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
+44 -218
View File
@@ -19,13 +19,6 @@ namespace GlitchyEngine.World
private Dictionary<Type, function void(Entity entity, Type componentType, void* component)> _onComponentAddedHandlers = new .() ~ delete _;
private RenderTargetGroup _compositeTarget ~ _.ReleaseRef();
// Temporary target for camera. Needs to change as soon as we support multiple cameras
private RenderTargetGroup _cameraTarget ~ _.ReleaseRef();
private AssetHandle _gammaCorrectEffect;
private uint32 _viewportWidth, _viewportHeight;
// Maps ids to the entities they represent.
@@ -52,25 +45,6 @@ namespace GlitchyEngine.World
cameraComponent.Camera.SetViewportSize(e.Scene._viewportWidth, e.Scene._viewportHeight);
});
RenderTargetGroupDescription desc = .(100, 100,
TargetDescription[](
RenderTargetFormat.R16G16B16A16_Float,
.(RenderTargetFormat.R32_UInt) {ClearColor = .UInt(uint32.MaxValue)}),
RenderTargetFormat.D24_UNorm_S8_UInt);
_compositeTarget = new RenderTargetGroup(desc);
_cameraTarget = new RenderTargetGroup(.(){
Width = 100,
Height = 100,
ColorTargetDescriptions = TargetDescription[](
.(.R16G16B16A16_Float),
.(.R32_UInt)
),
DepthTargetDescription = .(.D24_UNorm_S8_UInt)
});
_gammaCorrectEffect = Content.LoadAsset("Shaders/GammaCorrect.hlsl");//Application.Get().EffectLibrary.Load("content/Shaders/GammaCorrect.hlsl");
}
public ~this()
@@ -215,207 +189,62 @@ namespace GlitchyEngine.World
_physicsWorld2D = null;
}
public void UpdateRuntime(GameTime gameTime, RenderTargetGroup finalTarget)
public enum UpdateMode
{
Debug.Profiler.ProfileRendererFunction!();
finalTarget.AddRef();
TransformSystem.Update(_ecsWorld);
// Run scripts
for (var (entity, script) in _ecsWorld.Enumerate<NativeScriptComponent>())
{
if (script.Instance == null)
{
script.Instance = script.InstantiateFunction();
script.Instance._entity = Entity(entity, this);
script.Instance.[Friend]OnCreate();
}
script.Instance.[Friend]OnUpdate(gameTime);
}
// Update 2D physics
{
const int32 velocityIterations = 6;
const int32 positionIterations = 2;
const int32 particleIterations = 2;
Box2D.World.Step(_physicsWorld2D, gameTime.DeltaTime, velocityIterations, positionIterations, particleIterations);
// Retrieve transform from Box2D
for (var entry in _ecsWorld.Enumerate<Rigidbody2DComponent>())
{
Entity entity = .(entry.Entity, this);
var transform = entity.Transform;
var rigidbody = entry.Component;
b2Body* body = rigidbody.RuntimeBody;
b2Vec2 position = Box2D.Body.GetPosition(body);
float angle = Box2D.Body.GetAngle(body);
transform.Position = .(position.x, position.y, transform.Position.Z);
transform.RotationEuler = .(transform.RotationEuler.XY, angle);
}
}
// Find camera
Camera* primaryCamera = null;
Matrix primaryCameraTransform = default;
RenderTargetGroup renderTarget = null;
for (var (entity, transform, camera) in _ecsWorld.Enumerate<TransformComponent, CameraComponent>())
{
if (camera.Primary)// && camera.RenderTarget != null)
{
primaryCamera = &camera.Camera;
primaryCameraTransform = transform.WorldTransform;
// TODO: bind render targets to cameras
// renderTarget = camera.RenderTarget..AddRef();
}
}
renderTarget = _cameraTarget..AddRef();
// 3D render
Renderer.BeginScene(*primaryCamera, primaryCameraTransform, renderTarget, _compositeTarget);
for (var (entity, transform, mesh, meshRenderer) in _ecsWorld.Enumerate<TransformComponent, MeshComponent, MeshRendererComponent>())
{
Renderer.Submit(mesh.Mesh, meshRenderer.Material, entity, transform.WorldTransform);
}
for (var (entity, transform, light) in _ecsWorld.Enumerate<TransformComponent, LightComponent>())
{
Renderer.Submit(light.SceneLight, transform.WorldTransform);
}
Renderer.EndScene();
renderTarget.ReleaseRef();
// TODO: alphablending (handle in Renderer2D)
// TODO: 2D-Postprocessing requires rendering into separate target instead of directly into compositeTarget
RenderCommand.SetRenderTargetGroup(_compositeTarget);
RenderCommand.BindRenderTargets();
// Sprite renderer
Renderer2D.BeginScene(*primaryCamera, primaryCameraTransform, .BackToFront);
for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriteRendererComponent>())
{
Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
}
for (var (entity, transform, circle) in _ecsWorld.Enumerate<TransformComponent, CircleRendererComponent>())
{
Renderer2D.DrawCircle(transform.WorldTransform, circle, entity.Index);
}
Renderer2D.EndScene();
// Gamma correct composit target and draw it into viewport
{
RenderCommand.UnbindRenderTargets();
RenderCommand.SetRenderTargetGroup(finalTarget, false);
RenderCommand.BindRenderTargets();
Effect gammaEffect = Content.GetAsset<Effect>(_gammaCorrectEffect);
gammaEffect.SetTexture("Texture", _compositeTarget, 0);
// TODO: iiihhh
gammaEffect.ApplyChanges();
gammaEffect.Bind();
FullscreenQuad.Draw();
}
finalTarget.ReleaseRef();
Editor = 0x01,
Physics = 0x02,
Runtime = 0x04 | Physics,
}
public void UpdateEditor(GameTime gameTime, EditorCamera camera, RenderTargetGroup viewportTarget, delegate void() DebugDraw3D, delegate void() DrawDebug2D)
public void Update(GameTime gameTime, UpdateMode mode)
{
Debug.Profiler.ProfileRendererFunction!();
viewportTarget.AddRef();
TransformSystem.Update(_ecsWorld);
// 3D render
Renderer.BeginScene(camera, _compositeTarget);
for (var (entity, transform, mesh, meshRenderer) in _ecsWorld.Enumerate<TransformComponent, MeshComponent, MeshRendererComponent>())
if (mode.HasFlag(.Runtime))
{
if (mesh.Mesh == .Invalid || meshRenderer.Material == .Invalid)
continue;
Renderer.Submit(mesh.Mesh, meshRenderer.Material, entity, transform.WorldTransform);
}
for (var (entity, transform, light) in _ecsWorld.Enumerate<TransformComponent, LightComponent>())
{
Renderer.Submit(light.SceneLight, transform.WorldTransform);
}
DebugDraw3D();
Renderer.EndScene();
// TODO: alphablending (handle in Renderer2D)
// TODO: 2D-Postprocessing requires rendering into separate target instead of directly into compositeTarget
RenderCommand.SetRenderTargetGroup(_compositeTarget);
RenderCommand.BindRenderTargets();
// Sprite renderer
Renderer2D.BeginScene(camera, .BackToFront);
for (var (entity, transform, sprite) in _ecsWorld.Enumerate<TransformComponent, SpriteRendererComponent>())
{
Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
}
for (var (entity, transform, circle) in _ecsWorld.Enumerate<TransformComponent, CircleRendererComponent>())
{
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.BeginScene(camera, .BackToFront);
DrawDebug2D();
Renderer2D.EndScene();
// Gamma correct composit target and draw it into viewport
{
RenderCommand.UnbindRenderTargets();
RenderCommand.SetRenderTargetGroup(viewportTarget, false);
RenderCommand.BindRenderTargets();
Effect gammaEffect = Content.GetAsset<Effect>(_gammaCorrectEffect);
gammaEffect.SetTexture("Texture", _compositeTarget, 0);
// TODO: iiihhh
gammaEffect.ApplyChanges();
gammaEffect.Bind();
// Run scripts
for (var (entity, script) in _ecsWorld.Enumerate<NativeScriptComponent>())
{
if (script.Instance == null)
{
script.Instance = script.InstantiateFunction();
script.Instance._entity = Entity(entity, this);
script.Instance.[Friend]OnCreate();
}
FullscreenQuad.Draw();
script.Instance.[Friend]OnUpdate(gameTime);
}
}
if (mode.HasFlag(.Physics))
{
// Update 2D physics
{
const int32 velocityIterations = 6;
const int32 positionIterations = 2;
const int32 particleIterations = 2;
viewportTarget.ReleaseRef();
Box2D.World.Step(_physicsWorld2D, gameTime.DeltaTime, velocityIterations, positionIterations, particleIterations);
// Retrieve transform from Box2D
for (var entry in _ecsWorld.Enumerate<Rigidbody2DComponent>())
{
Entity entity = .(entry.Entity, this);
var transform = entity.Transform;
var rigidbody = entry.Component;
b2Body* body = rigidbody.RuntimeBody;
b2Vec2 position = Box2D.Body.GetPosition(body);
float angle = Box2D.Body.GetAngle(body);
transform.Position = .(position.x, position.y, transform.Position.Z);
transform.RotationEuler = .(transform.RotationEuler.XY, angle);
}
}
}
}
/// Creates a new Entity with the given name.
@@ -479,9 +308,6 @@ namespace GlitchyEngine.World
cameraComponent.Camera.SetViewportSize(width, height);
}
}
_compositeTarget.Resize(_viewportWidth, _viewportHeight);
_cameraTarget.Resize(_viewportWidth, _viewportHeight);
}
private void OnComponentAdded(Entity entity, Type componentType, void* component)
+220
View File
@@ -0,0 +1,220 @@
using GlitchyEngine.Renderer;
using GlitchyEngine.Content;
using GlitchyEngine.Math;
namespace GlitchyEngine.World;
using internal GlitchyEngine.World;
class SceneRenderer
{
public Scene Scene { get; set; }
private RenderTargetGroup _compositeTarget ~ _.ReleaseRef();
// Temporary target for camera. Needs to change as soon as we support multiple cameras
private RenderTargetGroup _cameraTarget ~ _.ReleaseRef();
private uint32 _viewportWidth;
private uint32 _viewportHeight;
private AssetHandle _gammaCorrectEffect;
public RenderTargetGroup CompositeTarget => _compositeTarget;
public this()
{
RenderTargetGroupDescription desc = .(100, 100,
TargetDescription[](
RenderTargetFormat.R16G16B16A16_Float,
.(RenderTargetFormat.R32_UInt) {ClearColor = .UInt(uint32.MaxValue)}),
RenderTargetFormat.D24_UNorm_S8_UInt);
_compositeTarget = new RenderTargetGroup(desc);
_cameraTarget = new RenderTargetGroup(.(){
Width = 100,
Height = 100,
ColorTargetDescriptions = TargetDescription[](
.(.R16G16B16A16_Float),
.(.R32_UInt)
),
DepthTargetDescription = .(.D24_UNorm_S8_UInt)
});
_gammaCorrectEffect = Content.LoadAsset("Shaders/GammaCorrect.hlsl");//Application.Get().EffectLibrary.Load("content/Shaders/GammaCorrect.hlsl");
}
/// Sets the size of the viewport into which the scene will be rendered.
public void OnViewportResize(uint32 width, uint32 height)
{
_viewportWidth = width;
_viewportHeight = height;
_compositeTarget.Resize(_viewportWidth, _viewportHeight);
_cameraTarget.Resize(_viewportWidth, _viewportHeight);
}
public void RenderRuntime(GameTime gameTime, RenderTargetGroup finalTarget)
{
Debug.Profiler.ProfileRendererFunction!();
// Find camera
Camera* primaryCamera = null;
Matrix primaryCameraTransform = default;
RenderTargetGroup renderTarget = null;
for (var (entity, transform, camera) in Scene._ecsWorld.Enumerate<TransformComponent, CameraComponent>())
{
if (camera.Primary)// && camera.RenderTarget != null)
{
primaryCamera = &camera.Camera;
primaryCameraTransform = transform.WorldTransform;
// TODO: bind render targets to cameras
// renderTarget = camera.RenderTarget..AddRef();
}
}
if (primaryCamera == null)
return;
finalTarget.AddRef();
renderTarget = _cameraTarget..AddRef();
// 3D render
Renderer.BeginScene(*primaryCamera, primaryCameraTransform, renderTarget, _compositeTarget);
for (var (entity, transform, mesh, meshRenderer) in Scene._ecsWorld.Enumerate<TransformComponent, MeshComponent, MeshRendererComponent>())
{
Renderer.Submit(mesh.Mesh, meshRenderer.Material, entity, transform.WorldTransform);
}
for (var (entity, transform, light) in Scene._ecsWorld.Enumerate<TransformComponent, LightComponent>())
{
Renderer.Submit(light.SceneLight, transform.WorldTransform);
}
Renderer.EndScene();
renderTarget.ReleaseRef();
// TODO: alphablending (handle in Renderer2D)
// TODO: 2D-Postprocessing requires rendering into separate target instead of directly into compositeTarget
RenderCommand.SetRenderTargetGroup(_compositeTarget);
RenderCommand.BindRenderTargets();
// Sprite renderer
Renderer2D.BeginScene(*primaryCamera, primaryCameraTransform, .BackToFront);
for (var (entity, transform, sprite) in Scene._ecsWorld.Enumerate<TransformComponent, SpriteRendererComponent>())
{
Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
}
for (var (entity, transform, circle) in Scene._ecsWorld.Enumerate<TransformComponent, CircleRendererComponent>())
{
Renderer2D.DrawCircle(transform.WorldTransform, circle, entity.Index);
}
Renderer2D.EndScene();
// Gamma correct composit target and draw it into viewport
{
RenderCommand.UnbindRenderTargets();
RenderCommand.SetRenderTargetGroup(finalTarget, false);
RenderCommand.BindRenderTargets();
Effect gammaEffect = Content.GetAsset<Effect>(_gammaCorrectEffect);
gammaEffect.SetTexture("Texture", _compositeTarget, 0);
// TODO: iiihhh
gammaEffect.ApplyChanges();
gammaEffect.Bind();
FullscreenQuad.Draw();
}
finalTarget.ReleaseRef();
}
public void RenderEditor(GameTime gameTime, EditorCamera camera, RenderTargetGroup viewportTarget, delegate void() DebugDraw3D, delegate void() DrawDebug2D)
{
Debug.Profiler.ProfileRendererFunction!();
viewportTarget.AddRef();
// 3D render
Renderer.BeginScene(camera, _compositeTarget);
for (var (entity, transform, mesh, meshRenderer) in Scene._ecsWorld.Enumerate<TransformComponent, MeshComponent, MeshRendererComponent>())
{
if (mesh.Mesh == .Invalid || meshRenderer.Material == .Invalid)
continue;
Renderer.Submit(mesh.Mesh, meshRenderer.Material, entity, transform.WorldTransform);
}
for (var (entity, transform, light) in Scene._ecsWorld.Enumerate<TransformComponent, LightComponent>())
{
Renderer.Submit(light.SceneLight, transform.WorldTransform);
}
DebugDraw3D();
Renderer.EndScene();
// TODO: alphablending (handle in Renderer2D)
// TODO: 2D-Postprocessing requires rendering into separate target instead of directly into compositeTarget
RenderCommand.SetRenderTargetGroup(_compositeTarget);
RenderCommand.BindRenderTargets();
// Sprite renderer
Renderer2D.BeginScene(camera, .BackToFront);
for (var (entity, transform, sprite) in Scene._ecsWorld.Enumerate<TransformComponent, SpriteRendererComponent>())
{
Renderer2D.DrawSprite(transform.WorldTransform, sprite, entity.Index);
}
for (var (entity, transform, circle) in Scene._ecsWorld.Enumerate<TransformComponent, CircleRendererComponent>())
{
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.BeginScene(camera, .BackToFront);
DrawDebug2D();
Renderer2D.EndScene();
// Gamma correct composit target and draw it into viewport
{
RenderCommand.UnbindRenderTargets();
RenderCommand.SetRenderTargetGroup(viewportTarget, false);
RenderCommand.BindRenderTargets();
Effect gammaEffect = Content.GetAsset<Effect>(_gammaCorrectEffect);
gammaEffect.SetTexture("Texture", _compositeTarget, 0);
// TODO: iiihhh
gammaEffect.ApplyChanges();
gammaEffect.Bind();
FullscreenQuad.Draw();
}
viewportTarget.ReleaseRef();
}
}