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https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Start of 3d renderer integration
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using GlitchyEngine.Renderer;
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using GlitchyEngine;
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using ImGui;
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using GlitchyEngine.Math;
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using System;
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namespace GlitchyEditor
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{
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class TextureViewer
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{
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enum BackgroundMode : int32
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{
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White,
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Black,
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Checkerboard
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}
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enum SampleMode : int32
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{
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Point,
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Linear
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}
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GraphicsContext _context ~ _.ReleaseRef();
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Effect _effect ~ _.ReleaseRef();
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float _zoom = 1.0f;
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BackgroundMode _backgroundMode = .Checkerboard;
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SampleMode _sampleMode = .Linear;
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RenderTarget2D _target ~ _?.ReleaseRef();
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// TODO: we don't need depth!
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DepthStencilTarget _depth ~ _?.ReleaseRef();
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SamplerState _samplerPoint ~ _.ReleaseRef();
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SamplerState _samplerLinear ~ _.ReleaseRef();
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public this()
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{
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_context = Renderer.[Friend]_context..AddRef();
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InitEffect();
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InitState();
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// TODO: rasterizerstate and depthstencilstate
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}
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private void InitEffect()
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{
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_effect = new Effect("content\\Shaders\\textureViewerShader.hlsl");
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}
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private void InitState()
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{
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SamplerStateDescription desc = .();
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desc.MagFilter = .Linear;
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desc.MinFilter = .Linear;
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_samplerLinear = SamplerStateManager.GetSampler(desc);
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desc.MagFilter = .Point;
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desc.MinFilter = .Point;
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_samplerPoint = SamplerStateManager.GetSampler(desc);
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}
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Vector2 _position;
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bool _moving;
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float _colorOffset = 0;
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float _colorScale = 1;
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float _alphaOffset = 0;
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float _alphaScale = 1;
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public void ViewTexture(Texture viewedTexture)
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{
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ImGui.Begin("Texture Viewer");
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ImGui.SliderFloat("Zoom", &_zoom, 0.01f, 100.0f);
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char8*[] items = scope .("White", "Black", "Checkerboard");
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ImGui.Combo("Background", (.)&_backgroundMode, items.Ptr, (.)items.Count);
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items = scope .("Point", "Linear");
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ImGui.Combo("Sampler", (.)&_sampleMode, items.Ptr, (.)items.Count);
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ImGui.SliderFloat2("Color offset and scale", *(float[2]*)&_colorOffset, -1.0f, 1.0f);
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ImGui.SliderFloat2("Alpha offset and scale", *(float[2]*)&_alphaOffset, -1.0f, 1.0f);
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ImGui.SliderFloat2("Position", *(float[2]*)&_position, 2 * -Math.Max(viewedTexture.Width, viewedTexture.Height) * _zoom, 2 * Math.Max(viewedTexture.Width, viewedTexture.Height) * _zoom);
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ImGui.BeginChild("imageChild");
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UpdateInput();
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var viewportSize = ImGui.GetContentRegionAvail();
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viewportSize.x = Math.Max(viewportSize.x, 1);
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viewportSize.y = Math.Max(viewportSize.y, 1);
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if(_target == null || viewportSize.x != _target.Width || viewportSize.y != _target.Height)
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{
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_target?.ReleaseRef();
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_target = new RenderTarget2D(.(.R8G8B8A8_UNorm, (.)viewportSize.x, (.)viewportSize.y));
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_depth?.ReleaseRef();
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_depth = new DepthStencilTarget((.)viewportSize.x, (.)viewportSize.y, .D16_UNorm);
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}
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RenderTexture(viewedTexture);
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ImGui.Image(_target, viewportSize);
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ImGui.EndChild();
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ImGui.End();
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}
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float lastWheel;
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private void UpdateInput()
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{
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var windowPos = ImGui.GetWindowPos();
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var mousePos = ImGui.GetIO().MousePos;
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Vector2 mouseInWindow = .(mousePos.x - windowPos.x, mousePos.y - windowPos.y);
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bool windowHovered = ImGui.IsWindowHovered();
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if(windowHovered && Input.IsMouseButtonPressing(.MiddleButton))
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{
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_moving = true;
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}
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else if(Input.IsMouseButtonReleased(.MiddleButton))
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{
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_moving = false;
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}
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if(windowHovered || _moving)
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{
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float mouseWheel = ImGui.GetIO().MouseWheel;
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float delta = mouseWheel - lastWheel;
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if(delta != 0)
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{
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_position -= mouseInWindow;
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_position /= _zoom;
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_zoom *= Math.Pow(1.1f, delta);
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_position *= _zoom;
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_position += mouseInWindow;
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}
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}
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if(_moving)
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{
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Point movement = Input.GetMouseMovement();
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_position.X += movement.X;
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_position.Y += movement.Y;
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}
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}
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OrthographicCamera _camera = new OrthographicCamera() ~ delete _;
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private void RenderTexture(Texture viewedTexture)
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{
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Viewport vp = .(0, 0, _target.Width, _target.Height);
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RenderCommand.SetViewport(vp);
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// TODO: don't clear pink!
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RenderCommand.Clear(_target, .Pink);
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RenderCommand.Clear(_depth, .Depth, 1.0f, 0);
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//_target.Bind();
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_context.SetRenderTarget(_target);
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_context.SetDepthStencilTarget(_depth);
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_context.BindRenderTargets();
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Vector2 textureSize = Vector2(viewedTexture.Width, viewedTexture.Height);
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Vector2 zoomedTextureSize = textureSize * _zoom;
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Vector2 targetSize = Vector2(_target.Width, _target.Height);
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_effect.Variables["ColorOffset"].SetData(_colorOffset);
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_effect.Variables["ColorScale"].SetData(_colorScale);
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_effect.Variables["AlphaOffset"].SetData(_alphaOffset);
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_effect.Variables["AlphaScale"].SetData(_alphaScale);
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_camera.Left = 0;
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_camera.Top = 0;
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_camera.Right = targetSize.X;
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_camera.Bottom = -targetSize.Y;
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_camera.NearPlane = -5;
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_camera.FarPlane = 5;
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_camera.Update();
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Renderer2D.BeginScene(_camera);
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switch(_backgroundMode)
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{
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case .Black:
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Renderer2D.DrawQuadPivotCorner(Vector3(0, 0, 1), targetSize, 0, .Black);
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case .White:
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Renderer2D.DrawQuadPivotCorner(Vector3(0, 0, 1), targetSize, 0, .White);
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case .Checkerboard:
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float quadSize = 50.0f;
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Vector2 numQuads = (targetSize / 500f) * 10f;
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for(float x = 0; x < numQuads.X; x++)
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{
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for(float y = 0; y < numQuads.Y; y++)
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{
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Renderer2D.DrawQuadPivotCorner(Vector3(x * quadSize, -y * quadSize, 1), quadSize.XX, 0, ((x + y) % 2 == 0) ? .White : .Gray);
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}
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}
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break;
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}
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Renderer2D.EndScene();
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var sampler = viewedTexture.SamplerState;
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switch(_sampleMode)
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{
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case .Point:
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viewedTexture.SamplerState = _samplerPoint;
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case .Linear:
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viewedTexture.SamplerState = _samplerLinear;
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}
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Renderer2D.BeginScene(_camera, .SortByTexture, _effect);
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Renderer2D.DrawQuad(Vector3(_position * .(1, -1), 0), zoomedTextureSize, 0, viewedTexture);
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Renderer2D.EndScene();
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viewedTexture.SamplerState = sampler;
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}
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}
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}
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