mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Refactor
This commit is contained in:
@@ -14,6 +14,8 @@ namespace GlitchyEditor.EditWindows
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class ContentBrowserWindow : EditorWindow
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class ContentBrowserWindow : EditorWindow
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{
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{
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public const String s_WindowTitle = "Content Browser";
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private append String _currentDirectory = .();
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private append String _currentDirectory = .();
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private append String _selectedFile = .();
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private append String _selectedFile = .();
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@@ -40,7 +42,7 @@ namespace GlitchyEditor.EditWindows
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_currentDirectory.Set(_manager.ContentDirectory);
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_currentDirectory.Set(_manager.ContentDirectory);
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}
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}
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if(!ImGui.Begin("Content Browser", &_open, .None))
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if(!ImGui.Begin(s_WindowTitle, &_open, .None))
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{
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{
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ImGui.End();
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ImGui.End();
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return;
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return;
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+1
-1
@@ -9,7 +9,7 @@ using GlitchyEngine.Events;
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namespace GlitchyEditor.EditWindows
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namespace GlitchyEditor.EditWindows
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{
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{
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class SceneViewportWindow : EditorWindow
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class EditorViewportWindow : EditorWindow
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{
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{
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public const String s_WindowTitle = "Scene";
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public const String s_WindowTitle = "Scene";
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@@ -10,6 +10,8 @@ namespace GlitchyEditor.EditWindows;
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class PropertiesWindow : EditorWindow
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class PropertiesWindow : EditorWindow
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{
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{
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public const String s_WindowTitle = "Properties";
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private AssetPropertiesEditor _currentPropertiesEditor ~ delete _;
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private AssetPropertiesEditor _currentPropertiesEditor ~ delete _;
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private bool _lockCurrentAsset;
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private bool _lockCurrentAsset;
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@@ -28,7 +30,7 @@ class PropertiesWindow : EditorWindow
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protected override void InternalShow()
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protected override void InternalShow()
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{
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{
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defer { ImGui.End(); }
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defer { ImGui.End(); }
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if(!ImGui.Begin("Properties", &_open, .None))
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if(!ImGui.Begin(s_WindowTitle, &_open, .None))
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return;
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return;
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// TODO: make a little button in title bar?
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// TODO: make a little button in title bar?
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@@ -17,7 +17,7 @@ namespace GlitchyEditor
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private EntityHierarchyWindow _entityHierarchyWindow ~ delete _;
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private EntityHierarchyWindow _entityHierarchyWindow ~ delete _;
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private ComponentEditWindow _componentEditWindow ~ delete _;
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private ComponentEditWindow _componentEditWindow ~ delete _;
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private SceneViewportWindow _sceneViewportWindow ~ delete _;
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private EditorViewportWindow _sceneViewportWindow ~ delete _;
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private GameViewportWindow _gameViewportWindow ~ delete _;
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private GameViewportWindow _gameViewportWindow ~ delete _;
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private ContentBrowserWindow _contentBrowserWindow ~ delete _;
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private ContentBrowserWindow _contentBrowserWindow ~ delete _;
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private PropertiesWindow _propertiesWindow ~ delete _;
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private PropertiesWindow _propertiesWindow ~ delete _;
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@@ -39,7 +39,7 @@ namespace GlitchyEditor
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public EntityHierarchyWindow EntityHierarchyWindow => _entityHierarchyWindow;
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public EntityHierarchyWindow EntityHierarchyWindow => _entityHierarchyWindow;
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public ComponentEditWindow ComponentEditWindow => _componentEditWindow;
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public ComponentEditWindow ComponentEditWindow => _componentEditWindow;
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public SceneViewportWindow SceneViewportWindow => _sceneViewportWindow;
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public EditorViewportWindow SceneViewportWindow => _sceneViewportWindow;
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public GameViewportWindow GameViewportWindow => _gameViewportWindow;
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public GameViewportWindow GameViewportWindow => _gameViewportWindow;
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public ContentBrowserWindow ContentBrowserWindow => _contentBrowserWindow;
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public ContentBrowserWindow ContentBrowserWindow => _contentBrowserWindow;
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public PropertiesWindow PropertiesWindow => _propertiesWindow;
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public PropertiesWindow PropertiesWindow => _propertiesWindow;
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@@ -62,7 +62,7 @@ namespace GlitchyEditor
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private void InitWindows()
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private void InitWindows()
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{
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{
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_sceneViewportWindow = new SceneViewportWindow(this);
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_sceneViewportWindow = new EditorViewportWindow(this);
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_gameViewportWindow = new GameViewportWindow(this);
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_gameViewportWindow = new GameViewportWindow(this);
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_entityHierarchyWindow = new EntityHierarchyWindow(this, _scene);
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_entityHierarchyWindow = new EntityHierarchyWindow(this, _scene);
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_componentEditWindow = new ComponentEditWindow(_entityHierarchyWindow);
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_componentEditWindow = new ComponentEditWindow(_entityHierarchyWindow);
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@@ -18,34 +18,40 @@ namespace GlitchyEditor
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{
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{
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class EditorLayer : Layer
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class EditorLayer : Layer
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{
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{
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enum SceneState
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{
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Edit,
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Play,
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Simulate
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}
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RasterizerState _rasterizerState ~ _?.ReleaseRef();
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RasterizerState _rasterizerState ~ _?.ReleaseRef();
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RasterizerState _rasterizerStateClockWise ~ _?.ReleaseRef();
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RasterizerState _rasterizerStateClockWise ~ _?.ReleaseRef();
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// TODO: we shouldn't hold a reference to the context
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GraphicsContext _context ~ _.ReleaseRef();
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GraphicsContext _context ~ _.ReleaseRef();
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BlendState _alphaBlendState ~ _.ReleaseRef();
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BlendState _alphaBlendState ~ _.ReleaseRef();
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BlendState _opaqueBlendState ~ _.ReleaseRef();
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BlendState _opaqueBlendState ~ _.ReleaseRef();
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DepthStencilState _depthStencilState ~ _.ReleaseRef();
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DepthStencilState _depthStencilState ~ _.ReleaseRef();
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/// Reference to the scene that is currently being played and worked on.
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Scene _activeScene ~ _?.ReleaseRef();
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Scene _activeScene ~ _?.ReleaseRef();
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/**
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* Referece to the editor scene.
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* We hold a reference to the editor scene because we need it in order
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* to restore the original state once we stop the game/simulation.
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* Before starting the simulation the editor scene will be copied and
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* the reference in _activeScene will be replaced with the new scene.
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*/
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Scene _editorScene ~ _?.ReleaseRef();
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Scene _editorScene ~ _?.ReleaseRef();
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SceneRenderer _gameSceneRenderer ~ delete _;
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SceneRenderer _gameSceneRenderer ~ delete _;
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SceneRenderer _editorSceneRenderer ~ delete _;
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SceneRenderer _editorSceneRenderer ~ delete _;
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String _sceneFilePath = new String() ~ delete _;
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/// Path of the current scene.
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append String _sceneFilePath = .();
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public String SceneFilePath
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{
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get => _sceneFilePath;
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set
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{
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_sceneFilePath.Clear();
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if (value != null)
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_sceneFilePath.Append(value);
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}
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}
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Editor _editor ~ delete _;
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Editor _editor ~ delete _;
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@@ -57,29 +63,30 @@ namespace GlitchyEditor
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EditorCamera _camera ~ _.Dispose();
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EditorCamera _camera ~ _.Dispose();
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/*Texture2D _editorIcons ~ _.ReleaseRef();
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SubTexture2D _iconDirectionalLight ~ _.ReleaseRef();
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SubTexture2D _iconCamera ~ _.ReleaseRef();*/
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EditorIcons _editorIcons ~ _.ReleaseRef();
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EditorIcons _editorIcons ~ _.ReleaseRef();
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EditorContentManager _contentManager;
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EditorContentManager _contentManager;
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enum SceneState
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{
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Edit,
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Play,
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Simulate
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}
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SceneState _sceneState = .Edit;
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SceneState _sceneState = .Edit;
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bool _isPaused = false;
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bool _isPaused = false;
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/// Gets or sets the path of the current scene.
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public StringView SceneFilePath
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{
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get => _sceneFilePath;
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set
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{
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_sceneFilePath.Clear();
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public this(EditorContentManager contentManager) : base("Example")
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if (!value.IsWhiteSpace)
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_sceneFilePath.Append(value);
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}
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}
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public this(EditorContentManager contentManager) : base("Editor")
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{
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{
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Application.Get().Window.IsVSync = false;
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Application.Get().Window.IsVSync = false;
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//InitContentManager();
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_contentManager = contentManager;
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_contentManager = contentManager;
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InitGraphics();
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InitGraphics();
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@@ -98,31 +105,6 @@ namespace GlitchyEditor
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NewScene();
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NewScene();
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}
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}
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/*private void InitContentManager()
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{
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_contentManager = new EditorContentManager();
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_contentManager.RegisterAssetLoader<EditorTextureAssetLoader>();
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_contentManager.SetAsDefaultAssetLoader<EditorTextureAssetLoader>(".png", ".dds");
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_contentManager.SetAssetPropertiesEditor<EditorTextureAssetLoader>(=> TextureAssetPropertiesEditor.Factory);
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_contentManager.RegisterAssetLoader<ModelAssetLoader>();
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_contentManager.SetAsDefaultAssetLoader<ModelAssetLoader>(".glb", ".gltf");
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_contentManager.SetAssetPropertiesEditor<ModelAssetLoader>(=> ModelAssetPropertiesEditor.Factory);
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_contentManager.RegisterAssetLoader<MaterialAssetLoader>();
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_contentManager.SetAsDefaultAssetLoader<MaterialAssetLoader>(".mat");
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_contentManager.SetAssetPropertiesEditor<MaterialAssetLoader>(=> MaterialAssetPropertiesEditor.Factory);
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_contentManager.RegisterAssetLoader<EffectAssetLoader>();
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_contentManager.SetAsDefaultAssetLoader<EffectAssetLoader>(".hlsl");
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_contentManager.SetAssetPropertiesEditor<EffectAssetLoader>(=> EffectAssetPropertiesEditor.Factory);
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_contentManager.SetContentDirectory("./content");
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// Todo: Sketchy...
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Application.Get().[Friend]_contentManager = _contentManager;
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}*/
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private void InitGraphics()
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private void InitGraphics()
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{
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{
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_context = Application.Get().Window.Context..AddRef();
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_context = Application.Get().Window.Context..AddRef();
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@@ -172,11 +154,6 @@ namespace GlitchyEditor
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ContentBrowserWindow.s_FolderTexture = _editorIcons.Folder;
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ContentBrowserWindow.s_FolderTexture = _editorIcons.Folder;
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ContentBrowserWindow.s_FileTexture = _editorIcons.File;
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ContentBrowserWindow.s_FileTexture = _editorIcons.File;
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/*_editorIcons = new Texture2D("Textures/EditorIcons.dds");
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_editorIcons.SamplerState = SamplerStateManager.AnisotropicClamp;
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_iconDirectionalLight = .CreateFromGrid(_editorIcons, .(0, 0), .(64, 64));
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_iconCamera = .CreateFromGrid(_editorIcons, .(1, 0), .(64, 64));*/
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}
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}
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private void InitEditor()
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private void InitEditor()
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@@ -396,16 +373,15 @@ namespace GlitchyEditor
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float totalWidth = size * 3 + padding * 4;
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float totalWidth = size * 3 + padding * 4;
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float penX = centerX - totalWidth / 2;
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ImGui.SameLine();
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ImGui.SetCursorPosX(centerX - totalWidth / 2);
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ImGui.SameLine(penX);
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if (ImGui.ImageButton(_editorIcons.Play, .(size, size), .Zero, .Ones, 0))
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if (ImGui.ImageButton(_editorIcons.Play, .(size, size), .Zero, .Ones, 0))
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OnScenePlay();
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OnScenePlay();
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ImGui.AttachTooltip("Play the game.");
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ImGui.AttachTooltip("Play the game.");
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ImGui.SameLine(penX += size + 2 * padding);
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ImGui.SameLine();
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ImGui.PushID(1);
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ImGui.PushID(1);
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@@ -425,7 +401,8 @@ namespace GlitchyEditor
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ImGui.PushID(2);
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ImGui.PushID(2);
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ImGui.SameLine(penX += size + 2 * padding);
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//ImGui.SameLine(penX += size + 2 * padding);
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ImGui.SameLine();
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if (ImGui.ImageButton(_editorIcons.Pause, .(size, size), .Zero, .Ones, 0))
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if (ImGui.ImageButton(_editorIcons.Pause, .(size, size), .Zero, .Ones, 0))
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_isPaused = !_isPaused;
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_isPaused = !_isPaused;
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@@ -439,7 +416,8 @@ namespace GlitchyEditor
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{
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{
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// Display the buttons for play/simulation state
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// Display the buttons for play/simulation state
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ImGui.SameLine(centerX - size - padding);
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ImGui.SameLine();
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ImGui.SetCursorPosX(centerX - size - padding);
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SubTexture2D pauseButtonIcon = _isPaused ? _editorIcons.Play : _editorIcons.Pause;
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SubTexture2D pauseButtonIcon = _isPaused ? _editorIcons.Play : _editorIcons.Pause;
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@@ -453,7 +431,7 @@ namespace GlitchyEditor
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ImGui.AttachTooltip(_isPaused ? "Resume" : "Pause");
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ImGui.AttachTooltip(_isPaused ? "Resume" : "Pause");
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ImGui.SameLine(centerX + padding);
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ImGui.SameLine();
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ImGui.PushID(1);
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ImGui.PushID(1);
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if (ImGui.ImageButton(_editorIcons.Stop, .(size, size), .Zero, .Ones, 0))
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if (ImGui.ImageButton(_editorIcons.Stop, .(size, size), .Zero, .Ones, 0))
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@@ -538,134 +516,6 @@ namespace GlitchyEditor
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GameViewportSizeChanged(null, _editor.GameViewportWindow.ViewportSize);
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GameViewportSizeChanged(null, _editor.GameViewportWindow.ViewportSize);
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}
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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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/*{
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var lightNtt = _scene.CreateEntity("My Sexy Sun 2");
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let transform = lightNtt.GetComponent<TransformComponent>();
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transform.Position = .(0, 0, 0);
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transform.RotationEuler = .(MathHelper.ToRadians(70), MathHelper.ToRadians(-30), 0);
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let light = lightNtt.AddComponent<LightComponent>();
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light.SceneLight.Illuminance = 10.0f;
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light.SceneLight.Color = .(1.0f, 0.95f, 0.8f);
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}
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{
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var lightNtt = _scene.CreateEntity("My Sexy Sun 3");
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let transform = lightNtt.GetComponent<TransformComponent>();
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transform.Position = .(0, 0, 0);
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transform.RotationEuler = .(MathHelper.ToRadians(20), MathHelper.ToRadians(-55), 0);
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let light = lightNtt.AddComponent<LightComponent>();
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light.SceneLight.Illuminance = 10.0f;
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light.SceneLight.Color = .(1.0f, 0.95f, 0.8f);
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}
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{
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var cameraNtt = _scene.CreateEntity("My Camera");
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let transform = cameraNtt.GetComponent<TransformComponent>();
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transform.Position = .(5, 5, -5);
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transform.RotationEuler = .(MathHelper.ToRadians(45), MathHelper.ToRadians(-45), 0);
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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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using (Effect myEffect = fxLib.Load("content/Shaders/myEffect.hlsl"))
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/*using (Texture2D albedo = new Texture2D("Textures/White.png", true))
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using (Texture2D normal = new Texture2D("Textures/White.png"))
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using (Texture2D rough = new Texture2D("Textures/White.png"))
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using (Texture2D metal = new Texture2D("Textures/White.png"))*/
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using (Texture2D albedo = new Texture2D("Textures/TestMat/rustediron2_albedo.png", true))
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using (Texture2D normal = new Texture2D("Textures/TestMat/rustediron2_normal.png"))
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using (Texture2D rough = new Texture2D("Textures/TestMat/rustediron2_roughness.png"))
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using (Texture2D metal = new Texture2D("Textures/TestMat/rustediron2_metallic.png"))
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{
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albedo.SamplerState = SamplerStateManager.AnisotropicWrap;
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normal.SamplerState = SamplerStateManager.AnisotropicWrap;
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rough.SamplerState = SamplerStateManager.AnisotropicWrap;
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metal.SamplerState = SamplerStateManager.AnisotropicWrap;
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List<AnimationClip> clips = scope .();
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using (Material mat = new .(myEffect))
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{
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mat.SetTexture("AlbedoTexture", albedo);
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mat.SetTexture("NormalTexture", normal);
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mat.SetTexture("MetallicTexture", metal);
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mat.SetTexture("RoughnessTexture", rough);
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mat.SetVariable("AlbedoColor", ColorRGBA.White);
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mat.SetVariable("NormalScaling", Vector2.One);
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mat.SetVariable("MetallicFactor", 1.0f);
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mat.SetVariable("RoughnessFactor", 1.0f);
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// TODO: completely wrong!
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||||||
EcsEntity e = ModelLoader.LoadModel("content/Models/sphere.glb", mat, _scene.[Friend]_ecsWorld, clips, "Sphere 1");
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||||||
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||||||
Entity entity = .(e, _scene);
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||||||
var transform = entity.GetComponent<TransformComponent>();
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||||||
transform.Position = .(5, 0, 5);
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||||||
}
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||||||
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||||||
/*using (Material mat = new .(myEffect))
|
|
||||||
{
|
|
||||||
mat.SetTexture("AlbedoTexture", albedo);
|
|
||||||
mat.SetTexture("NormalTexture", normal);
|
|
||||||
mat.SetTexture("MetallicTexture", metal);
|
|
||||||
mat.SetTexture("RoughnessTexture", rough);
|
|
||||||
//mat.SetVariable("BaseColor", Vector4(1, 1, 0, 1));
|
|
||||||
//mat.SetVariable("LightDir", Vector3(0, 1, 0).Normalized());
|
|
||||||
|
|
||||||
|
|
||||||
ModelLoader.LoadModel("content/Models/sphere.glb", myEffect, mat, _scene.[Friend]_ecsWorld, clips);
|
|
||||||
}*/
|
|
||||||
|
|
||||||
ClearAndReleaseItems!(clips);
|
|
||||||
}
|
|
||||||
|
|
||||||
using (Effect myEffect = fxLib.Get("myEffect"))
|
|
||||||
using (Texture2D white = new Texture2D("Textures/White.png"))
|
|
||||||
using (Texture2D normal = new Texture2D("Textures/DefaultNormal.png"))
|
|
||||||
{
|
|
||||||
white.SamplerState = SamplerStateManager.PointClamp;
|
|
||||||
normal.SamplerState = SamplerStateManager.PointClamp;
|
|
||||||
|
|
||||||
List<AnimationClip> clips = scope .();
|
|
||||||
|
|
||||||
for (int x < 10)
|
|
||||||
for (int y < 10)
|
|
||||||
{
|
|
||||||
using (Material mat = new .(myEffect))
|
|
||||||
{
|
|
||||||
mat.SetTexture("AlbedoTexture", white);
|
|
||||||
mat.SetTexture("NormalTexture", normal);
|
|
||||||
mat.SetTexture("MetallicTexture", white);
|
|
||||||
mat.SetTexture("RoughnessTexture", white);
|
|
||||||
|
|
||||||
mat.SetVariable("AlbedoColor", Vector4(1, 0, 0, 1));
|
|
||||||
mat.SetVariable("NormalScaling", Vector2(1.0f));
|
|
||||||
mat.SetVariable("RoughnessFactor", (x + 1) / 10.0f);
|
|
||||||
mat.SetVariable("MetallicFactor", y / 9.0f);
|
|
||||||
|
|
||||||
EcsEntity e = ModelLoader.LoadModel("content/Models/sphere.glb", mat, _scene.[Friend]_ecsWorld, clips, scope $"Sphere {x} {y}");
|
|
||||||
|
|
||||||
Entity entity = .(e, _scene);
|
|
||||||
var transform = entity.GetComponent<TransformComponent>();
|
|
||||||
transform.Position = .(x * 1.5f, y * 1.5f, 0);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
ClearAndReleaseItems!(clips);
|
|
||||||
}*/
|
|
||||||
}
|
|
||||||
|
|
||||||
/// Creates a new scene.
|
/// Creates a new scene.
|
||||||
private void NewScene()
|
private void NewScene()
|
||||||
{
|
{
|
||||||
@@ -673,43 +523,50 @@ namespace GlitchyEditor
|
|||||||
|
|
||||||
SceneFilePath = null;
|
SceneFilePath = null;
|
||||||
|
|
||||||
|
Scene newScene = new Scene();
|
||||||
|
|
||||||
|
_camera.Position = .(-1.5f, 1.5f, -2.5f);
|
||||||
|
_camera.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(35), 0);
|
||||||
|
|
||||||
|
// Create a default camera
|
||||||
|
{
|
||||||
|
let cameraEntity = newScene.CreateEntity("Camera");
|
||||||
|
let transform = cameraEntity.Transform;
|
||||||
|
transform.Position = Vector3(0, 2, -5);
|
||||||
|
transform.RotationEuler = Vector3(0, MathHelper.ToRadians(25), 0);
|
||||||
|
|
||||||
|
let camera = cameraEntity.AddComponent<CameraComponent>();
|
||||||
|
camera.Primary = true;
|
||||||
|
camera.Camera.ProjectionType = .InfinitePerspective;
|
||||||
|
camera.Camera.PerspectiveFovY = MathHelper.ToRadians(75);
|
||||||
|
camera.Camera.PerspectiveNearPlane = 0.1f;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Create a default light source
|
||||||
|
{
|
||||||
|
let lightEntity = newScene.CreateEntity("Light");
|
||||||
|
let transform = lightEntity.Transform;
|
||||||
|
transform.Position = .(-3, 4, -1.5f);
|
||||||
|
transform.RotationEuler = .(MathHelper.ToRadians(20), MathHelper.ToRadians(75), MathHelper.ToRadians(20));
|
||||||
|
|
||||||
|
let light = lightEntity.AddComponent<LightComponent>();
|
||||||
|
light.SceneLight.Illuminance = 10.0f;
|
||||||
|
light.SceneLight.Color = .(1.0f, 0.95f, 0.8f);
|
||||||
|
}
|
||||||
|
|
||||||
_editorScene.ReleaseRef();
|
_editorScene.ReleaseRef();
|
||||||
_editorScene = new Scene();
|
_editorScene = newScene;
|
||||||
_editor.CurrentScene = _editorScene;
|
_editor.CurrentScene = _editorScene;
|
||||||
var vpSize = _editor.SceneViewportWindow.ViewportSize;
|
var vpSize = _editor.SceneViewportWindow.ViewportSize;
|
||||||
_editorScene.OnViewportResize((.)vpSize.X, (.)vpSize.Y);
|
_editorScene.OnViewportResize((.)vpSize.X, (.)vpSize.Y);
|
||||||
|
|
||||||
SetReference!(_activeScene, _editorScene);
|
SetReference!(_activeScene, _editorScene);
|
||||||
|
|
||||||
_camera.Position = .(-1.5f, 1.5f, -2.5f);
|
|
||||||
_camera.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(35), 0);
|
|
||||||
|
|
||||||
// Create default camera
|
|
||||||
/*{
|
|
||||||
let camEntity = _scene.CreateEntity("Camera");
|
|
||||||
let transform = camEntity.Transform;
|
|
||||||
transform.Position =
|
|
||||||
}*/
|
|
||||||
|
|
||||||
/*// Create the default light source
|
|
||||||
{
|
|
||||||
let lightNtt = _scene.CreateEntity("Light");
|
|
||||||
let transform = lightNtt.Transform;
|
|
||||||
transform.Position = .(0, 0, 0);
|
|
||||||
transform.RotationEuler = .(MathHelper.ToRadians(45), MathHelper.ToRadians(-100), 0);
|
|
||||||
|
|
||||||
let light = lightNtt.AddComponent<LightComponent>();
|
|
||||||
light.SceneLight.Illuminance = 10.0f;
|
|
||||||
light.SceneLight.Color = .(1.0f, 0.95f, 0.8f);
|
|
||||||
}
|
|
||||||
|
|
||||||
TestEntitiesWithModels();*/
|
|
||||||
}
|
}
|
||||||
|
|
||||||
/// Saves the scene in the file that is was loaded from or saved to last. If there is no such path (i.e. it is a new scene) the save file dialog will open.
|
/// Saves the scene in the file that is was loaded from or saved to last. If there is no such path (i.e. it is a new scene) the save file dialog will open.
|
||||||
private void SaveScene()
|
private void SaveScene()
|
||||||
{
|
{
|
||||||
if (String.IsNullOrWhiteSpace(SceneFilePath))
|
if (SceneFilePath.IsWhiteSpace)
|
||||||
{
|
{
|
||||||
SaveSceneAs();
|
SaveSceneAs();
|
||||||
return;
|
return;
|
||||||
@@ -799,25 +656,27 @@ namespace GlitchyEditor
|
|||||||
|
|
||||||
if(ImGui.BeginMenu("View", true))
|
if(ImGui.BeginMenu("View", true))
|
||||||
{
|
{
|
||||||
if(ImGui.MenuItem(EntityHierarchyWindow.s_WindowTitle))
|
|
||||||
{
|
|
||||||
_editor.EntityHierarchyWindow.Open = true;
|
|
||||||
}
|
|
||||||
|
|
||||||
if(ImGui.MenuItem(ComponentEditWindow.s_WindowTitle))
|
if(ImGui.MenuItem(ComponentEditWindow.s_WindowTitle))
|
||||||
{
|
|
||||||
_editor.ComponentEditWindow.Open = true;
|
_editor.ComponentEditWindow.Open = true;
|
||||||
}
|
|
||||||
|
|
||||||
if(ImGui.MenuItem(SceneViewportWindow.s_WindowTitle))
|
if(ImGui.MenuItem(ContentBrowserWindow.s_WindowTitle))
|
||||||
{
|
_editor.ComponentEditWindow.Open = true;
|
||||||
|
|
||||||
|
if(ImGui.MenuItem(EditorViewportWindow.s_WindowTitle))
|
||||||
_editor.SceneViewportWindow.Open = true;
|
_editor.SceneViewportWindow.Open = true;
|
||||||
}
|
|
||||||
|
if(ImGui.MenuItem(EntityHierarchyWindow.s_WindowTitle))
|
||||||
|
_editor.EntityHierarchyWindow.Open = true;
|
||||||
|
|
||||||
|
if(ImGui.MenuItem(GameViewportWindow.s_WindowTitle))
|
||||||
|
_editor.GameViewportWindow.Open = true;
|
||||||
|
|
||||||
|
if(ImGui.MenuItem(PropertiesWindow.s_WindowTitle))
|
||||||
|
_editor.PropertiesWindow.Open = true;
|
||||||
|
|
||||||
ImGui.EndMenu();
|
ImGui.EndMenu();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
ImGui.EndMainMenuBar();
|
ImGui.EndMainMenuBar();
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -837,7 +696,6 @@ namespace GlitchyEditor
|
|||||||
_editorViewportTarget.Resize(sizeX, sizeY);
|
_editorViewportTarget.Resize(sizeX, sizeY);
|
||||||
_cameraTarget.Resize(sizeX, sizeY);
|
_cameraTarget.Resize(sizeX, sizeY);
|
||||||
|
|
||||||
//_activeScene.OnViewportResize(sizeX, sizeY);
|
|
||||||
_camera.OnViewportResize(sizeX, sizeY);
|
_camera.OnViewportResize(sizeX, sizeY);
|
||||||
|
|
||||||
_editorSceneRenderer.OnViewportResize(sizeX, sizeY);
|
_editorSceneRenderer.OnViewportResize(sizeX, sizeY);
|
||||||
|
|||||||
@@ -183,14 +183,6 @@ class SceneRenderer
|
|||||||
Renderer2D.DrawCircle(transform.WorldTransform, circle, entity.Index);
|
Renderer2D.DrawCircle(transform.WorldTransform, circle, entity.Index);
|
||||||
}
|
}
|
||||||
|
|
||||||
Renderer2D.DrawLine(Vector3.Zero, Vector3.Up, .Red);
|
|
||||||
Renderer2D.DrawLine(Vector3.Zero, Vector3(0, 0, 1), .Green);
|
|
||||||
Renderer2D.DrawRay(Vector3.Zero, Vector3(1, 0, 0), .Blue);
|
|
||||||
|
|
||||||
Renderer2D.DrawRect(Vector2(2.0f, 1.0f), Vector2(1.0f, 2.0f), .Yellow);
|
|
||||||
|
|
||||||
Renderer2D.DrawRect(Matrix.Translation(2, 2, 1) * Matrix.RotationZ(MathHelper.PiOverFour), .Purple);
|
|
||||||
|
|
||||||
Renderer2D.EndScene();
|
Renderer2D.EndScene();
|
||||||
|
|
||||||
Renderer2D.BeginScene(camera, .BackToFront);
|
Renderer2D.BeginScene(camera, .BackToFront);
|
||||||
|
|||||||
Reference in New Issue
Block a user