12.0f);
for (auto freeText = DebugDraw::ms_FreeTextList.begin(); freeText != DebugDraw::ms_FreeTextList.end();)
{
// Draw as overlay
if ((freeText->Flags & eDrawTextFlags_Overlay) == eDrawTextFlags_Overlay)
drawList = ImGui::GetForegroundDrawList();
else
drawList = ImGui::GetBackgroundDrawList();
// Draw only on valid screen coordinates
if (freeText->Position >= ImVec2(0, 0) && freeText->Position <= canvasSize)
{
if ((freeText->Flags & eDrawTextFlags_NoShadow) == eDrawTextFlags_NoShadow)
drawList->AddText(font, fontSize * freeText->Scale, freeText->Position, freeText->Colour, freeText->Text);
else
DrawTextWithShadow(drawList, font, fontSize * freeText->Scale, freeText->Position, freeText->Colour, freeText->Text, 1.0f, 1.0f, IM_COL32(0, 0, 0, 128));
}
// Decrement timer
freeText->Time -= delta;
// Remove if expired
if (freeText->Time < 0.0f)
freeText = DebugDraw::ms_FreeTextList.erase(freeText);
}
}
void Exec_DrawLogText(ImDrawList* drawList, ImVec2 canvasSize, float delta, ImFont* font)
{
if (DebugDraw::ms_LogTextList.empty())
return;
constexpr ImGuiWindowFlags flags { 0
| ImGuiWindowFlags_NoTitleBar
| ImGuiWindowFlags_NoResize
| ImGuiWindowFlags_NoMove
| ImGuiWindowFlags_NoCollapse
| ImGuiWindowFlags_NoFocusOnAppearing
| ImGuiWindowFlags_AlwaysAutoResize
};
ImGui::SetNextWindowBgAlpha(0.65f);
ImGui::PushStyleVar(ImGuiStyleVar_WindowRounding, 5.0f);
ImGui::PushStyleColor(ImGuiCol_Border, ImVec4(0, 0, 0, 0));
ImGui::Begin("Status", nullptr, flags);
ImGui::PushFont(font);
ImGui::SetWindowFontScale(Scale(0.4f));
for (auto logText = DebugDraw::ms_LogTextList.begin(); logText != DebugDraw::ms_LogTextList.end();)
{
bool useColor = logText->Colour != (ImU32)-1;
if (useColor)
ImGui::PushStyleColor(ImGuiCol_Text, logText->Colour);
ImGui::TextUnformatted(logText->Text);
if (useColor)
ImGui::PopStyleColor();
// Decrement timer
logText->Time -= delta;
// Remove if expired
if (logText->Time < 0.0f)
logText = DebugDraw::ms_LogTextList.erase(logText);
if (logText != DebugDraw::ms_LogTextList.end())
ImGui::Separator();
}
ImGui::SetWindowPos({ canvasSize.x - Scale(2) - ImGui::GetWindowSize().x, Scale(2) });
ImGui::PopStyleVar(1);
ImGui::PopStyleColor();
ImGui::PopFont();
ImGui::End();
}
void DebugDraw::DrawLine(const SDrawLine& in_rLine)
{
if (!ms_IsRendering && ms_IsDrawLine)
ms_LineList.push_back(in_rLine);
}
void DebugDraw::DrawText2D(const SDrawText& in_rText)
{
if (!ms_IsRendering && ms_IsDrawText)
ms_FreeTextList.push_back(in_rText);
}
void DebugDraw::DrawText2D(const SDrawText& in_rText, const Vector3& in_rVec)
{
if (!ms_IsRendering && ms_IsDrawText)
{
auto txt = in_rText;
txt.Position = GetNDCCoordinate(in_rVec);
ms_FreeTextList.push_back(txt);
}
}
void DebugDraw::DrawTextLog(const SDrawText& in_rText)
{
if (!ms_IsRendering && ms_IsDrawText)
ms_LogTextList.push_back(in_rText);
}
void DebugDraw::DrawTextLog(const char* in_Text, float in_Time, ImU32 in_Colour, ImU16 in_Priority)
{
if (!ms_IsRendering && ms_IsDrawText)
ms_LogTextList.push_back({ ImVec2(0,0), in_Text, in_Time, 0, in_Colour, eDrawTextFlags_None, in_Priority});
}
void DebugDraw::Render(ImFont* font)
{
auto& io = ImGui::GetIO();
auto& res = io.DisplaySize;
float deltaTime = io.DeltaTime;
auto drawList = ImGui::GetBackgroundDrawList();
/*DrawText2D({ ImVec2(Scale(50), Scale(300)), "TEST1 NO SHADOW", 0, 2, 0xFF37C800, eDrawTextFlags_NoShadow });
DrawText2D({ ImVec2(Scale(50), Scale(325)), "TEST2 OVERLAY", 0, 2, 0xFF37C800, eDrawTextFlags_Overlay });
DrawText2D({ ImVec2(Scale(50), Scale(350)), "TEST3 SCALE", 0, 5, 0xFF37C800 });
DrawTextLog("TEST1 NORMAL");
DrawTextLog("TEST2 COLORED", 0, 0xFF37C800);
auto form = fmt::format("- Stats -\nLines: {}\nTexts: {}\nLogs: {}", ms_LineList.size(), ms_FreeTextList.size(), ms_LogTextList.size());
SDrawText text = { ImVec2(Scale(40), Scale(75)), form.c_str(), 0, 0.75f };
DrawText2D(text);*/
ms_IsRendering = true;
Exec_DrawLines(drawList, res, deltaTime);
Exec_DrawScreenText(nullptr, res, deltaTime, font);
Exec_DrawLogText(drawList, res, deltaTime, font);
ms_IsRendering = false;
}
}

View file

@ -0,0 +1,64 @@
#pragma once
namespace Reddog
{
struct Vector3
{
float x, y, z;
constexpr Vector3() : x(0.0f), y(0.0f), z(0.0f) {}
constexpr Vector3(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
};
enum SDrawTextFlags : uint8_t
{
eDrawTextFlags_None = 0,
eDrawTextFlags_Overlay = 1 << 0,
eDrawTextFlags_NoShadow = 1 << 1,
};
struct SDrawLine
{
Vector3 Start { 0,0,0 };
Vector3 End { 0,0,0 };
ImU32 Colour { IM_COL32(255, 255, 255, 255) };
float Size { 2 };
};
struct SDrawText
{
ImVec2 Position { 0,0 };
const char* Text { "" };
float Time { 0 };
float Scale { 1 };
ImU32 Colour { IM_COL32(255, 255, 255, 255) };
SDrawTextFlags Flags { eDrawTextFlags_None };
ImU16 Priority { 0xFFFF };
};
ImVec2 GetNDCCoordinate(const Vector3& in_rPosition);
class DebugDraw
{
public:
static inline bool ms_IsRendering = false;
static inline bool ms_IsDrawLine = false;
static inline bool ms_IsDrawText = false;
static inline std::vector<SDrawLine> ms_LineList = {};
static inline std::vector<SDrawText> ms_FreeTextList = {};
static inline std::vector<SDrawText> ms_LogTextList = {};
static void DrawLine(const SDrawLine& in_Line);
static void DrawText2D(const SDrawText& in_Text);
static void DrawText2D(const SDrawText& in_Text, const Vector3& in_Position);
static void DrawTextLog(const SDrawText& in_Text);
static void DrawTextLog(const char* in_Text, float in_Time = 0, ImU32 in_Colour = IM_COL32(255, 255, 255, 255), ImU16 in_Priority = 0xFFFF);
static void Render(ImFont* font);
};
}

View file

@ -3,6 +3,7 @@
#include <gpu/video.h>
#include <ui/reddog/windows/window_list.h>
#include <ui/reddog/reddog_controls.h>
#include <ui/reddog/debug_draw.h>
#include <ui/game_window.h>
#include <ui/imgui_utils.h>
@ -47,6 +48,9 @@ void Reddog::Manager::Draw()
Video::DrawFPS(s_font);
// Render our Debug Draw
DebugDraw::Render(s_font);
if (!s_isVisible)
return;

View file

@ -2,6 +2,7 @@
#include <gpu/video.h>
#include <kernel/memory.h>
#include <ui/reddog/reddog_controls.h>
#include <ui/reddog/debug_draw.h>
#include <ui/game_window.h>
#include <user/config.h>
@ -12,9 +13,52 @@ void ViewWindow::Draw()
if (Begin())
{
Reddog::Checkbox("Render FPS", &Config::ShowFPS.Value);
Reddog::Checkbox("Render Debug Lines", &Reddog::DebugDraw::ms_IsDrawLine);
Reddog::Checkbox("Render Debug Text", &Reddog::DebugDraw::ms_IsDrawText);
Reddog::Checkbox("Render HUD (F8)", (bool*)g_memory.Translate(0x8328BB26));
Reddog::Separator();
//// デバッグ描画
//Reddog::Checkbox((const char*)u8"Render Debug Draw", (bool*)g_memory.Translate(0x8328BB23));
//// デバッグ位置描画
//Reddog::Checkbox((const char*)u8"Render Debug Position Draw", (bool*)g_memory.Translate(0x8328BB24));
//// デバッグ文字描画
//Reddog::Checkbox((const char*)u8"Render Debug Draw Text", (bool*)g_memory.Translate(0x8328BB25));
//Reddog::Separator();
//// 全 HUD 描画
//Reddog::Checkbox((const char*)g_memory.Translate(0x82031850), (bool*)g_memory.Translate(0x8328BB26));
// ゲームメインHUD 描画
Reddog::Checkbox((const char*)u8"Render Main Game HUD", (bool*)g_memory.Translate(0x8328BB27));
// ポーズメニュー 描画
Reddog::Checkbox((const char*)u8"Render Pause HUD", (bool*)g_memory.Translate(0x8328BB28));
Reddog::Separator();
// 値をデバッグ表示
Reddog::Checkbox((const char*)u8"Light Field Debug", (bool*)g_memory.Translate(0x83367BCD));
// サンプリング点をデバッグ表示
Reddog::Checkbox((const char*)u8"Draw Light Field Sampling Point", (bool*)g_memory.Translate(0x83367BCE));
// データを無視する
Reddog::Checkbox((const char*)u8"Ignore Light Field Data", (bool*)g_memory.Translate(0x83367BCF));
Reddog::Separator();
// ミップレベルを視覚化 赤=0, 緑=1, 青=2, 黄=未ロード
Reddog::Checkbox((const char*)u8"Visualize Loaded GI Mip Level", (bool*)g_memory.Translate(0x833678C1));
Reddog::Separator();
// IsCollisionRender
Reddog::Checkbox((const char*)u8"Render Stage Collision", (bool*)g_memory.Translate(0x833678A6));
// IsTriggerRender
Reddog::Checkbox((const char*)u8"Render Event Collision", (bool*)g_memory.Translate(0x83367904));
// IsObjectCollisionRender
Reddog::Checkbox((const char*)u8"Render Rigid Body Collision", (bool*)g_memory.Translate(0x83367905));
Reddog::Separator();
if (Reddog::Button("Reset Window Dimensions (F2)"))
{
Config::Fullscreen = GameWindow::SetFullscreen(false);