mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 13:01:52 +00:00
Separated window for game and editor
This commit is contained in:
@@ -0,0 +1,106 @@
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using System;
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using ImGui;
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using GlitchyEngine.Renderer;
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using GlitchyEngine.Math;
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using GlitchyEngine;
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using GlitchyEngine.World;
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using ImGuizmo;
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using GlitchyEngine.Events;
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namespace GlitchyEditor.EditWindows
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{
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class GameViewportWindow : EditorWindow
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{
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public const String s_WindowTitle = "Game";
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private ImGui.Vec2 _oldViewportSize = .(100, 100);
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private bool _viewPortChanged;
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private bool _visible;
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private RenderTargetGroup _renderTarget ~ _?.ReleaseRef();
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public Vector2 ViewportSize => (Vector2)_oldViewportSize;
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// Occurs when the viewport is resized.
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public Event<EventHandler<Vector2>> ViewportSizeChanged ~ _.Dispose();
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// Occurs when an entity was clicked.
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public Event<EventHandler<uint32>> EntityClicked ~ _.Dispose();
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/// The render target that is shown in the viewport window.
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public RenderTargetGroup RenderTarget
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{
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get => _renderTarget;
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set
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{
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if(_renderTarget == value)
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return;
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SetReference!(_renderTarget, value);
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}
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}
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public bool Visible => _visible;
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public this(Editor editor)
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{
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_editor = editor;
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}
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protected override void InternalShow()
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{
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ImGui.PushStyleVar(.WindowPadding, ImGui.Vec2(1, 1));
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defer ImGui.PopStyleVar();
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if(!ImGui.Begin(s_WindowTitle, &_open, .NoScrollbar | .MenuBar))
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{
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ImGui.End();
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_visible = false;
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return;
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}
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_visible = true;
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let viewportSize = ImGui.GetContentRegionAvail();
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if(ImGui.IsWindowHovered() && Input.IsMouseButtonPressing(.RightButton))
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{
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let currentWindow = ImGui.GetCurrentWindow();
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ImGui.FocusWindow(currentWindow);
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}
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_hasFocus = ImGui.IsWindowFocused();
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if(_renderTarget != null)
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{
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ImGui.Image(_renderTarget.GetViewBinding(0), 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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ViewportSizeChanged.Invoke(this, (Vector2)viewportSize);
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_viewPortChanged = true;
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_oldViewportSize = viewportSize;
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}
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}
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/// Provides the ImGui Drop target and handles dropped payload.
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private void HandleDropTarget()
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{
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if (ImGui.BeginDragDropTarget())
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{
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ImGui.Payload* payload = ImGui.AcceptDragDropPayload("CONTENT_BROWSER_ITEM");
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if (payload != null)
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{
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StringView path = .((char8*)payload.Data, (int)payload.DataSize);
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_editor.RequestOpenScene(this, path);
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}
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ImGui.EndDragDropTarget();
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}
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}
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}
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}
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@@ -27,6 +27,8 @@ namespace GlitchyEditor.EditWindows
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private float _angleSnap = 45.0f;
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private bool _doSnap = false;
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private bool _visible;
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public uint32 SelectedEntityId {get; private set; }
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public bool SelectionChanged { get; private set; }
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@@ -52,6 +54,8 @@ namespace GlitchyEditor.EditWindows
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/// Gets or sets whether the editor functionality (gizmo, picking etc.) is enabled.
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public bool EditorMode { get; set; } = true
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public bool Visible => _visible;
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public this(Editor editor)
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{
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_editor = editor;
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@@ -65,9 +69,13 @@ namespace GlitchyEditor.EditWindows
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if(!ImGui.Begin(s_WindowTitle, &_open, .NoScrollbar | .MenuBar))
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{
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ImGui.End();
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_visible = false;
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return;
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}
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_visible = true;
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let viewportSize = ImGui.GetContentRegionAvail();
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if(ImGui.IsWindowHovered() && Input.IsMouseButtonPressing(.RightButton))
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@@ -78,8 +86,6 @@ namespace GlitchyEditor.EditWindows
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_hasFocus = ImGui.IsWindowFocused();
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if (EditorMode)
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{
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ShowMenuBar();
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if (_editor.CurrentCamera.[Friend]BindMouse && _hasFocus)
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@@ -102,7 +108,6 @@ namespace GlitchyEditor.EditWindows
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if (Input.IsKeyPressing(.L))
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_gizmoMode = .LOCAL;
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}
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}
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if(_renderTarget != null)
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{
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@@ -111,14 +116,11 @@ namespace GlitchyEditor.EditWindows
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//ImGui.Image(_editor.CurrentScene.[Friend]_compositeTarget.GetViewBinding(0), viewportSize);
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}
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if (EditorMode)
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{
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HandleDropTarget();
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bool gizmoUsed = DrawImGuizmo(viewportSize);
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MousePicking(viewportSize, gizmoUsed);
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}
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ImGui.End();
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@@ -157,24 +159,26 @@ namespace GlitchyEditor.EditWindows
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let regionMin = winPos + (Vector2)ImGui.GetWindowContentRegionMin();
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let regionMax = winPos + (Vector2)ImGui.GetWindowContentRegionMax();
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ImGui.DrawRect((.)regionMin, (.)regionMax, .(0, 255, 0));
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Vector2 newMousePos = mousePos;
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if (mousePos.X < regionMin.X)
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if (mousePos.X < regionMin.X + 1)
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{
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newMousePos.X = regionMax.X - 1;
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newMousePos.X = regionMax.X - 2;
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}
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else if (mousePos.X > regionMax.X - 1)
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{
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newMousePos.X = regionMin.X + 1;
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newMousePos.X = regionMin.X + 2;
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}
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if (mousePos.Y < regionMin.Y)
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if (mousePos.Y < regionMin.Y + 1)
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{
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newMousePos.Y = regionMax.Y - 1;
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newMousePos.Y = regionMax.Y - 100;
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}
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else if (mousePos.Y > regionMax.Y - 1)
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{
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newMousePos.Y = regionMin.Y + 1;
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newMousePos.Y = regionMin.Y + 10;
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}
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if (newMousePos != mousePos)
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@@ -193,8 +197,8 @@ namespace GlitchyEditor.EditWindows
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{
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Vector2 relativeMouse = (Vector2)ImGui.GetMousePos() - (Vector2)ImGui.GetItemRectMin();
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int rtWidth = _editor.CurrentScene.[Friend]_compositeTarget.Width;
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int rtHeight = _editor.CurrentScene.[Friend]_compositeTarget.Height;
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int rtWidth = _editor.EditorSceneRenderer.CompositeTarget.Width;
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int rtHeight = _editor.EditorSceneRenderer.CompositeTarget.Height;
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if (Input.IsMouseButtonPressing(.LeftButton) &&
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ImGui.IsWindowHovered() && !gizmoUsed && !_editor.CurrentCamera.InUse &&
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@@ -204,7 +208,7 @@ namespace GlitchyEditor.EditWindows
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{
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uint32 id = uint32.MaxValue;
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_editor.CurrentScene.[Friend]_compositeTarget.GetData<uint32>(&id, 1, (.)relativeMouse.X, (.)relativeMouse.Y, 1, 1);
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_editor.EditorSceneRenderer.CompositeTarget.GetData<uint32>(&id, 1, (.)relativeMouse.X, (.)relativeMouse.Y, 1, 1);
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SelectionChanged = true;
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SelectedEntityId = id;
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@@ -18,6 +18,7 @@ namespace GlitchyEditor
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private EntityHierarchyWindow _entityHierarchyWindow ~ delete _;
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private ComponentEditWindow _componentEditWindow ~ delete _;
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private SceneViewportWindow _sceneViewportWindow ~ delete _;
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private GameViewportWindow _gameViewportWindow ~ delete _;
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private ContentBrowserWindow _contentBrowserWindow ~ delete _;
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private PropertiesWindow _propertiesWindow ~ delete _;
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@@ -39,6 +40,7 @@ namespace GlitchyEditor
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public EntityHierarchyWindow EntityHierarchyWindow => _entityHierarchyWindow;
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public ComponentEditWindow ComponentEditWindow => _componentEditWindow;
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public SceneViewportWindow SceneViewportWindow => _sceneViewportWindow;
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public GameViewportWindow GameViewportWindow => _gameViewportWindow;
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public ContentBrowserWindow ContentBrowserWindow => _contentBrowserWindow;
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public PropertiesWindow PropertiesWindow => _propertiesWindow;
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@@ -46,6 +48,9 @@ namespace GlitchyEditor
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public Event<EventHandler<StringView>> RequestOpenScene ~ _.Dispose();
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public SceneRenderer GameSceneRenderer {get; set;}
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public SceneRenderer EditorSceneRenderer {get; set;}
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/// Creates a new editor for the given world
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public this(Scene scene, EditorContentManager contentManager)
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{
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@@ -58,6 +63,7 @@ namespace GlitchyEditor
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private void InitWindows()
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{
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_sceneViewportWindow = new SceneViewportWindow(this);
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_gameViewportWindow = new GameViewportWindow(this);
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_entityHierarchyWindow = new EntityHierarchyWindow(this, _scene);
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_componentEditWindow = new ComponentEditWindow(_entityHierarchyWindow);
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_contentBrowserWindow = new ContentBrowserWindow((.)Application.Get().ContentManager);
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@@ -67,6 +73,7 @@ namespace GlitchyEditor
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public void Update()
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{
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_sceneViewportWindow.Show();
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_gameViewportWindow.Show();
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_entityHierarchyWindow.Show();
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_componentEditWindow.Show();
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_contentBrowserWindow.Show();
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@@ -30,6 +30,9 @@ namespace GlitchyEditor
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Scene _activeScene ~ _?.ReleaseRef();
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Scene _editorScene ~ _?.ReleaseRef();
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SceneRenderer _gameSceneRenderer ~ delete _;
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SceneRenderer _editorSceneRenderer ~ delete _;
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String _sceneFilePath = new String() ~ delete _;
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public String SceneFilePath
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@@ -47,7 +50,8 @@ namespace GlitchyEditor
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Editor _editor ~ delete _;
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RenderTargetGroup _cameraTarget ~ _.ReleaseRef();
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RenderTargetGroup _viewportTarget ~ _.ReleaseRef();
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RenderTargetGroup _editorViewportTarget ~ _.ReleaseRef();
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RenderTargetGroup _gameViewportTarget ~ _.ReleaseRef();
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SettingsWindow _settingsWindow = new .() ~ delete _;
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@@ -83,6 +87,9 @@ namespace GlitchyEditor
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_editorScene = new Scene();
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SetReference!(_activeScene, _editorScene);
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_gameSceneRenderer = new SceneRenderer();
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_editorSceneRenderer = new SceneRenderer();
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_camera = EditorCamera(Vector3(3.5f, 1.25f, 2.75f), Quaternion.FromEulerAngles(MathHelper.ToRadians(40), MathHelper.ToRadians(25), 0), MathHelper.ToRadians(75), 0.1f, 1);
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_camera.RenderTarget = _cameraTarget;
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@@ -144,7 +151,15 @@ namespace GlitchyEditor
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DepthTargetDescription = .(.D24_UNorm_S8_UInt)
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});
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_viewportTarget = new RenderTargetGroup(.()
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_editorViewportTarget = new RenderTargetGroup(.()
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{
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Width = 100,
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Height = 100,
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ColorTargetDescriptions = TargetDescription[](
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.(.R8G8B8A8_UNorm))
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});
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_gameViewportTarget = new RenderTargetGroup(.()
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{
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Width = 100,
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Height = 100,
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@@ -167,8 +182,11 @@ namespace GlitchyEditor
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private void InitEditor()
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{
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_editor = new Editor(_editorScene, _contentManager);
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_editor.SceneViewportWindow.ViewportSizeChanged.Add(new (s, e) => ViewportSizeChanged(s, e));
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_editor.SceneViewportWindow.ViewportSizeChanged.Add(new (s, e) => EditorViewportSizeChanged(s, e));
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_editor.GameViewportWindow.ViewportSizeChanged.Add(new (s, e) => GameViewportSizeChanged(s, e));
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_editor.CurrentCamera = &_camera;
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_editor.GameSceneRenderer = _gameSceneRenderer;
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_editor.EditorSceneRenderer = _editorSceneRenderer;
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_editor.RequestOpenScene.Add(new (s, fileName) => {
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LoadSceneFile(fileName);
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@@ -177,22 +195,38 @@ namespace GlitchyEditor
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public override void Update(GameTime gameTime)
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{
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Debug.Profiler.ProfileFunction!();
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_camera.Update(gameTime);
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_editor.CurrentScene = _activeScene;
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_activeScene.Update(gameTime, (_sceneState == .Edit) ? .Editor : .Runtime);
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// Clear the swapchain-buffer
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RenderCommand.Clear(null, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
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RenderCommand.Clear(_viewportTarget, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
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RenderCommand.SetBlendState(_alphaBlendState);
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RenderCommand.SetDepthStencilState(_depthStencilState);
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if (_sceneState == .Edit)
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_activeScene.UpdateEditor(gameTime, _camera, _viewportTarget, scope => DebugDraw3D, scope => DebugDraw2D);
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else if (_sceneState == .Play)
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_activeScene.UpdateRuntime(gameTime, _viewportTarget);
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if (_editor.SceneViewportWindow.Visible)
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{
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_editorSceneRenderer.Scene = _activeScene;
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RenderCommand.Clear(_editorViewportTarget, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
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_editorSceneRenderer.RenderEditor(gameTime, _camera, _editorViewportTarget, scope => DebugDraw3D, scope => DebugDraw2D);
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}
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RenderCommand.SetBlendState(_alphaBlendState);
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RenderCommand.SetDepthStencilState(_depthStencilState);
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if (_editor.GameViewportWindow.Visible)
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{
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_gameSceneRenderer.Scene = _activeScene;
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RenderCommand.Clear(_gameViewportTarget, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
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_gameSceneRenderer.RenderRuntime(gameTime, _gameViewportTarget);
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}
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RenderCommand.UnbindRenderTargets();
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RenderCommand.SetRenderTarget(null, 0, true);
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@@ -301,7 +335,8 @@ namespace GlitchyEditor
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DrawMainMenuBar();
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_editor.SceneViewportWindow.RenderTarget = _viewportTarget;
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_editor.SceneViewportWindow.RenderTarget = _editorViewportTarget;
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_editor.GameViewportWindow.RenderTarget = _gameViewportTarget;
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_editor.Update();
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@@ -381,6 +416,13 @@ namespace GlitchyEditor
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_sceneState = .Edit;
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_editor.CurrentScene = _activeScene;
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/*
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* Update the viewport size because if the game windows size changed in
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* "Game"-mode the updated aspect-rations will reset once we go back
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* into "Editor"-mode (because Game-Mode works on a copy of the scene).
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*/
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GameViewportSizeChanged(null, _editor.GameViewportWindow.ViewportSize);
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}
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// Just for testing
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@@ -671,7 +713,7 @@ namespace GlitchyEditor
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return false;
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}
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private void ViewportSizeChanged(Object sender, Vector2 viewportSize)
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private void EditorViewportSizeChanged(Object sender, Vector2 viewportSize)
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{
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uint32 sizeX = (uint32)viewportSize.X;
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uint32 sizeY = (uint32)viewportSize.Y;
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@@ -679,11 +721,28 @@ namespace GlitchyEditor
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if(sizeX == 0 || sizeY == 0)
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return;
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_viewportTarget.Resize(sizeX, sizeY);
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_editorViewportTarget.Resize(sizeX, sizeY);
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_cameraTarget.Resize(sizeX, sizeY);
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_activeScene.OnViewportResize(sizeX, sizeY);
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//_activeScene.OnViewportResize(sizeX, sizeY);
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_camera.OnViewportResize(sizeX, sizeY);
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_editorSceneRenderer.OnViewportResize(sizeX, sizeY);
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}
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private void GameViewportSizeChanged(Object sender, Vector2 viewportSize)
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{
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uint32 sizeX = (uint32)viewportSize.X;
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uint32 sizeY = (uint32)viewportSize.Y;
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if(sizeX == 0 || sizeY == 0)
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return;
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_gameViewportTarget.Resize(sizeX, sizeY);
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_activeScene.OnViewportResize(sizeX, sizeY);
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_gameSceneRenderer.OnViewportResize(sizeX, sizeY);
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}
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private bool OnKeyPressed(KeyPressedEvent e)
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@@ -19,13 +19,6 @@ namespace GlitchyEngine.World
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private Dictionary<Type, function void(Entity entity, Type componentType, void* component)> _onComponentAddedHandlers = new .() ~ delete _;
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private RenderTargetGroup _compositeTarget ~ _.ReleaseRef();
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// Temporary target for camera. Needs to change as soon as we support multiple cameras
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private RenderTargetGroup _cameraTarget ~ _.ReleaseRef();
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private AssetHandle _gammaCorrectEffect;
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private uint32 _viewportWidth, _viewportHeight;
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// Maps ids to the entities they represent.
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@@ -52,25 +45,6 @@ namespace GlitchyEngine.World
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cameraComponent.Camera.SetViewportSize(e.Scene._viewportWidth, e.Scene._viewportHeight);
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});
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RenderTargetGroupDescription desc = .(100, 100,
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TargetDescription[](
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RenderTargetFormat.R16G16B16A16_Float,
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.(RenderTargetFormat.R32_UInt) {ClearColor = .UInt(uint32.MaxValue)}),
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RenderTargetFormat.D24_UNorm_S8_UInt);
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_compositeTarget = new RenderTargetGroup(desc);
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_cameraTarget = new RenderTargetGroup(.(){
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Width = 100,
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Height = 100,
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ColorTargetDescriptions = TargetDescription[](
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.(.R16G16B16A16_Float),
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.(.R32_UInt)
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),
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||||
DepthTargetDescription = .(.D24_UNorm_S8_UInt)
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});
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_gammaCorrectEffect = Content.LoadAsset("Shaders/GammaCorrect.hlsl");//Application.Get().EffectLibrary.Load("content/Shaders/GammaCorrect.hlsl");
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}
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||||
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public ~this()
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@@ -215,14 +189,21 @@ namespace GlitchyEngine.World
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_physicsWorld2D = null;
|
||||
}
|
||||
|
||||
public void UpdateRuntime(GameTime gameTime, RenderTargetGroup finalTarget)
|
||||
public enum UpdateMode
|
||||
{
|
||||
Editor = 0x01,
|
||||
Physics = 0x02,
|
||||
Runtime = 0x04 | Physics,
|
||||
}
|
||||
|
||||
public void Update(GameTime gameTime, UpdateMode mode)
|
||||
{
|
||||
Debug.Profiler.ProfileRendererFunction!();
|
||||
|
||||
finalTarget.AddRef();
|
||||
|
||||
TransformSystem.Update(_ecsWorld);
|
||||
|
||||
if (mode.HasFlag(.Runtime))
|
||||
{
|
||||
// Run scripts
|
||||
for (var (entity, script) in _ecsWorld.Enumerate<NativeScriptComponent>())
|
||||
{
|
||||
@@ -235,7 +216,10 @@ namespace GlitchyEngine.World
|
||||
|
||||
script.Instance.[Friend]OnUpdate(gameTime);
|
||||
}
|
||||
}
|
||||
|
||||
if (mode.HasFlag(.Physics))
|
||||
{
|
||||
// Update 2D physics
|
||||
{
|
||||
const int32 velocityIterations = 6;
|
||||
@@ -260,164 +244,9 @@ namespace GlitchyEngine.World
|
||||
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();
|
||||
}
|
||||
|
||||
public void UpdateEditor(GameTime gameTime, EditorCamera camera, RenderTargetGroup viewportTarget, delegate void() DebugDraw3D, delegate void() DrawDebug2D)
|
||||
{
|
||||
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 (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();
|
||||
|
||||
FullscreenQuad.Draw();
|
||||
}
|
||||
|
||||
viewportTarget.ReleaseRef();
|
||||
}
|
||||
|
||||
/// Creates a new Entity with the given name.
|
||||
public Entity CreateEntity(StringView name = "", UUID id = default)
|
||||
{
|
||||
@@ -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)
|
||||
|
||||
@@ -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();
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user