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https://github.com/aharabada/glitchy-engine-beef.git
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@@ -1,3 +1,4 @@
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using System;
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namespace GlitchyEditor.EditWindows
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{
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abstract class EditorWindow
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@@ -13,11 +13,30 @@ namespace GlitchyEditor.EditWindows
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{
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public const String s_WindowTitle = "Scene";
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private ImGui.Vec2 _oldViewportSize = .(100, 100);
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private bool _viewPortChanged;
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/// True if the cursor wrapped from one side of the viewport to the other last frame.
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private bool _wrappedCursor;
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private RenderTargetGroup _renderTarget ~ _?.ReleaseRef();
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public Event<EventHandler<Vector2>> ViewportSizeChangedEvent ~ _.Dispose();
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public Event<EventHandler<uint32>> EntityClickedEvent ~ _.Dispose();
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private ImGuizmo.OPERATION _gizmoType = .TRANSLATE;
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private ImGuizmo.MODE _gizmoMode = .LOCAL;
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private float _snap = 0.5f;
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private float _angleSnap = 45.0f;
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private bool _doSnap = false;
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public uint32 SelectedEntityId {get; private set; }
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public bool SelectionChanged { get; private set; }
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public Vector2 ViewportSize => (Vector2)_oldViewportSize;
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// Occurs when the viewport is resized.
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public Event<EventHandler<Vector2>> ViewportSizeChanged ~ _.Dispose();
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// Occurs when an entity was clicked.
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public Event<EventHandler<uint32>> EntityClicked ~ _.Dispose();
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/// The render target that is shown in the viewport window.
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public RenderTargetGroup RenderTarget
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{
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get => _renderTarget;
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@@ -30,21 +49,14 @@ namespace GlitchyEditor.EditWindows
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}
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}
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/// Gets or sets whether the editor functionality (gizmo, picking etc.) is enabled.
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public bool EditorMode { get; set; } = true
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public this(Editor editor)
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{
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_editor = editor;
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}
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private ImGui.Vec2 oldViewportSize = .(100, 100);
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private bool viewPortChanged;
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public uint32 SelectedEntityId;
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public bool SelectionChanged;
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public Vector2 ViewportSize => (Vector2)oldViewportSize;
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private bool _wrappedCursor;
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protected override void InternalShow()
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{
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ImGui.PushStyleVar(.WindowPadding, ImGui.Vec2(1, 1));
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@@ -56,8 +68,6 @@ namespace GlitchyEditor.EditWindows
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return;
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}
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ShowMenuBar();
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let viewportSize = ImGui.GetContentRegionAvail();
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if(ImGui.IsWindowHovered() && Input.IsMouseButtonPressing(.RightButton))
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@@ -68,10 +78,14 @@ namespace GlitchyEditor.EditWindows
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_hasFocus = ImGui.IsWindowFocused();
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if (EditorMode)
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{
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ShowMenuBar();
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if (_editor.CurrentCamera.[Friend]BindMouse && _hasFocus)
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WrapMouseInViewport();
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// If we wrapped this frame we weren't hovering because the cursor has to be out of bounds to wrap
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// If we wrapped this frame we weren't hovering because the cursor has to be be out of bounds to wrap
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_editor.CurrentCamera.AllowMove = _hasFocus && (ImGui.IsWindowHovered() || _wrappedCursor);
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if (_hasFocus && !_editor.CurrentCamera.InUse)
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@@ -88,6 +102,7 @@ namespace GlitchyEditor.EditWindows
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if (Input.IsKeyPressing(.L))
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_gizmoMode = .LOCAL;
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}
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}
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if(_renderTarget != null)
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{
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@@ -96,33 +111,40 @@ namespace GlitchyEditor.EditWindows
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//ImGui.Image(_editor.CurrentScene.[Friend]_compositeTarget.GetViewBinding(0), viewportSize);
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}
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if (EditorMode)
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{
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HandleDropTarget();
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bool gizmoUsed = DrawImGuizmo(viewportSize);
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MousePicking(viewportSize, gizmoUsed);
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}
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ImGui.End();
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if(_oldViewportSize != viewportSize)
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{
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ViewportSizeChanged.Invoke(this, (Vector2)viewportSize);
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_viewPortChanged = true;
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_oldViewportSize = viewportSize;
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}
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}
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/// Provides the ImGui Drop target and handles dropped payload.
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private void HandleDropTarget()
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{
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if (ImGui.BeginDragDropTarget())
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{
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ImGui.Payload* payload = ImGui.AcceptDragDropPayload("CONTENT_BROWSER_ITEM");
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if (payload != null)
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{
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Log.EngineLogger.Warning("");
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StringView path = .((char8*)payload.Data, (int)payload.DataSize);
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_editor.RequestOpenScene(this, path);
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}
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ImGui.EndDragDropTarget();
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}
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bool gizmoUsed = DrawImGuizmo(viewportSize);
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MousePicking(viewportSize, gizmoUsed);
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ImGui.End();
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if(oldViewportSize != viewportSize)
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{
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ViewportSizeChangedEvent.Invoke(this, (Vector2)viewportSize);
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viewPortChanged = true;
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oldViewportSize = viewportSize;
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}
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}
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/// Wraps the mouse, so that it always stays in the viewport.
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@@ -158,11 +180,15 @@ namespace GlitchyEditor.EditWindows
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if (newMousePos != mousePos)
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{
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Input.SetMousePosition((Int2)newMousePos);
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// After wrapping the cursor the the other side, the camera controller must not compare the positions,
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// because the delta doesn't represent the correct movement of the cursor.
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// TODO: can be solved by using direct mouse movement instead of comparing positions
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_editor.CurrentCamera.[Friend]MouseCooldown = 2;
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_wrappedCursor = true;
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}
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}
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/// If the user clicks, the entity beneath the cursor will be selected.
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private void MousePicking(ImGui.Vec2 viewportSize, bool gizmoUsed)
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{
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Vector2 relativeMouse = (Vector2)ImGui.GetMousePos() - (Vector2)ImGui.GetItemRectMin();
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@@ -183,7 +209,7 @@ namespace GlitchyEditor.EditWindows
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SelectionChanged = true;
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SelectedEntityId = id;
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EntityClickedEvent(this, id);
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EntityClicked(this, id);
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}
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else
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{
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@@ -191,12 +217,6 @@ namespace GlitchyEditor.EditWindows
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}
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}
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private ImGuizmo.OPERATION _gizmoType = .TRANSLATE;
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private ImGuizmo.MODE _gizmoMode = .LOCAL;
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private float _snap = 0.5f;
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private float _angleSnap = 45.0f;
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private bool _doSnap = false;
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private void ShowMenuBar()
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{
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if(ImGui.BeginMenuBar())
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@@ -262,6 +282,7 @@ namespace GlitchyEditor.EditWindows
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private bool DrawImGuizmo(ImGui.Vec2 viewportSize)
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{
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// TODO: Needed if we have a orthographic editor-camera (or support gizmos in the Play-Window, where we can also have ortho projections)
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ImGuizmo.SetOrthographic(false);
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ImGuizmo.SetDrawlist();
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@@ -299,7 +320,7 @@ namespace GlitchyEditor.EditWindows
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{
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// TODO: Fix when parent is scaled
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// Seems to work fine for parent rotation and translation but scaled parent ruins everything
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// (probably because scaling a rotated matrix results in a skewed matrix, but unity can do it, so should we)
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// (probably because scaling a rotated matrix results in a skewed matrix, but unity can do it and so should we)
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transformCmp.LocalTransform = parentView * worldTransform;
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}
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@@ -13,6 +13,8 @@ namespace GlitchyEditor
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public SubTexture2D Camera ~ _.ReleaseRef();
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public SubTexture2D Folder ~ _.ReleaseRef();
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public SubTexture2D File ~ _.ReleaseRef();
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public SubTexture2D Play ~ _.ReleaseRef();
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public SubTexture2D Stop ~ _.ReleaseRef();
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public SamplerState SamplerState
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{
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@@ -30,6 +32,8 @@ namespace GlitchyEditor
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Camera = GetNextGridTexture(ref pen, iconSize);
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Folder = GetNextGridTexture(ref pen, iconSize);
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File = GetNextGridTexture(ref pen, iconSize);
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Play = GetNextGridTexture(ref pen, iconSize);
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Stop = GetNextGridTexture(ref pen, iconSize);
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}
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private SubTexture2D GetNextGridTexture(ref Vector2 pen, Vector2 iconSize)
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@@ -56,6 +56,16 @@ namespace GlitchyEditor
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EditorIcons _editorIcons ~ _.ReleaseRef();
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enum SceneState
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{
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Edit,
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Play,
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// Pause,
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// Simulate
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}
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SceneState _sceneState = .Edit;
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public this() : base("Example")
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{
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Application.Get().Window.IsVSync = false;
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@@ -121,7 +131,7 @@ namespace GlitchyEditor
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private void InitEditor()
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{
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_editor = new Editor(_scene);
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_editor.SceneViewportWindow.ViewportSizeChangedEvent.Add(new (s, e) => ViewportSizeChanged(s, e));
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_editor.SceneViewportWindow.ViewportSizeChanged.Add(new (s, e) => ViewportSizeChanged(s, e));
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_editor.CurrentCamera = &_camera;
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_editor.RequestOpenScene.Add(new (s, fileName) => {
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@@ -141,7 +151,10 @@ namespace GlitchyEditor
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RenderCommand.SetBlendState(_alphaBlendState);
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RenderCommand.SetDepthStencilState(_depthStencilState);
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if (_sceneState == .Edit)
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_scene.UpdateEditor(gameTime, _camera, _viewportTarget, scope => DebugDraw3D, scope => DebugDraw2D);
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else if (_sceneState == .Play)
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_scene.UpdateRuntime(gameTime, _viewportTarget);
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RenderCommand.UnbindRenderTargets();
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RenderCommand.SetRenderTarget(null, 0, true);
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@@ -232,7 +245,7 @@ namespace GlitchyEditor
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private bool OnImGuiRender(ImGuiRenderEvent event)
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{
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//viewer.ViewTexture(Renderer.[Friend]_gBuffer.Albedo);
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//viewer.ViewTexture(Renderer.[Friend]_gBuffer.Target);
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ImGui.Viewport* viewport = ImGui.GetMainViewport();
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ImGui.DockSpaceOverViewport(viewport);
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@@ -245,9 +258,66 @@ namespace GlitchyEditor
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_settingsWindow.Show();
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UI_Toolbar();
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return false;
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}
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private void UI_Toolbar()
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{
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ImGui.PushStyleVar(.WindowPadding, ImGui.Vec2(0, 2));
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ImGui.PushStyleVar(.ItemInnerSpacing, ImGui.Vec2(0, 0));
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ImGui.PushStyleColor(.Button, ImGui.Vec4(0, 0, 0, 0));
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let colors = ImGui.GetStyle().Colors;
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ImGui.Vec4 hoveredColor = colors[(int)ImGui.Col.ButtonHovered];
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hoveredColor.w = 0.5f;
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ImGui.Vec4 activeColor = colors[(int)ImGui.Col.ButtonActive];
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activeColor.w = 0.5f;
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ImGui.PushStyleColor(.ButtonHovered, hoveredColor);
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ImGui.PushStyleColor(.ButtonActive, activeColor);
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ImGui.Begin("##toolbar", null, .NoDecoration | .NoScrollbar | .NoScrollWithMouse);
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SubTexture2D icon = _sceneState == .Edit ? _editorIcons.Play : _editorIcons.Stop;
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float size = ImGui.GetWindowHeight() - 4.0f;
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ImGui.SameLine((ImGui.GetContentRegionMax().x / 2 - size / 2));
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if (ImGui.ImageButton(icon, .(size, size), .Zero, .Ones, 0))
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{
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if (_sceneState == .Edit)
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{
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OnScenePlay();
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}
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else if (_sceneState == .Play)
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{
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OnSceneStop();
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}
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}
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ImGui.End();
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ImGui.PopStyleColor(3);
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ImGui.PopStyleVar(2);
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}
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private void OnScenePlay()
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{
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_sceneState = .Play;
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_editor.SceneViewportWindow.EditorMode = false;
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}
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private void OnSceneStop()
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{
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_sceneState = .Edit;
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_editor.SceneViewportWindow.EditorMode = true;
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}
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// Just for testing
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private void TestEntitiesWithModels()
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{
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@@ -282,6 +352,7 @@ namespace GlitchyEditor
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let camera = cameraNtt.AddComponent<CameraComponent>();
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camera.Primary = true;
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camera.Camera.SetPerspective(MathHelper.ToRadians(45), 0.1f, 10.0f);
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camera.RenderTarget = _cameraTarget;
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}
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var fxLib = Application.Get().EffectLibrary;
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@@ -84,7 +84,7 @@ namespace GlitchyEngine.Renderer
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return .Ok;
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}
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protected override Result<void> PlatformSetData(void* data, uint32 byteLength, uint32 dstByteOffset, GlitchyEngine.Renderer.MapType mapType)
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protected override Result<void> PlatformSetData(void* data, uint32 byteLength, uint32 dstByteOffset, Renderer.MapType mapType)
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{
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Debug.Profiler.ProfileResourceFunction!();
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@@ -102,7 +102,7 @@ namespace GlitchyEngine.Renderer
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Box dataBox = .(dstByteOffset, 0, 0, dstByteOffset + byteLength, 1, 1);
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NativeContext.UpdateSubresource(nativeBuffer, 0, &dataBox, data, byteLength, byteLength);
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case .Dynamic:
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Debug.Assert(mapType.CanWrite, "The map type has to have write access.");
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Log.EngineLogger.Assert(mapType == .WriteDiscard || mapType == .WriteNoOverwrite, scope $"When writing to dynamic resources the map type must be {nameof(Renderer.MapType.WriteDiscard)} or {nameof(Renderer.MapType.WriteNoOverwrite)}.");
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// Todo: DoNotWaitFlag
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MappedSubresource map = ?;
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NativeContext.Map(nativeBuffer, 0, (.)mapType, .None, &map);
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@@ -232,7 +232,7 @@ namespace GlitchyEngine.Renderer
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_sceneConstants.CameraTarget = renderTarget;
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_sceneConstants.CompositionTarget = finalTarget;
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_sceneBuffer.SetData<Matrix>(viewProjection);
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_sceneBuffer.SetData<Matrix>(viewProjection , 0, .WriteDiscard);
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}
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public static void BeginScene(EditorCamera camera, RenderTargetGroup finalTarget)
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@@ -63,8 +63,163 @@ namespace GlitchyEngine.World
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public void UpdateRuntime(GameTime gameTime, RenderTargetGroup finalTarget)
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{
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// TODO: adapt changes from UpdateEditor!
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Runtime.NotImplemented();
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Debug.Profiler.ProfileRendererFunction!();
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finalTarget.AddRef();
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TransformSystem.Update(_ecsWorld);
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// Find camera
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Camera* primaryCamera = null;
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Matrix primaryCameraTransform = default;
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RenderTargetGroup renderTarget = null;
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for (var (entity, transform, camera) in _ecsWorld.Enumerate<TransformComponent, CameraComponent>())
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{
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if (camera.Primary)// && camera.RenderTarget != null)
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{
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primaryCamera = &camera.Camera;
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primaryCameraTransform = transform.WorldTransform;
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renderTarget = camera.RenderTarget..AddRef();
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}
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}
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// 3D render
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Renderer.BeginScene(*primaryCamera, primaryCameraTransform, renderTarget, _compositeTarget);
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for (var (entity, transform, mesh, meshRenderer) in _ecsWorld.Enumerate<TransformComponent, MeshComponent, MeshRendererComponent>())
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{
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Renderer.Submit(mesh.Mesh, meshRenderer.Material, entity, transform.WorldTransform);
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}
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for (var (entity, transform, light) in _ecsWorld.Enumerate<TransformComponent, LightComponent>())
|
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{
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Renderer.Submit(light.SceneLight, transform.WorldTransform);
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}
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Renderer.EndScene();
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renderTarget.ReleaseRef();
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// TODO: alphablending (handle in Renderer2D)
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// TODO: 2D-Postprocessing requires rendering into separate target instead of directly into compositeTarget
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RenderCommand.SetRenderTargetGroup(_compositeTarget);
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RenderCommand.BindRenderTargets();
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// Sprite renderer
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Renderer2D.BeginScene(*primaryCamera, primaryCameraTransform, .BackToFront);
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for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriterRendererComponent>())
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{
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Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
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}
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Renderer2D.EndScene();
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// Gamma correct composit target and draw it into viewport
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{
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RenderCommand.UnbindRenderTargets();
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RenderCommand.SetRenderTargetGroup(finalTarget, false);
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RenderCommand.BindRenderTargets();
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_gammaCorrectEffect.SetTexture("Texture", _compositeTarget, 0);
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// TODO: iiihhh
|
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_gammaCorrectEffect.Bind(Application.Get().Window.Context);
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FullscreenQuad.Draw();
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}
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||||
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finalTarget.ReleaseRef();
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||||
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||||
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/*Debug.Profiler.ProfileRendererFunction!();
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finalTarget.AddRef();
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TransformSystem.Update(_ecsWorld);
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// Run scripts
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for (var (entity, script) in _ecsWorld.Enumerate<NativeScriptComponent>())
|
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{
|
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if (script.Instance == null)
|
||||
{
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script.Instance = script.InstantiateFunction();
|
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script.Instance._entity = Entity(entity, this);
|
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script.Instance.[Friend]OnCreate();
|
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}
|
||||
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script.Instance.[Friend]OnUpdate(gameTime);
|
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}
|
||||
|
||||
// Find camera
|
||||
Camera* primaryCamera = null;
|
||||
Matrix primaryCameraTransform = default;
|
||||
RenderTargetGroup renderTarget = null;
|
||||
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||||
for (var (entity, transform, camera) in _ecsWorld.Enumerate<TransformComponent, CameraComponent>())
|
||||
{
|
||||
if (camera.Primary)// && camera.RenderTarget != null)
|
||||
{
|
||||
primaryCamera = &camera.Camera;
|
||||
primaryCameraTransform = transform.WorldTransform;
|
||||
//renderTarget = camera.RenderTarget..AddRef();
|
||||
}
|
||||
}
|
||||
|
||||
if (primaryCamera != null)
|
||||
{
|
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// 3D render
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||||
Renderer.BeginScene(*primaryCamera, primaryCameraTransform, _compositeTarget, finalTarget);
|
||||
|
||||
for (var (entity, transform, mesh, meshRenderer) in _ecsWorld.Enumerate<TransformComponent, MeshComponent, MeshRendererComponent>())
|
||||
{
|
||||
Renderer.Submit(mesh.Mesh, meshRenderer.Material, entity, transform.WorldTransform);
|
||||
}
|
||||
|
||||
for (var (entity, transform, light) in _ecsWorld.Enumerate<TransformComponent, LightComponent>())
|
||||
{
|
||||
Renderer.Submit(light.SceneLight, transform.WorldTransform);
|
||||
}
|
||||
|
||||
Renderer.EndScene();
|
||||
|
||||
// TODO: alphablending (handle in Renderer2D)
|
||||
// TODO: 2D-Postprocessing requires rendering into separate target instead of directly into compositeTarget
|
||||
|
||||
RenderCommand.SetRenderTargetGroup(_compositeTarget);
|
||||
RenderCommand.BindRenderTargets();
|
||||
|
||||
// Sprite renderer
|
||||
Renderer2D.BeginScene(*primaryCamera, primaryCameraTransform, .BackToFront);
|
||||
|
||||
for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriterRendererComponent>())
|
||||
{
|
||||
Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
|
||||
}
|
||||
|
||||
Renderer2D.EndScene();
|
||||
|
||||
// Gamma correct composit target and draw it into viewport
|
||||
{
|
||||
RenderCommand.UnbindRenderTargets();
|
||||
RenderCommand.SetRenderTargetGroup(finalTarget, false);
|
||||
RenderCommand.BindRenderTargets();
|
||||
|
||||
_gammaCorrectEffect.SetTexture("Texture", _compositeTarget, 0);
|
||||
// TODO: iiihhh
|
||||
_gammaCorrectEffect.Bind(Application.Get().Window.Context);
|
||||
|
||||
FullscreenQuad.Draw();
|
||||
}
|
||||
}
|
||||
|
||||
finalTarget.ReleaseRef();*/
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/*
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
|
||||
Reference in New Issue
Block a user