Separated window for game and editor

This commit is contained in:
Simon Lübeß
2023-03-24 22:48:55 +01:00
parent 184480243f
commit f16fbc3984
6 changed files with 493 additions and 271 deletions
+71 -12
View File
@@ -30,6 +30,9 @@ namespace GlitchyEditor
Scene _activeScene ~ _?.ReleaseRef();
Scene _editorScene ~ _?.ReleaseRef();
SceneRenderer _gameSceneRenderer ~ delete _;
SceneRenderer _editorSceneRenderer ~ delete _;
String _sceneFilePath = new String() ~ delete _;
public String SceneFilePath
@@ -47,7 +50,8 @@ namespace GlitchyEditor
Editor _editor ~ delete _;
RenderTargetGroup _cameraTarget ~ _.ReleaseRef();
RenderTargetGroup _viewportTarget ~ _.ReleaseRef();
RenderTargetGroup _editorViewportTarget ~ _.ReleaseRef();
RenderTargetGroup _gameViewportTarget ~ _.ReleaseRef();
SettingsWindow _settingsWindow = new .() ~ delete _;
@@ -83,6 +87,9 @@ namespace GlitchyEditor
_editorScene = new Scene();
SetReference!(_activeScene, _editorScene);
_gameSceneRenderer = new SceneRenderer();
_editorSceneRenderer = new SceneRenderer();
_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;
@@ -144,7 +151,15 @@ namespace GlitchyEditor
DepthTargetDescription = .(.D24_UNorm_S8_UInt)
});
_viewportTarget = new RenderTargetGroup(.()
_editorViewportTarget = new RenderTargetGroup(.()
{
Width = 100,
Height = 100,
ColorTargetDescriptions = TargetDescription[](
.(.R8G8B8A8_UNorm))
});
_gameViewportTarget = new RenderTargetGroup(.()
{
Width = 100,
Height = 100,
@@ -167,8 +182,11 @@ namespace GlitchyEditor
private void InitEditor()
{
_editor = new Editor(_editorScene, _contentManager);
_editor.SceneViewportWindow.ViewportSizeChanged.Add(new (s, e) => ViewportSizeChanged(s, e));
_editor.SceneViewportWindow.ViewportSizeChanged.Add(new (s, e) => EditorViewportSizeChanged(s, e));
_editor.GameViewportWindow.ViewportSizeChanged.Add(new (s, e) => GameViewportSizeChanged(s, e));
_editor.CurrentCamera = &_camera;
_editor.GameSceneRenderer = _gameSceneRenderer;
_editor.EditorSceneRenderer = _editorSceneRenderer;
_editor.RequestOpenScene.Add(new (s, fileName) => {
LoadSceneFile(fileName);
@@ -177,22 +195,38 @@ namespace GlitchyEditor
public override void Update(GameTime gameTime)
{
Debug.Profiler.ProfileFunction!();
_camera.Update(gameTime);
_editor.CurrentScene = _activeScene;
_activeScene.Update(gameTime, (_sceneState == .Edit) ? .Editor : .Runtime);
// Clear the swapchain-buffer
RenderCommand.Clear(null, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
RenderCommand.SetBlendState(_alphaBlendState);
RenderCommand.SetDepthStencilState(_depthStencilState);
if (_editor.SceneViewportWindow.Visible)
{
_editorSceneRenderer.Scene = _activeScene;
RenderCommand.Clear(_viewportTarget, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
RenderCommand.Clear(_editorViewportTarget, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
_editorSceneRenderer.RenderEditor(gameTime, _camera, _editorViewportTarget, scope => DebugDraw3D, scope => DebugDraw2D);
}
RenderCommand.SetBlendState(_alphaBlendState);
RenderCommand.SetDepthStencilState(_depthStencilState);
if (_sceneState == .Edit)
_activeScene.UpdateEditor(gameTime, _camera, _viewportTarget, scope => DebugDraw3D, scope => DebugDraw2D);
else if (_sceneState == .Play)
_activeScene.UpdateRuntime(gameTime, _viewportTarget);
if (_editor.GameViewportWindow.Visible)
{
_gameSceneRenderer.Scene = _activeScene;
RenderCommand.Clear(_gameViewportTarget, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
_gameSceneRenderer.RenderRuntime(gameTime, _gameViewportTarget);
}
RenderCommand.UnbindRenderTargets();
RenderCommand.SetRenderTarget(null, 0, true);
@@ -301,7 +335,8 @@ namespace GlitchyEditor
DrawMainMenuBar();
_editor.SceneViewportWindow.RenderTarget = _viewportTarget;
_editor.SceneViewportWindow.RenderTarget = _editorViewportTarget;
_editor.GameViewportWindow.RenderTarget = _gameViewportTarget;
_editor.Update();
@@ -381,6 +416,13 @@ namespace GlitchyEditor
_sceneState = .Edit;
_editor.CurrentScene = _activeScene;
/*
* Update the viewport size because if the game windows size changed in
* "Game"-mode the updated aspect-rations will reset once we go back
* into "Editor"-mode (because Game-Mode works on a copy of the scene).
*/
GameViewportSizeChanged(null, _editor.GameViewportWindow.ViewportSize);
}
// Just for testing
@@ -671,7 +713,7 @@ namespace GlitchyEditor
return false;
}
private void ViewportSizeChanged(Object sender, Vector2 viewportSize)
private void EditorViewportSizeChanged(Object sender, Vector2 viewportSize)
{
uint32 sizeX = (uint32)viewportSize.X;
uint32 sizeY = (uint32)viewportSize.Y;
@@ -679,11 +721,28 @@ namespace GlitchyEditor
if(sizeX == 0 || sizeY == 0)
return;
_viewportTarget.Resize(sizeX, sizeY);
_editorViewportTarget.Resize(sizeX, sizeY);
_cameraTarget.Resize(sizeX, sizeY);
_activeScene.OnViewportResize(sizeX, sizeY);
//_activeScene.OnViewportResize(sizeX, sizeY);
_camera.OnViewportResize(sizeX, sizeY);
_editorSceneRenderer.OnViewportResize(sizeX, sizeY);
}
private void GameViewportSizeChanged(Object sender, Vector2 viewportSize)
{
uint32 sizeX = (uint32)viewportSize.X;
uint32 sizeY = (uint32)viewportSize.Y;
if(sizeX == 0 || sizeY == 0)
return;
_gameViewportTarget.Resize(sizeX, sizeY);
_activeScene.OnViewportResize(sizeX, sizeY);
_gameSceneRenderer.OnViewportResize(sizeX, sizeY);
}
private bool OnKeyPressed(KeyPressedEvent e)