Editor camera and Editor/Runtime scene update separation

This commit is contained in:
Simon Lübeß
2022-05-17 19:06:28 +02:00
parent ccea61fb79
commit 5d8a4ad3a7
10 changed files with 486 additions and 126 deletions
@@ -59,6 +59,38 @@ namespace GlitchyEditor.EditWindows
var viewportSize = ImGui.GetContentRegionAvail(); var viewportSize = ImGui.GetContentRegionAvail();
if (_editor.CurrentCamera.[Friend]BindMouse)
{
var mousePos = ImGui.GetMousePos();
var newMousePos = mousePos;
var winPos = ImGui.GetWindowPos();
var winSize = ImGui.GetWindowSize();
if (mousePos.x < winPos.x)
{
newMousePos.x = winPos.x + winSize.x - 1;
}
else if (mousePos.x > winPos.x + winSize.x)
{
newMousePos.x = winPos.x + 1;
}
if (mousePos.y < winPos.y)
{
newMousePos.y = winPos.y + winSize.y - 1;
}
else if (mousePos.y > winPos.y + winSize.y)
{
newMousePos.y = winPos.y + 1;
}
if (newMousePos != mousePos)
{
Input.SetMousePosition(Point((int32)newMousePos.x, (int32)newMousePos.y));
_editor.CurrentCamera.[Friend]MouseCooldown = 2;
}
}
if(_renderTarget != null) if(_renderTarget != null)
{ {
ImGui.Image(_renderTarget, viewportSize); ImGui.Image(_renderTarget, viewportSize);
@@ -157,11 +189,8 @@ namespace GlitchyEditor.EditWindows
topLeft.y += cntMin.y; topLeft.y += cntMin.y;
ImGuizmo.SetRect(topLeft.x, topLeft.y, viewportSize.x, viewportSize.y); ImGuizmo.SetRect(topLeft.x, topLeft.y, viewportSize.x, viewportSize.y);
var cameraTransformCmp = _editor.CurrentScene.ActiveCamera.GetComponent<TransformComponent>(); var view = _editor.CurrentCamera.View;
var view = cameraTransformCmp.WorldTransform.Invert(); var projection = _editor.CurrentCamera.Projection;
var cameraCmp = _editor.CurrentCamera.GetComponent<CameraComponent>();
var projection = cameraCmp.Camera.Projection;
if(_editor.EntityHierarchyWindow.SelectedEntities.Count == 0) if(_editor.EntityHierarchyWindow.SelectedEntities.Count == 0)
return; return;
+1 -13
View File
@@ -11,7 +11,6 @@ namespace GlitchyEditor
class Editor class Editor
{ {
private Scene _scene; private Scene _scene;
private Entity _currentCamera;
private EntityHierarchyWindow _entityHierarchyWindow ~ delete _; private EntityHierarchyWindow _entityHierarchyWindow ~ delete _;
private ComponentEditWindow _componentEditWindow ~ delete _; private ComponentEditWindow _componentEditWindow ~ delete _;
@@ -31,7 +30,7 @@ namespace GlitchyEditor
} }
} }
public Entity CurrentCamera => _currentCamera; public EditorCamera* CurrentCamera { get; set; }
/// Creates a new editor for the given world /// Creates a new editor for the given world
public this(Scene scene) public this(Scene scene)
@@ -44,17 +43,6 @@ namespace GlitchyEditor
public void Update() public void Update()
{ {
_currentCamera = _scene.ActiveCamera;
if (_currentCamera.IsValid)
{
var scriptComponent = _currentCamera.GetComponent<NativeScriptComponent>();
if (var camController = scriptComponent?.Instance as EditorCameraController)
{
camController.IsEnabled = (SceneViewportWindow.HasFocus && Input.IsMouseButtonPressed(.RightButton));
}
}
_entityHierarchyWindow.Show(); _entityHierarchyWindow.Show();
_componentEditWindow.Show(); _componentEditWindow.Show();
_sceneViewportWindow.Show(); _sceneViewportWindow.Show();
@@ -1,63 +0,0 @@
using GlitchyEngine;
using GlitchyEngine.Math;
using GlitchyEngine.World;
namespace GlitchyEditor
{
class EditorCameraController : ScriptableEntity
{
private float _cameraTranslationSpeed = 2.0f;
private float _cameraRotationSpeedX = 0.001f;
private float _cameraRotationSpeedY = 0.001f;
public bool IsEnabled = false;
protected override void OnUpdate(GameTime gt)
{
if (!IsEnabled)
return;
Debug.Profiler.ProfileFunction!();
Vector3 movement = .();
if(Input.IsKeyPressed(Key.W))
movement.Z += 1;
if(Input.IsKeyPressed(Key.S))
movement.Z -= 1;
if(Input.IsKeyPressed(Key.A))
movement.X -= 1;
if(Input.IsKeyPressed(Key.D))
movement.X += 1;
if(Input.IsKeyPressed(Key.Space))
movement.Y += 1;
if(Input.IsKeyPressed(Key.Control))
movement.Y -= 1;
var transformComponent = transform;
if(movement != .Zero)
{
movement.Normalize();
movement *= (float)(gt.FrameTime.TotalSeconds) * _cameraTranslationSpeed;
Matrix view = transformComponent.WorldTransform.Invert();
Vector4 delta = Vector4(movement, 1.0f) * view;
transformComponent.Position = transformComponent.Position + delta.XYZ;
}
// Camera rotation
var mouseDelta = Input.GetMouseMovement();
float rotY = mouseDelta.X * _cameraRotationSpeedX;
float rotX = mouseDelta.Y * _cameraRotationSpeedY;
transformComponent.RotationEuler = transformComponent.RotationEuler + .(rotX, rotY, 0);
}
}
}
+21 -42
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@@ -47,8 +47,7 @@ namespace GlitchyEditor
SettingsWindow _settingsWindow = new .() ~ delete _; SettingsWindow _settingsWindow = new .() ~ delete _;
Entity _cameraEntity; EditorCamera _camera ~ _.Dispose();
Entity _otherCameraEntity;
class CameraController : ScriptableEntity class CameraController : ScriptableEntity
{ {
@@ -95,6 +94,9 @@ namespace GlitchyEditor
InitGraphics(); InitGraphics();
_camera = EditorCamera(Vector3(3.5f, 1.25f, 2.75f), Quaternion.FromEulerAngles(MathHelper.ToRadians(40), MathHelper.ToRadians(25), 0), MathHelper.ToRadians(75), 0.1f, 1);
_camera.RenderTarget = _cameraTarget;
NewScene(); NewScene();
InitEditor(); InitEditor();
@@ -129,10 +131,13 @@ namespace GlitchyEditor
{ {
_editor = new Editor(_scene); _editor = new Editor(_scene);
_editor.SceneViewportWindow.ViewportSizeChangedEvent.Add(new (s, e) => ViewportSizeChanged(s, e)); _editor.SceneViewportWindow.ViewportSizeChangedEvent.Add(new (s, e) => ViewportSizeChanged(s, e));
_editor.CurrentCamera = &_camera;
} }
public override void Update(GameTime gameTime) public override void Update(GameTime gameTime)
{ {
_camera.Update(gameTime);
// Clear the swapchain-buffer // Clear the swapchain-buffer
RenderCommand.Clear(null, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0); RenderCommand.Clear(null, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
@@ -146,7 +151,7 @@ namespace GlitchyEditor
RenderCommand.SetBlendState(_alphaBlendState); RenderCommand.SetBlendState(_alphaBlendState);
RenderCommand.SetDepthStencilState(_depthStencilState); RenderCommand.SetDepthStencilState(_depthStencilState);
_scene.Update(gameTime, _viewportTarget); _scene.UpdateEditor(gameTime, _camera, _viewportTarget);
RenderCommand.UnbindRenderTargets(); RenderCommand.UnbindRenderTargets();
RenderCommand.SetRenderTarget(null, 0, true); RenderCommand.SetRenderTarget(null, 0, true);
@@ -162,6 +167,7 @@ namespace GlitchyEditor
dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e)); dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
dispatcher.Dispatch<WindowResizeEvent>(scope (e) => OnWindowResize(e)); dispatcher.Dispatch<WindowResizeEvent>(scope (e) => OnWindowResize(e));
dispatcher.Dispatch<KeyPressedEvent>(scope (e) => OnKeyPressed(e)); dispatcher.Dispatch<KeyPressedEvent>(scope (e) => OnKeyPressed(e));
dispatcher.Dispatch<MouseScrolledEvent>(scope (e) => OnMouseScrolled(e));
} }
ImGui.ID _mainDockspaceId; ImGui.ID _mainDockspaceId;
@@ -172,18 +178,6 @@ namespace GlitchyEditor
{ {
viewer.ViewTexture(_cameraTarget); viewer.ViewTexture(_cameraTarget);
/*ImGui.Begin("Test");
static bool cameraA = true;
if (ImGui.Checkbox("Camera A", &cameraA))
{
_cameraEntity.GetComponent<CameraComponent>().Primary = cameraA;
_otherCameraEntity.GetComponent<CameraComponent>().Primary = !cameraA;
}
ImGui.End();*/
ImGui.Viewport* viewport = ImGui.GetMainViewport(); ImGui.Viewport* viewport = ImGui.GetMainViewport();
ImGui.DockSpaceOverViewport(viewport); ImGui.DockSpaceOverViewport(viewport);
@@ -313,34 +307,14 @@ namespace GlitchyEditor
} }
} }
private void PrepareSceneForEditor()
{
// Create the editor camera
{
_cameraEntity = _scene.CreateEntity("Editor Camera");
// Add EditorComponent so that the engine knows that this is not part of the game.
_cameraEntity.AddComponent<EditorComponent>();
// Script for controlling the camera.
_cameraEntity.AddComponent<NativeScriptComponent>().Bind<EditorCameraController>();
let camera = _cameraEntity.AddComponent<CameraComponent>();
camera.Camera.SetPerspective(MathHelper.ToRadians(75), 0.1f, 10000.0f);
camera.Primary = true;
camera.RenderTarget = _cameraTarget;
let transform = _cameraEntity.GetComponent<TransformComponent>();
//transform.Position = .(-1.5f, 1.5f, -2.5f);
transform.Position = .(3.5f, 1.25f, 2.75f);
//transform.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(35), 0);
transform.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(40), 0);
}
}
/// Creates a new scene. /// Creates a new scene.
private void NewScene() private void NewScene()
{ {
SceneFilePath = null; SceneFilePath = null;
_camera.Position = .(-1.5f, 1.5f, -2.5f);
_camera.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(35), 0);
// Create the default light source // Create the default light source
{ {
var lightNtt = _scene.CreateEntity("Light"); var lightNtt = _scene.CreateEntity("Light");
@@ -354,8 +328,6 @@ namespace GlitchyEditor
} }
TestEntitiesWithModels(); TestEntitiesWithModels();
PrepareSceneForEditor();
} }
/// 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.
@@ -402,8 +374,6 @@ namespace GlitchyEditor
SceneSerializer serializer = scope .(_scene); SceneSerializer serializer = scope .(_scene);
serializer.Deserialize(SceneFilePath); serializer.Deserialize(SceneFilePath);
PrepareSceneForEditor();
_editor.CurrentScene = _scene; _editor.CurrentScene = _scene;
} }
} }
@@ -481,6 +451,7 @@ namespace GlitchyEditor
_cameraTarget.Resize(sizeX, sizeY); _cameraTarget.Resize(sizeX, sizeY);
_scene.OnViewportResize(sizeX, sizeY); _scene.OnViewportResize(sizeX, sizeY);
_camera.OnViewportResize(sizeX, sizeY);
} }
private bool OnKeyPressed(KeyPressedEvent e) private bool OnKeyPressed(KeyPressedEvent e)
@@ -511,5 +482,13 @@ namespace GlitchyEditor
return false; return false;
} }
private bool OnMouseScrolled(MouseScrolledEvent e)
{
if (_camera.OnMouseScrolled(e))
return true;
return false;
}
} }
} }
+3
View File
@@ -30,6 +30,9 @@ namespace GlitchyEngine
public static extern Point GetMousePosition(); public static extern Point GetMousePosition();
public static extern int32 GetMouseX(); public static extern int32 GetMouseX();
public static extern int32 GetMouseY(); public static extern int32 GetMouseY();
// TODO: Should Input be able to set mousepos?
public static extern void SetMousePosition(Point pos);
public static extern bool WasMouseButtonPressed(MouseButton button); public static extern bool WasMouseButtonPressed(MouseButton button);
public static extern bool WasMouseButtonReleased(MouseButton button); public static extern bool WasMouseButtonReleased(MouseButton button);
@@ -5,6 +5,7 @@ using GlitchyEngine.Events;
using DirectX.Windows.VirtualKeyCodes; using DirectX.Windows.VirtualKeyCodes;
using DirectX.Windows; using DirectX.Windows;
using GlitchyEngine.Math; using GlitchyEngine.Math;
using System.Interop;
using static System.Windows; using static System.Windows;
namespace GlitchyEngine namespace GlitchyEngine
@@ -154,11 +155,15 @@ namespace GlitchyEngine
public override static Point GetMouseMovement() => CurrentState.CursorPositionDifference; public override static Point GetMouseMovement() => CurrentState.CursorPositionDifference;
public override static void SetMousePosition(Point pos) => SetCursorPos(pos.X, pos.Y);
//[CLink, CallingConvention(.Stdcall)] //[CLink, CallingConvention(.Stdcall)]
//static extern int16 GetKeyState(int32 keycode); //static extern int16 GetKeyState(int32 keycode);
[CLink, CallingConvention(.Stdcall)] [CLink, CallingConvention(.Stdcall)]
static extern IntBool GetCursorPos(out Point p); static extern IntBool GetCursorPos(out Point p);
[CLink, CallingConvention(.Stdcall)] [CLink, CallingConvention(.Stdcall)]
static extern IntBool SetCursorPos(c_int x, c_int y);
[CLink, CallingConvention(.Stdcall)]
static extern IntBool ScreenToClient(HWnd hWnd, ref Point p); static extern IntBool ScreenToClient(HWnd hWnd, ref Point p);
public override static void NewFrame() public override static void NewFrame()
+11
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@@ -288,6 +288,17 @@ namespace GlitchyEngine.Renderer
_sceneConstants.CompositionTarget = finalTarget; _sceneConstants.CompositionTarget = finalTarget;
} }
public static void BeginScene(EditorCamera camera, RenderTarget2D finalTarget)
{
Debug.Profiler.ProfileRendererFunction!();
Matrix viewProjection = camera.Projection * camera.View;
_sceneConstants.ViewProjection = viewProjection;
_sceneConstants.CameraPosition = camera.Position;
_sceneConstants.CameraTarget = camera.RenderTarget;
_sceneConstants.CompositionTarget = finalTarget;
}
public static int SortMeshes(SubmittedMesh left, SubmittedMesh right) public static int SortMeshes(SubmittedMesh left, SubmittedMesh right)
{ {
// TODO: Once Material "inheritance" is ready we could perhaps check how similar materials are (e.g. shared textures/variables/etc...) // TODO: Once Material "inheritance" is ready we could perhaps check how similar materials are (e.g. shared textures/variables/etc...)
+42
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@@ -444,6 +444,48 @@ namespace GlitchyEngine.Renderer
s_drawOrder = drawOrder; s_drawOrder = drawOrder;
#if DEBUG
s_sceneRunning = true;
#endif
}
public static void BeginScene(EditorCamera camera, DrawOrder drawOrder = .SortByTexture, Effect effect = null, Effect circleEffect = null)
{
Debug.Profiler.ProfileRendererFunction!();
#if DEBUG
Log.EngineLogger.AssertDebug(s_initialized, "Renderer2D was not initialized.");
Log.EngineLogger.AssertDebug(!s_sceneRunning, "You have to call EndScene before you can make another call to BeginScene.");
#endif
//s_textureColorEffect.Bind(Renderer._context);
s_currentEffect?.ReleaseRef();
if(effect != null)
{
s_currentEffect = effect..AddRef();
}
else
{
s_currentEffect = s_batchEffect..AddRef();
}
s_currentCircleEffect?.ReleaseRef();
if(circleEffect != null)
{
s_currentCircleEffect = effect..AddRef();
}
else
{
s_currentCircleEffect = s_circleBatchEffect..AddRef();
}
Matrix viewProjection = camera.Projection * camera.View;
s_currentEffect.Variables["ViewProjection"].SetData(viewProjection);
s_currentCircleEffect.Variables["ViewProjection"].SetData(viewProjection);
s_drawOrder = drawOrder;
#if DEBUG #if DEBUG
s_sceneRunning = true; s_sceneRunning = true;
#endif #endif
+328
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@@ -0,0 +1,328 @@
using GlitchyEngine;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using System;
using GlitchyEngine.Events;
namespace GlitchyEngine.World
{
struct EditorCamera : Camera, IDisposable
{
private Vector3 _position;
private Quaternion _rotation;
private Vector3 _focalPosition = .Zero;
private float _focalDistance = 5.0f;
private float _cameraTranslationSpeed = 2.0f;
private float _cameraRotationSpeedX = 0.001f;
private float _cameraRotationSpeedY = 0.001f;
private float _cameraFastFactor = 10f;
private Matrix _view;
private float _fovY;
private float _nearPlane;
private float _aspectRatio;
private RenderTarget2D _renderTarget = null;
internal bool BindMouse;
internal uint8 MouseCooldown;
private bool _isAltMode = false;
public Matrix View => _view;
public RenderTarget2D RenderTarget
{
get => _renderTarget;
set mut
{
if (_renderTarget == value)
return;
SetReference!(_renderTarget, value);
}
}
public Vector3 Position
{
get => _position;
set mut
{
if (_position == value)
return;
_position = value;
UpdateView();
}
}
public Quaternion Rotation
{
get => _rotation;
set mut
{
if (_rotation == value)
return;
_rotation = value;
UpdateView();
}
}
public Vector3 RotationEuler
{
get => Quaternion.ToEulerAngles(_rotation);
set mut
{
Quaternion quat = Quaternion.FromEulerAngles(value.Y, value.X, value.Z);
if (_rotation == quat)
return;
_rotation = quat;
UpdateView();
}
}
public (Vector3 Axis, float Angle) RotationAxisAngle
{
get => _rotation.ToAxisAngle();
set mut
{
Quaternion quat = Quaternion.FromAxisAngle(value.Axis, value.Angle);
if (_rotation == quat)
return;
_rotation = quat;
UpdateView();
}
}
public float FovY
{
get => _fovY;
set mut
{
if (_fovY == value)
return;
_fovY = value;
UpdateProjection();
}
}
public float NearPlane
{
get => _nearPlane;
set mut
{
if (_nearPlane == value)
return;
_nearPlane = value;
UpdateProjection();
}
}
public float AspectRatio
{
get => _aspectRatio;
set mut
{
if (_aspectRatio == value)
return;
_aspectRatio = value;
UpdateProjection();
}
}
public this(Vector3 position, Quaternion rotation, float fovY, float nearPlane, float aspectRatio)
{
_position = position;
_rotation = rotation;
_fovY = fovY;
_nearPlane = nearPlane;
_aspectRatio = aspectRatio;
UpdateView();
UpdateProjection();
}
public void Update(GameTime gameTime) mut
{
Debug.Profiler.ProfileFunction!();
BindMouse = false;
if (Input.IsKeyPressed(.Alt))
{
AltController(gameTime);
_isAltMode = true;
}
else
{
FirstPersonController(gameTime);
_isAltMode = false;
}
if (MouseCooldown != 0)
MouseCooldown--;
}
void FirstPersonController(GameTime gameTime) mut
{
if (!Input.IsMouseButtonPressed(.RightButton))
return;
BindMouse = true;
bool transformChanged = false;
Vector3 movement = .();
if(Input.IsKeyPressed(Key.W))
movement.Z += 1;
if(Input.IsKeyPressed(Key.S))
movement.Z -= 1;
if(Input.IsKeyPressed(Key.A))
movement.X -= 1;
if(Input.IsKeyPressed(Key.D))
movement.X += 1;
if(Input.IsKeyPressed(Key.Space))
movement.Y += 1;
if(Input.IsKeyPressed(Key.Control))
movement.Y -= 1;
if(movement != .Zero)
{
movement.Normalize();
if(Input.IsKeyPressed(Key.Shift))
movement *= _cameraFastFactor;
movement *= (float)(gameTime.DeltaTime) * _cameraTranslationSpeed;
Vector4 delta = Vector4(movement, 1.0f) * _view;
_position += delta.XYZ;
transformChanged = true;
}
// Camera rotation
var mouseDelta = Input.GetMouseMovement();
float rotY = mouseDelta.X * _cameraRotationSpeedX;
float rotX = mouseDelta.Y * _cameraRotationSpeedY;
if (MouseCooldown == 0 && rotY != 0 && rotX != 0)
{
Vector3 rotationEuler = RotationEuler + Vector3(rotX, rotY, 0);
_rotation = Quaternion.FromEulerAngles(rotationEuler.Y, rotationEuler.X, rotationEuler.Z);
transformChanged = true;
}
if (transformChanged)
UpdateView();
}
private float GetZoomSpeed()
{
float dist = _focalDistance * 0.2f;
dist = Math.Max(dist, 0.0f);
float speed = Math.Pow(dist, 1.5f);
speed = Math.Min(speed, 100.0f);
return speed;
}
void AltController(GameTime gameTime) mut
{
bool transformChanged = false;
BindMouse = Input.IsMouseButtonPressed(.LeftButton) || Input.IsMouseButtonPressed(.RightButton);
var mouseDelta = Input.GetMouseMovement();
if (MouseCooldown == 0 && Input.IsMouseButtonPressed(.LeftButton) && mouseDelta != .())
{
Vector2 movement = .(
-mouseDelta.X,
mouseDelta.Y);
movement *= (float)(gameTime.DeltaTime) * _cameraTranslationSpeed * GetZoomSpeed();
Vector4 delta = Vector4(movement, 0.0f, 1.0f) * _view;
_focalPosition += delta.XYZ;
transformChanged = true;
}
if (MouseCooldown == 0 && Input.IsMouseButtonPressed(.RightButton) && mouseDelta != .())
{
float rotY = mouseDelta.X * _cameraRotationSpeedX;
float rotX = mouseDelta.Y * _cameraRotationSpeedY;
Vector3 rotationEuler = RotationEuler + Vector3(rotX, rotY, 0);
_rotation = Quaternion.FromEulerAngles(rotationEuler.Y, rotationEuler.X, rotationEuler.Z);
transformChanged = true;
}
if (transformChanged)
UpdateView();
}
private void UpdateView() mut
{
Matrix viewRotation = Matrix.RotationQuaternion(Quaternion.Inverse(_rotation));
Vector4 offset = Vector4(0, 0, -_focalDistance, 1.0f) * viewRotation;
if (_isAltMode)
_position = _focalPosition + offset.XYZ;
else
_focalPosition = _position - offset.XYZ;
_view = viewRotation * Matrix.Translation(-_position);
//_view = (Matrix.Translation(_position) * Matrix.RotationQuaternion(_rotation)).Invert();
}
private void UpdateProjection() mut
{
_projection = Matrix.InfinitePerspectiveProjection(_fovY, _aspectRatio, _nearPlane);
}
public void OnViewportResize(uint32 sizeX, uint32 sizeY) mut
{
_aspectRatio = (float)sizeX / sizeY;
UpdateProjection();
}
public bool OnMouseScrolled(MouseScrolledEvent event) mut
{
if (_isAltMode)
{
_focalDistance = Math.Max(_focalDistance - GetZoomSpeed() * event.YOffset, 0.01f);
UpdateView();
return true;
}
return false;
}
public void Dispose()
{
_renderTarget?.ReleaseRef();
}
}
}
+41 -3
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@@ -48,8 +48,10 @@ namespace GlitchyEngine.World
{ {
} }
public void Update(GameTime gameTime, RenderTarget2D finalTarget) public void UpdateRuntime(GameTime gameTime, RenderTarget2D finalTarget)
{ {
Debug.Profiler.ProfileRendererFunction!();
TransformSystem.Update(_ecsWorld); TransformSystem.Update(_ecsWorld);
for (var (entity, script) in _ecsWorld.Enumerate<NativeScriptComponent>()) for (var (entity, script) in _ecsWorld.Enumerate<NativeScriptComponent>())
@@ -88,9 +90,9 @@ namespace GlitchyEngine.World
Renderer.Submit(mesh.Mesh, meshRenderer.Material, transform.WorldTransform); Renderer.Submit(mesh.Mesh, meshRenderer.Material, transform.WorldTransform);
} }
for (var (entity, transform, camera) in _ecsWorld.Enumerate<TransformComponent, LightComponent>()) for (var (entity, transform, light) in _ecsWorld.Enumerate<TransformComponent, LightComponent>())
{ {
Renderer.Submit(camera.SceneLight, transform.WorldTransform); Renderer.Submit(light.SceneLight, transform.WorldTransform);
} }
Renderer.EndScene(); Renderer.EndScene();
@@ -109,6 +111,42 @@ namespace GlitchyEngine.World
} }
} }
public void UpdateEditor(GameTime gameTime, EditorCamera camera, RenderTarget2D viewportTarget)
{
Debug.Profiler.ProfileRendererFunction!();
viewportTarget.AddRef();
TransformSystem.Update(_ecsWorld);
// 3D render
Renderer.BeginScene(camera, viewportTarget);
for (var (entity, transform, mesh, meshRenderer) in _ecsWorld.Enumerate<TransformComponent, MeshComponent, MeshRendererComponent>())
{
Renderer.Submit(mesh.Mesh, meshRenderer.Material, transform.WorldTransform);
}
for (var (entity, transform, light) in _ecsWorld.Enumerate<TransformComponent, LightComponent>())
{
Renderer.Submit(light.SceneLight, transform.WorldTransform);
}
Renderer.EndScene();
// Sprite renderer
Renderer2D.BeginScene(camera);
for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriterRendererComponent>())
{
Renderer2D.DrawQuad(transform.WorldTransform, sprite.Sprite, sprite.Color);
}
Renderer2D.EndScene();
viewportTarget.ReleaseRef();
}
/// Creates a new Entity with the given name. /// Creates a new Entity with the given name.
public Entity CreateEntity(String name = "") public Entity CreateEntity(String name = "")
{ {