Fixed editorcamera stuttering, Added editor icons

This commit is contained in:
Simon Lübeß
2022-05-18 14:12:26 +02:00
parent 5d8a4ad3a7
commit 4cd0bff91d
10 changed files with 273 additions and 51 deletions
Binary file not shown.
Binary file not shown.
+80 -41
View File
@@ -11,6 +11,7 @@ using GlitchyEngine.Content;
using System.Collections; using System.Collections;
using GlitchyEngine.Renderer.Animation; using GlitchyEngine.Renderer.Animation;
using System.IO; using System.IO;
using GlitchyEngine.Core;
namespace GlitchyEditor namespace GlitchyEditor
{ {
@@ -49,44 +50,9 @@ namespace GlitchyEditor
EditorCamera _camera ~ _.Dispose(); EditorCamera _camera ~ _.Dispose();
class CameraController : ScriptableEntity Texture2D _editorIcons ~ _.ReleaseRef();
{ SubTexture2D _iconDirectionalLight ~ _.ReleaseRef();
protected override void OnCreate() SubTexture2D _iconCamera ~ _.ReleaseRef();
{
Log.EngineLogger.Trace("Cam controller created!");
}
protected override void OnUpdate(GameTime gameTime)
{
var transformCmp = GetComponent<TransformComponent>();
Vector3 position = transformCmp.Position;
if (Input.IsKeyPressed(Key.A))
{
position.X -= gameTime.DeltaTime;
}
if (Input.IsKeyPressed(Key.D))
{
position.X += gameTime.DeltaTime;
}
if (Input.IsKeyPressed(Key.W))
{
position.Y += gameTime.DeltaTime;
}
if (Input.IsKeyPressed(Key.S))
{
position.Y -= gameTime.DeltaTime;
}
transformCmp.Position = position;
}
protected override void OnDestroy()
{
Log.EngineLogger.Trace("Cam controller destroyed!");
}
}
public this() : base("Example") public this() : base("Example")
{ {
@@ -125,6 +91,11 @@ namespace GlitchyEditor
_viewportTarget = new RenderTarget2D(RenderTarget2DDescription(.R8G8B8A8_UNorm, 100, 100)); _viewportTarget = new RenderTarget2D(RenderTarget2DDescription(.R8G8B8A8_UNorm, 100, 100));
_viewportTarget.SamplerState = SamplerStateManager.LinearClamp; _viewportTarget.SamplerState = SamplerStateManager.LinearClamp;
_editorIcons = new Texture2D("Textures/EditorIcons.dds");
_editorIcons.SamplerState = SamplerStateManager.AnisotropicClamp;
_iconDirectionalLight = .CreateFromGrid(_editorIcons, .(0, 0), .(64, 64));
_iconCamera = .CreateFromGrid(_editorIcons, .(1, 0), .(64, 64));
} }
private void InitEditor() private void InitEditor()
@@ -151,7 +122,7 @@ namespace GlitchyEditor
RenderCommand.SetBlendState(_alphaBlendState); RenderCommand.SetBlendState(_alphaBlendState);
RenderCommand.SetDepthStencilState(_depthStencilState); RenderCommand.SetDepthStencilState(_depthStencilState);
_scene.UpdateEditor(gameTime, _camera, _viewportTarget); _scene.UpdateEditor(gameTime, _camera, _viewportTarget, scope => DebugDraw3D, scope => DebugDraw2D);
RenderCommand.UnbindRenderTargets(); RenderCommand.UnbindRenderTargets();
RenderCommand.SetRenderTarget(null, 0, true); RenderCommand.SetRenderTarget(null, 0, true);
@@ -160,6 +131,63 @@ namespace GlitchyEditor
RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport); RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport);
} }
private void DebugDraw3D()
{
/*for (var (entity, transform, camera) in _scene.[Friend]_ecsWorld.Enumerate<TransformComponent, CameraComponent>())
{
if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _scene)))
{
DebugRenderer.DrawViewFrustum(transform.WorldTransform, camera.Camera.Projection);
}
}*/
}
private void DebugDraw2D()
{
RenderCommand.SetBlendState(_alphaBlendState);
Matrix billboard = _camera.View.Invert();
billboard.Translation = .Zero;
Matrix Billboard(Matrix transform)
{
Vector3 worldPos = transform.Translation;
return Matrix.Translation(worldPos) * billboard;
}
for (var (entity, transform, camera) in _scene.[Friend]_ecsWorld.Enumerate<TransformComponent, CameraComponent>())
{
if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _scene)))
{
DebugRenderer.DrawViewFrustum(transform.WorldTransform, camera.Camera.Projection, _camera.Projection * _camera.View);
}
Matrix world = Billboard(transform.WorldTransform);
Renderer2D.DrawQuad(world, _iconCamera);
}
for (var (entity, transform, light) in _scene.[Friend]_ecsWorld.Enumerate<TransformComponent, LightComponent>())
{
if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _scene)))
{
Renderer.DrawRay(.Zero, .(0, 0, 20), ColorRGBA(light.SceneLight.Color, 1.0f), transform.WorldTransform);
for (float angle = 0; angle < MathHelper.TwoPi; angle += MathHelper.TwoPi / 5.0f)
{
Vector2 pos = MathHelper.CirclePoint(angle, 0.5f);
Renderer.DrawRay(.(pos, 0), .(pos, 20), .White, transform.WorldTransform);
}
}
Matrix world = Billboard(transform.WorldTransform);
Renderer2D.DrawQuad(world, _iconDirectionalLight, ColorRGBA(light.SceneLight.Color, 1.0f));
}
}
public override void OnEvent(Event event) public override void OnEvent(Event event)
{ {
EventDispatcher dispatcher = EventDispatcher(event); EventDispatcher dispatcher = EventDispatcher(event);
@@ -176,7 +204,7 @@ namespace GlitchyEditor
private bool OnImGuiRender(ImGuiRenderEvent event) private bool OnImGuiRender(ImGuiRenderEvent event)
{ {
viewer.ViewTexture(_cameraTarget); //viewer.ViewTexture(Renderer.[Friend]_gBuffer.Albedo);
ImGui.Viewport* viewport = ImGui.GetMainViewport(); ImGui.Viewport* viewport = ImGui.GetMainViewport();
ImGui.DockSpaceOverViewport(viewport); ImGui.DockSpaceOverViewport(viewport);
@@ -217,6 +245,17 @@ namespace GlitchyEditor
light.SceneLight.Color = .(1.0f, 0.95f, 0.8f); light.SceneLight.Color = .(1.0f, 0.95f, 0.8f);
} }
{
var cameraNtt = _scene.CreateEntity("My Camera");
let transform = cameraNtt.GetComponent<TransformComponent>();
transform.Position = .(5, 5, -5);
transform.RotationEuler = .(MathHelper.ToRadians(45), MathHelper.ToRadians(-45), 0);
let camera = cameraNtt.AddComponent<CameraComponent>();
camera.Primary = true;
camera.Camera.SetPerspective(MathHelper.ToRadians(45), 0.1f, 10.0f);
}
var fxLib = Application.Get().EffectLibrary; var fxLib = Application.Get().EffectLibrary;
using (Effect myEffect = fxLib.Load("content/Shaders/myEffect.hlsl")) using (Effect myEffect = fxLib.Load("content/Shaders/myEffect.hlsl"))
@@ -459,7 +498,7 @@ namespace GlitchyEditor
bool control = Input.IsKeyPressed(Key.Control); bool control = Input.IsKeyPressed(Key.Control);
bool shift = Input.IsKeyPressed(Key.Shift); bool shift = Input.IsKeyPressed(Key.Shift);
if (control) if (!_camera.[Friend]BindMouse && control)
{ {
switch (e.KeyCode) switch (e.KeyCode)
{ {
+5
View File
@@ -9,6 +9,11 @@ namespace GlitchyEngine.Core
*/ */
public class RefCounter : System.RefCounted, IDisposable public class RefCounter : System.RefCounted, IDisposable
{ {
protected ~this()
{
}
public void Dispose() public void Dispose()
{ {
ReleaseRef(); ReleaseRef();
+6
View File
@@ -77,5 +77,11 @@ namespace GlitchyEngine.Math
{ {
return Math.Abs(value) < epsilon; return Math.Abs(value) < epsilon;
} }
/// Returns the point that lies on the unit circle at the specified angle.
public static Vector2 CirclePoint(float angle, float radius = 1.0f)
{
return .(Math.Cos(angle), Math.Sin(angle)) * radius;
}
} }
} }
+140
View File
@@ -1,5 +1,6 @@
using GlitchyEngine.Math; using GlitchyEngine.Math;
using GlitchyEngine.World; using GlitchyEngine.World;
using System;
namespace GlitchyEngine.Renderer namespace GlitchyEngine.Renderer
{ {
@@ -48,6 +49,145 @@ namespace GlitchyEngine.Renderer
Renderer.DrawLine(.Zero, .Forward, .Blue, transform); Renderer.DrawLine(.Zero, .Forward, .Blue, transform);
} }
//static GeometryBinding _frustumGeometry;
//static VertexBuffer _frustumVertices;
/**
* Draws the view frustum for the given camera transform and projection.
* @param worldTransform The cameras transform matrix.
* @param projection The cameras projection matrix.
* @param observerVP The view projection of the rendering camera.
* @param color The color of the frustum.
*/
public static void DrawViewFrustum(Matrix worldTransform, Matrix projection, Matrix observerVP, ColorRGBA color = .Red)
{
/*if (_frustumGeometry == null)
{
_frustumGeometry = new GeometryBinding();
_frustumGeometry.SetPrimitiveTopology(.LineList);
_frustumVertices = new VertexBuffer(typeof(Vector4), 8, .Dynamic, .Write);
_frustumGeometry.SetVertexBufferSlot(_frustumVertices, 0);
using (IndexBuffer indexBuffer = new IndexBuffer(24, .Immutable))
{
uint16[24] indices = .(
0, 1,
1, 2,
2, 3,
3, 0,
4, 5,
5, 6,
6, 7,
7, 4,
0, 4,
1, 5,
2, 6,
3, 7);
indexBuffer.SetData(indices);
_frustumGeometry.SetIndexBuffer(indexBuffer);
}
}*/
uint16[24] indices = .(
0, 1,
1, 2,
2, 3,
3, 0,
4, 5,
5, 6,
6, 7,
7, 4,
0, 4,
1, 5,
2, 6,
3, 7);
Vector4[8] corners;
// Perspective
if(projection.V._43 != 0.0f)
{
// near plane for perspective projection, far plane if reversed
float d1 = -projection.V._34 / projection.V._33;
float d2 = projection.V._34 / (1.0f - projection.V._33);
float gOverS = projection.V._11;
float g = projection.V._22;
//var corners = //(Vector4*)&_vbFrustum.Data;
if(Math.Abs(d1) >= 10000)
{
d1 = 10.0f;
corners[0] = .( d1 / gOverS, d1 / g , d1, 0.0f);
corners[1] = .( corners[0].X, -corners[0].Y, d1, 0.0f);
corners[2] = .(-corners[0].X, -corners[0].Y, d1, 0.0f);
corners[3] = .(-corners[0].X, corners[0].Y, d1, 0.0f);
}
else
{
corners[0] = .( d1 / gOverS, d1 / g , d1, 1.0f);
corners[1] = .( corners[0].X, -corners[0].Y, d1, 1.0f);
corners[2] = .(-corners[0].X, -corners[0].Y, d1, 1.0f);
corners[3] = .(-corners[0].X, corners[0].Y, d1, 1.0f);
}
if(Math.Abs(d2) >= 10000)
{
d2 = 10.0f;
corners[4] = .( d2 / gOverS, d2 / g , d2, 0.0f);
corners[5] = .( corners[4].X, -corners[4].Y, d2, 0.0f);
corners[6] = .(-corners[4].X, -corners[4].Y, d2, 0.0f);
corners[7] = .(-corners[4].X, corners[4].Y, d2, 0.0f);
}
else
{
corners[4] = .( d2 / gOverS, d2 / g , d2, 1.0f);
corners[5] = .( corners[4].X, -corners[4].Y, d2, 1.0f);
corners[6] = .(-corners[4].X, -corners[4].Y, d2, 1.0f);
corners[7] = .(-corners[4].X, corners[4].Y, d2, 1.0f);
}
}
else
{
float l = -(projection.V._14 + 1.0f) / projection.V._11;
float r = (1.0f - projection.V._14) / projection.V._11;
float t = -(projection.V._24 + 1.0f) / projection.V._22;
float b = (1.0f - projection.V._24) / projection.V._22;
float n = -projection.V._34 / projection.V._33;
float f = (1 - projection.V._34) / projection.V._33;
//var corners = (Vector4*)&_vbFrustum.Data;
corners[0] = .(r, t, n, 1.0f);
corners[1] = .(r, b, n, 1.0f);
corners[2] = .(l, b, n, 1.0f);
corners[3] = .(l, t, n, 1.0f);
corners[4] = .(r, t, f, 1.0f);
corners[5] = .(r, b, f, 1.0f);
corners[6] = .(l, b, f, 1.0f);
corners[7] = .(l, t, f, 1.0f);
}
for (int i = 0; i < indices.Count; i += 2)
{
uint16 index0 = indices[i];
uint16 index1 = indices[i + 1];
Renderer.DrawLine(corners[index0], corners[index1], color, worldTransform, observerVP);
}
}
public static void Render(EcsWorld world) public static void Render(EcsWorld world)
{ {
if(DrawEntityTransforms) if(DrawEntityTransforms)
+25 -4
View File
@@ -527,7 +527,7 @@ namespace GlitchyEngine.Renderer
* @param color The color of the line. * @param color The color of the line.
* @param transform A transform matrix transforming the line. * @param transform A transform matrix transforming the line.
*/ */
public static void DrawLine(Vector3 start, Vector3 end, Color color, Matrix transform) public static void DrawLine(Vector3 start, Vector3 end, ColorRGBA color, Matrix transform)
{ {
DrawLine(Vector4(start, 1.0f), Vector4(end, 1.0f), color, transform); DrawLine(Vector4(start, 1.0f), Vector4(end, 1.0f), color, transform);
} }
@@ -537,7 +537,7 @@ namespace GlitchyEngine.Renderer
* @param direction The direction of the ray. * @param direction The direction of the ray.
* @param color The color of the ray. * @param color The color of the ray.
*/ */
public static void DrawRay(Vector3 start, Vector3 direction, Color color) public static void DrawRay(Vector3 start, Vector3 direction, ColorRGBA color)
{ {
DrawLine(Vector4(start, 1.0f), Vector4(direction, 0.0f), color, .Identity); DrawLine(Vector4(start, 1.0f), Vector4(direction, 0.0f), color, .Identity);
} }
@@ -548,7 +548,7 @@ namespace GlitchyEngine.Renderer
* @param color The color of the ray. * @param color The color of the ray.
* @param transform A transform matrix transforming the ray. * @param transform A transform matrix transforming the ray.
*/ */
public static void DrawRay(Vector3 start, Vector3 direction, Color color, Matrix transform) public static void DrawRay(Vector3 start, Vector3 direction, ColorRGBA color, Matrix transform)
{ {
DrawLine(Vector4(start, 1.0f), Vector4(direction, 0.0f), color, transform); DrawLine(Vector4(start, 1.0f), Vector4(direction, 0.0f), color, transform);
} }
@@ -559,7 +559,7 @@ namespace GlitchyEngine.Renderer
* @param color The color of the line. * @param color The color of the line.
* @param transform A transform matrix transforming the line. * @param transform A transform matrix transforming the line.
*/ */
public static void DrawLine(Vector4 start, Vector4 end, Color color, Matrix transform) public static void DrawLine(Vector4 start, Vector4 end, ColorRGBA color, Matrix transform)
{ {
Debug.Profiler.ProfileRendererFunction!(); Debug.Profiler.ProfileRendererFunction!();
@@ -572,5 +572,26 @@ namespace GlitchyEngine.Renderer
LineGeometry.Bind(); LineGeometry.Bind();
RenderCommand.DrawIndexed(LineGeometry); RenderCommand.DrawIndexed(LineGeometry);
} }
/** @brief Draws a line.
* @param start The start point of the line.
* @param end The end point of the line.
* @param color The color of the line.
* @param transform A transform matrix transforming the line.
* @param viewProjection The observing cameras viewprojection
*/
public static void DrawLine(Vector4 start, Vector4 end, ColorRGBA color, Matrix transform, Matrix viewProjection)
{
Debug.Profiler.ProfileRendererFunction!();
LineVertices.SetData(Vector4[2](start, end), 0, .WriteDiscard);
LineEffect.Variables["ViewProjection"].SetData(viewProjection * transform);
LineEffect.Variables["Color"].SetData(color);
LineEffect.Bind(_context);
LineGeometry.Bind();
RenderCommand.DrawIndexed(LineGeometry);
}
} }
} }
+1 -1
View File
@@ -781,7 +781,7 @@ namespace GlitchyEngine.Renderer
public static void DrawQuad(Matrix transform, SubTexture2D texture, ColorRGBA color = .White) public static void DrawQuad(Matrix transform, SubTexture2D texture, ColorRGBA color = .White)
{ {
DrawQuad(transform, texture.Texture, .White, texture.TexCoords); DrawQuad(transform, texture.Texture, color, texture.TexCoords);
} }
// Subtex + Texcoords // Subtex + Texcoords
+3 -2
View File
@@ -220,7 +220,7 @@ namespace GlitchyEngine.World
float rotY = mouseDelta.X * _cameraRotationSpeedX; float rotY = mouseDelta.X * _cameraRotationSpeedX;
float rotX = mouseDelta.Y * _cameraRotationSpeedY; float rotX = mouseDelta.Y * _cameraRotationSpeedY;
if (MouseCooldown == 0 && rotY != 0 && rotX != 0) if (MouseCooldown == 0)
{ {
Vector3 rotationEuler = RotationEuler + Vector3(rotX, rotY, 0); Vector3 rotationEuler = RotationEuler + Vector3(rotX, rotY, 0);
_rotation = Quaternion.FromEulerAngles(rotationEuler.Y, rotationEuler.X, rotationEuler.Z); _rotation = Quaternion.FromEulerAngles(rotationEuler.Y, rotationEuler.X, rotationEuler.Z);
@@ -298,7 +298,8 @@ namespace GlitchyEngine.World
private void UpdateProjection() mut private void UpdateProjection() mut
{ {
_projection = Matrix.InfinitePerspectiveProjection(_fovY, _aspectRatio, _nearPlane); //_projection = Matrix.InfinitePerspectiveProjection(_fovY, _aspectRatio, _nearPlane);
_projection = Matrix.PerspectiveProjection(_fovY, _aspectRatio, _nearPlane, 10000);
} }
public void OnViewportResize(uint32 sizeX, uint32 sizeY) mut public void OnViewportResize(uint32 sizeX, uint32 sizeY) mut
+12 -2
View File
@@ -111,7 +111,7 @@ namespace GlitchyEngine.World
} }
} }
public void UpdateEditor(GameTime gameTime, EditorCamera camera, RenderTarget2D viewportTarget) public void UpdateEditor(GameTime gameTime, EditorCamera camera, RenderTarget2D viewportTarget, delegate void() DebugDraw3D, delegate void() DrawDebug2D)
{ {
Debug.Profiler.ProfileRendererFunction!(); Debug.Profiler.ProfileRendererFunction!();
@@ -132,10 +132,14 @@ namespace GlitchyEngine.World
Renderer.Submit(light.SceneLight, transform.WorldTransform); Renderer.Submit(light.SceneLight, transform.WorldTransform);
} }
DebugDraw3D();
Renderer.EndScene(); Renderer.EndScene();
// TODO: alphablending
// Sprite renderer // Sprite renderer
Renderer2D.BeginScene(camera); Renderer2D.BeginScene(camera, .BackToFront);
for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriterRendererComponent>()) for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriterRendererComponent>())
{ {
@@ -144,6 +148,12 @@ namespace GlitchyEngine.World
Renderer2D.EndScene(); Renderer2D.EndScene();
Renderer2D.BeginScene(camera, .BackToFront);
DrawDebug2D();
Renderer2D.EndScene();
viewportTarget.ReleaseRef(); viewportTarget.ReleaseRef();
} }