mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Adapted Editor to new RenderTarget api
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@@ -12,7 +12,7 @@ namespace GlitchyEditor.EditWindows
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private bool _open = true;
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private Texture2D _texture ~ _?.ReleaseRef();
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private RenderTarget2D _renderTarget ~ _?.ReleaseRef();
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private bool _hasFocus;
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@@ -29,17 +29,15 @@ namespace GlitchyEditor.EditWindows
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get => _hasFocus;
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}
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public Texture2D Texture
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public RenderTarget2D RenderTarget
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{
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get => _texture;
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get => _renderTarget;
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set
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{
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if(_texture == value)
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if(_renderTarget == value)
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return;
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_texture?.ReleaseRef();
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_texture = value;
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_texture?.AddRef();
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SetReference!(_renderTarget, value);
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}
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}
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@@ -48,17 +46,10 @@ namespace GlitchyEditor.EditWindows
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}
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private ImGui.Vec2 oldViewportSize;
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Texture2D _lastTexture;
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private bool viewPortChanged;
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public void Show()
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{
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// Hold a reference to the texture until the next frame.
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// This is a workaround for the issue that changing the window size will release the texture
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_lastTexture?.ReleaseRef();
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_lastTexture = _texture;
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_lastTexture.AddRef();
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if(!_open)
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return;
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@@ -80,20 +71,20 @@ namespace GlitchyEditor.EditWindows
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_hasFocus = ImGui.IsWindowFocused();
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var viewportSize = ImGui.GetContentRegionAvail();
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if(_lastTexture != null)
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{
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ImGui.Image(_lastTexture, viewportSize);
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}
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ImGui.End();
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if(oldViewportSize != viewportSize)
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{
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ViewportSizeChangedEvent.Invoke(this, *(Vector2*)&viewportSize);
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ViewportSizeChangedEvent.Invoke(this, *(Vector2*)&oldViewportSize);
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viewPortChanged = true;
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oldViewportSize = viewportSize;
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}
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if(_renderTarget != null)
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{
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ImGui.Image(_renderTarget, viewportSize);
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}
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ImGui.End();
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}
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}
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}
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@@ -29,7 +29,6 @@ namespace GlitchyEditor
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PerspectiveCameraController _cameraController ~ delete _;
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RenderTarget2D _renderTarget2D ~ _?.ReleaseRef();
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DepthStencilTarget _depthTarget ~ _?.ReleaseRef();
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public this() : base("Example")
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{
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@@ -57,8 +56,7 @@ namespace GlitchyEditor
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_alphaBlendState = new BlendState(_context, blendDesc);
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_opaqueBlendState = new BlendState(_context, .Default);
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_renderTarget2D = new RenderTarget2D(_context, 100, 100, .R8G8B8A8_UNorm);
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_depthTarget = new DepthStencilTarget(_context, 100, 100, .D32_Float);
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_renderTarget2D = new RenderTarget2D(_context, RenderTarget2DDescription(.R8G8B8A8_UNorm, 100, 100) {DepthStencilFormat = .D32_Float});
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SamplerStateDescription desc = .();
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@@ -103,10 +101,9 @@ namespace GlitchyEditor
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TransformSystem.Update(_world);
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RenderCommand.Clear(_renderTarget2D, .(0.2f, 0.2f, 0.2f));
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_depthTarget.Clear(1.0f, 0, .Depth);
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RenderCommand.Clear(_renderTarget2D, 1.0f, 0, .Depth);
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_context.SetRenderTarget(_renderTarget2D);
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_depthTarget.Bind();
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_context.BindRenderTargets();
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RenderCommand.SetViewport(Viewport(0, 0, _renderTarget2D.Width, _renderTarget2D.Height));
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@@ -148,7 +145,7 @@ namespace GlitchyEditor
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DrawMainMenuBar();
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_editor.SceneViewportWindow.Texture = _renderTarget2D;
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_editor.SceneViewportWindow.RenderTarget = _renderTarget2D;
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_editor.Update();
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@@ -204,20 +201,9 @@ namespace GlitchyEditor
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if(sizeX == 0 || sizeY == 0)
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return;
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var sampler = _renderTarget2D.SamplerState;
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_renderTarget2D.ReleaseRef();
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_depthTarget.ReleaseRef();
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_renderTarget2D = new RenderTarget2D(_context, sizeX, sizeY, .R8G8B8A8_UNorm);
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_editor.SceneViewportWindow.Texture = _renderTarget2D;
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_depthTarget = new DepthStencilTarget(_context, sizeX, sizeY, .D32_Float);
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_renderTarget2D.Resize(sizeX, sizeY);
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_cameraController.AspectRatio = (float)sizeX / (float)sizeY;
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_renderTarget2D.SamplerState = sampler;
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}
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}
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}
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