Adapted Editor to new RenderTarget api

This commit is contained in:
Simon Lübeß
2021-09-21 16:36:22 +02:00
parent 229d2b578e
commit 611782653c
3 changed files with 20 additions and 43 deletions
@@ -12,7 +12,7 @@ namespace GlitchyEditor.EditWindows
private bool _open = true;
private Texture2D _texture ~ _?.ReleaseRef();
private RenderTarget2D _renderTarget ~ _?.ReleaseRef();
private bool _hasFocus;
@@ -29,17 +29,15 @@ namespace GlitchyEditor.EditWindows
get => _hasFocus;
}
public Texture2D Texture
public RenderTarget2D RenderTarget
{
get => _texture;
get => _renderTarget;
set
{
if(_texture == value)
if(_renderTarget == value)
return;
_texture?.ReleaseRef();
_texture = value;
_texture?.AddRef();
SetReference!(_renderTarget, value);
}
}
@@ -48,17 +46,10 @@ namespace GlitchyEditor.EditWindows
}
private ImGui.Vec2 oldViewportSize;
Texture2D _lastTexture;
private bool viewPortChanged;
public void Show()
{
// Hold a reference to the texture until the next frame.
// This is a workaround for the issue that changing the window size will release the texture
_lastTexture?.ReleaseRef();
_lastTexture = _texture;
_lastTexture.AddRef();
if(!_open)
return;
@@ -80,20 +71,20 @@ namespace GlitchyEditor.EditWindows
_hasFocus = ImGui.IsWindowFocused();
var viewportSize = ImGui.GetContentRegionAvail();
if(_lastTexture != null)
{
ImGui.Image(_lastTexture, viewportSize);
}
ImGui.End();
if(oldViewportSize != viewportSize)
{
ViewportSizeChangedEvent.Invoke(this, *(Vector2*)&viewportSize);
ViewportSizeChangedEvent.Invoke(this, *(Vector2*)&oldViewportSize);
viewPortChanged = true;
oldViewportSize = viewportSize;
}
if(_renderTarget != null)
{
ImGui.Image(_renderTarget, viewportSize);
}
ImGui.End();
}
}
}
+4 -18
View File
@@ -29,7 +29,6 @@ namespace GlitchyEditor
PerspectiveCameraController _cameraController ~ delete _;
RenderTarget2D _renderTarget2D ~ _?.ReleaseRef();
DepthStencilTarget _depthTarget ~ _?.ReleaseRef();
public this() : base("Example")
{
@@ -57,8 +56,7 @@ namespace GlitchyEditor
_alphaBlendState = new BlendState(_context, blendDesc);
_opaqueBlendState = new BlendState(_context, .Default);
_renderTarget2D = new RenderTarget2D(_context, 100, 100, .R8G8B8A8_UNorm);
_depthTarget = new DepthStencilTarget(_context, 100, 100, .D32_Float);
_renderTarget2D = new RenderTarget2D(_context, RenderTarget2DDescription(.R8G8B8A8_UNorm, 100, 100) {DepthStencilFormat = .D32_Float});
SamplerStateDescription desc = .();
@@ -103,10 +101,9 @@ namespace GlitchyEditor
TransformSystem.Update(_world);
RenderCommand.Clear(_renderTarget2D, .(0.2f, 0.2f, 0.2f));
_depthTarget.Clear(1.0f, 0, .Depth);
RenderCommand.Clear(_renderTarget2D, 1.0f, 0, .Depth);
_context.SetRenderTarget(_renderTarget2D);
_depthTarget.Bind();
_context.BindRenderTargets();
RenderCommand.SetViewport(Viewport(0, 0, _renderTarget2D.Width, _renderTarget2D.Height));
@@ -148,7 +145,7 @@ namespace GlitchyEditor
DrawMainMenuBar();
_editor.SceneViewportWindow.Texture = _renderTarget2D;
_editor.SceneViewportWindow.RenderTarget = _renderTarget2D;
_editor.Update();
@@ -204,20 +201,9 @@ namespace GlitchyEditor
if(sizeX == 0 || sizeY == 0)
return;
var sampler = _renderTarget2D.SamplerState;
_renderTarget2D.ReleaseRef();
_depthTarget.ReleaseRef();
_renderTarget2D = new RenderTarget2D(_context, sizeX, sizeY, .R8G8B8A8_UNorm);
_editor.SceneViewportWindow.Texture = _renderTarget2D;
_depthTarget = new DepthStencilTarget(_context, sizeX, sizeY, .D32_Float);
_renderTarget2D.Resize(sizeX, sizeY);
_cameraController.AspectRatio = (float)sizeX / (float)sizeY;
_renderTarget2D.SamplerState = sampler;
}
}
}