120 Commits
Author SHA1 Message Date
Simon Lübeß 81ae5f1135 Updated submodules 2023-03-25 13:19:59 +01:00
Simon Lübeß b76d4cd558 Merge remote-tracking branch 'origin/asset_handle' into asset_handle 2023-03-25 13:04:52 +01:00
Simon Lübeß 5893cfb74a Refactor 2023-03-25 13:04:02 +01:00
Simon Lübeß ed952155b6 Refactor 2023-03-25 00:41:34 +01:00
Simon Lübeß d54cdf43ee Simulation mode and pause/resume 2023-03-24 23:50:46 +01:00
Simon Lübeß f16fbc3984 Separated window for game and editor 2023-03-24 22:48:55 +01:00
Simon Lübeß 184480243f Collider rendering 2023-03-24 19:13:32 +01:00
Simon Lübeß fc1875ed96 Added Line batch rendering 2023-03-24 12:54:46 +01:00
Simon Lübeß 5733166b74 Fixed uint render targets always being cleared to zero 2023-03-19 12:49:12 +01:00
Simon Lübeß 2ba4b68e09 Split up sprite and circle renderer component 2023-03-19 12:19:22 +01:00
Simon Lübeß edcec02e94 Fixed AssetHandle serialization
- Serialize MeshComponents
- Fixed handling renamed files
2023-03-19 01:04:32 +01:00
Simon Lübeß c164aeecaa Copy scene when entering play mode 2023-03-18 23:30:57 +01:00
Simon Lübeß 793aa40975 Add up button und split scrolling in content browser
- Add Parent to TreeNode
- Start of Rename handling
2023-03-18 19:59:56 +01:00
Simon Lübeß 50714976e9 Start of async asset loading
- Refactored content manager and asset loaders
- Asset placeholder
- Error asset
2023-03-18 18:59:30 +01:00
Simon Lübeß 7b6662cbc4 Fixed Textures in Materials 2023-03-16 23:32:02 +01:00
Simon Lübeß cfa046d2ea Refactored EditorContentManager 2023-03-16 23:31:19 +01:00
Simon Lübeß b22f73a156 Handles barely work now, mostly no crashes 2023-03-16 17:57:23 +01:00
Simon Lübeß c3fb9bbd5d More asset handles 2023-03-13 20:35:36 +01:00
Simon Lübeß c22d122921 Start of asset handles 2023-03-13 20:35:30 +01:00
Simon Lübeß ad14c9f6ed AssetHandle Code snippets for design reference 2023-03-13 15:56:31 +01:00
Simon Lübeß 2ce357cd12 Basic material serialisation 2023-03-05 16:38:50 +01:00
Simon Lübeß 2324ae852d Moved material editing from component window to asset editor
- EditorContentManager now returns null if asset wasn't found (instead of crashing)
- FixUp asset identifier when dragging from asset browser
- Lock current asset in properties editor
2023-01-08 20:31:43 +01:00
Simon Lübeß d3d284256c Fixed WorldEnumerator crashes if one of the components doesn't exist 2023-01-08 20:29:06 +01:00
Simon Lübeß e38373dccf Serialize Mesh and MeshRenderer in scene + fixed Light serialization 2023-01-08 19:31:01 +01:00
Simon Lübeß b5ca86d8de Fixed scope of full path 2023-01-08 16:48:38 +01:00
Simon Lübeß 4589030da6 Load effects via content manager + virtual InitContentManager in App 2023-01-08 00:17:04 +01:00
Simon Lübeß 3da60355df Model and Material loading via content manager 2023-01-07 12:15:14 +01:00
Simon Lübeß ee30920b56 Crappy hot reloading of textures and Properties editor for textures 2023-01-03 22:21:26 +01:00
Simon Lübeß 427323744b Fixed Sampler State filters + Documentation 2023-01-03 22:18:43 +01:00
Simon Lübeß 9d97579857 More content browser stuff
- Seperate AssetHierarchy from EditorContentManager
- Make files selectable and context menu
2023-01-02 20:00:48 +01:00
Simon Lübeß fdf680508d Don't recreate the entire asset tree 2023-01-01 18:25:36 +01:00
Simon Lübeß 0b3f242082 Added Submodule "Beef.Linq" 2023-01-01 18:18:27 +01:00
Simon Lübeß 502cee47e7 EditorContentManager Part 2 2023-01-01 16:53:58 +01:00
Simon Lübeß c389a77274 EditorContentManager Part 1 2023-01-01 16:53:45 +01:00
Simon Lübeß dffd43a36f RenderAPI changes and removed Context parameter from Effect and Material 2022-11-27 17:18:16 +01:00
Simon Lübeß d47ac23e1b Raw Input and some ImGuiExtension changes 2022-11-26 15:24:33 +01:00
Simon Lübeß 8f22cbb8bc Fixed circle rendering and added 2D circle collider 2022-11-26 12:17:31 +01:00
Simon Lübeß 0155a38ae6 UUID 2022-11-16 13:09:26 +01:00
Simon Lübeß a42544f171 2D Physics 2022-10-08 16:56:15 +02:00
Simon Lübeß 202083930a Play Button 2022-10-06 16:33:33 +02:00
Simon Lübeß 6958d27c30 Fixed editor camera for real 2022-09-29 16:39:58 +02:00
Simon Lübeß f8544c8f64 Updated imgui 2022-09-28 22:02:37 +02:00
Simon Lübeß e95c5731b6 Basic Model drag'n'drop 2022-09-27 20:24:03 +02:00
Simon Lübeß 3ec537762a Overload '->' operator for TreeNode 2022-09-27 00:01:05 +02:00
Simon Lübeß e035832ab0 Fixed mouse wrapping when scene viewport is inactive 2022-09-27 00:00:17 +02:00
Simon Lübeß 0f1eddad5f Updated submodule DirectX 2022-09-07 18:28:40 +02:00
Simon Lübeß d2dca12d0c Use corrent RefCounter 2022-08-19 20:01:05 +02:00
Simon Lübeß 0588a93ec4 Use ACES tone mapping 2022-08-18 14:03:33 +02:00
Simon Lübeß 42e386a142 Fixed component name 2022-08-18 13:51:40 +02:00
Simon Lübeß 21c8d839ef Fixed mouse picking 2022-08-18 13:51:12 +02:00
Simon Lübeß bc1f466d18 Drag drop Texture 2022-08-13 13:47:58 +02:00
Simon Lübeß 8495c6db28 Drag Texture 2022-07-26 08:00:17 +02:00
Simon Lübeß bff4418b84 Content browser 2022-07-25 17:03:28 +02:00
Simon Lübeß 0339ae4422 Adjust to fix in beef mixins 2022-06-15 15:31:44 +02:00
Simon Lübeß eb03eca4dd Manual constant buffer binding 2022-06-13 14:10:54 +02:00
Simon Lübeß a926ef4af2 Updated gltf 2022-06-13 13:26:04 +02:00
Simon Lübeß 866353a157 Refactored Effects + start of EngineBuffers (I hate it) 2022-06-07 13:12:03 +02:00
Simon Lübeß a80018e80c Removed redundant Point struct and SceneViewport improvements
- Keyboard shortcuts for Gizmo control
- Improved mousepick-blocking
2022-06-02 12:17:57 +02:00
Simon Lübeß e41645e12a Composit Target and gamma correct rendering 2022-05-31 22:41:20 +02:00
Simon Lübeß 8db2ce1d05 Mouse picking 2022-05-30 14:06:52 +02:00
Simon Lübeß 47fdce0a7e Triangle fullscreen quad 2022-05-28 15:53:35 +02:00
Simon Lübeß d212576719 Render EntityIDs (breaks post processing) 2022-05-28 15:42:48 +02:00
Simon Lübeß 164d420a25 DX11: Automatically validate input layouts against vertex shaders 2022-05-26 11:27:02 +02:00
Simon Lübeß 28f1fad464 RenderTargetGroup GetData, Shader uint support 2022-05-25 22:00:11 +02:00
Simon Lübeß 1418063d68 RenderTargetGroup 2022-05-20 18:37:59 +02:00
Simon Lübeß 4cd0bff91d Fixed editorcamera stuttering, Added editor icons 2022-05-18 14:12:26 +02:00
Simon Lübeß 5d8a4ad3a7 Editor camera and Editor/Runtime scene update separation 2022-05-17 19:06:28 +02:00
Simon Lübeß ccea61fb79 Updated bon 2022-05-16 19:23:45 +02:00
Simon Lübeß de3da8ded8 Gizmo angle snapping 2022-05-16 10:11:33 +02:00
Simon Lübeß 62bb5baac9 Gizmo improvements 2022-05-15 14:36:07 +02:00
Simon Lübeß 3956080520 Start of serializaation
- Allow enumerating over unregistered components
- Refactored Editor a bit
2022-05-14 23:01:08 +02:00
Simon Lübeß 1d3d30f88d Desketchified DX11 shader binding 2022-05-13 15:13:09 +02:00
Simon Lübeß b1a1268319 Terrible postprocessing and start of Editor GUI for lights 2022-05-11 22:49:36 +02:00
Simon Lübeß 56e92a7d67 Added Lights 2022-05-11 11:39:59 +02:00
Simon Lübeß f4c9dd8ade MeshRendererComponentEditor
- Explicit conversion from VectorX to float[X]
- Expose "Columns" and "Rows" properties of BufferVariable
- Effects: VariableDescriptors
2022-05-10 22:29:40 +02:00
Simon Lübeß 2e0cc289df Material.GetVariable and (maybe) fixed SetVariable for Matrix3x3 2022-05-10 22:06:07 +02:00
Simon Lübeß 336e52fbac Fix Modelloader 2022-05-10 11:48:16 +02:00
Simon Lübeß f527af13c3 EnsureTypeMatch speedup 2022-05-09 22:58:22 +02:00
Simon Lübeß fe0d5fa529 More profiling 2022-05-09 22:53:48 +02:00
Simon Lübeß b37b1b4bf9 UnbindTexture, PBR changes, Test scene 2022-05-09 22:11:46 +02:00
Simon Lübeß 3c2c37b270 Shader #include + Remved unused Dx11Effect 2022-05-09 18:19:24 +02:00
Simon Lübeß dc235399c8 Start of PBR 2022-05-09 16:45:16 +02:00
Simon Lübeß 2817c5b1a1 Start of 3d renderer integration 2022-05-04 18:38:59 +02:00
Simon Lübeß 412d0ea965 Fixed release build and automatic compiling of CPP Helper 2022-05-04 18:34:56 +02:00
Simon Lübeß 9e23ac0fcf Removed dangling DXTK-project dependencie 2022-05-04 18:33:43 +02:00
Simon Lübeß a43572817d Vector tweaks 2022-05-04 17:46:15 +02:00
Simon Lübeß 805423a64e Rendertarget inherits from texture 2022-05-04 14:53:31 +02:00
Simon Lübeß 9c93ccee47 Removed redundant submodule-entry 2022-04-13 12:32:42 +02:00
Simon Lübeß f1ce63ee3b Removed submodule GlitchyEngine/vendor/DirectXTK 2022-04-13 00:01:05 +02:00
Simon Lübeß e685b4fbba Added DirectXTK to GlitchyEngineHelper 2022-04-13 00:00:41 +02:00
Simon Lübeß 9105c12e33 Added buildcommand 2022-04-12 14:32:00 +02:00
Simon Lübeß 863c264001 UI Tweaks, ChildEnumerator, ComponentAdded-Handlers 2022-04-12 00:48:20 +02:00
Simon Lübeß bec202e23a Settings / SettingsWindow 2022-04-10 13:12:09 +02:00
Simon Lübeß bca72cf0d4 Add / Remove Components 2022-04-10 12:18:43 +02:00
Simon Lübeß af37154071 Better Transform component and edit gui 2022-04-09 12:35:36 +02:00
Simon Lübeß c7fde476e8 Updated DX11 Bindings 2022-04-09 12:34:28 +02:00
Simon Lübeß 604e34a12a Start of ContentManager 2022-04-09 12:34:09 +02:00
Simon Lübeß b94c84d304 GlitchyEngineHelper project 2022-04-09 12:33:05 +02:00
Simon Lübeß d47bc37886 SpriteRenderer Editor, enabled alpha-blending and depth 2022-04-02 00:10:00 +02:00
Simon Lübeß c13b0a26d1 Overhauled component editors 2022-04-01 23:29:35 +02:00
Simon Lübeß e82f70ba02 Native scripting 2022-03-03 01:39:04 +01:00
Simon Lübeß cbee9f59d8 Many ecs, component and editor changes 2022-03-02 01:59:51 +01:00
Simon Lübeß afe36b19df Removed unnecessary "override extern"s 2022-03-02 01:57:04 +01:00
Simon Lübeß 9197a209d6 Ecs changes
- BitArray has always at least sizeof(uint) bits
- Renamed Entity to EcsEntity
- Added value parameter to EcsWorld.AssignComponent
- Matched EcsWorld generic parameters
- Added Scene
- Added Entity
2022-02-28 23:34:52 +01:00
Simon Lübeß ba5ccd7107 Editor window 2022-02-28 18:08:13 +01:00
Simon Lübeß c80ca4d9a1 Cleaned up DX11 report 2022-02-28 12:13:44 +01:00
Simon Lübeß 92fd8bb572 Removed Bind from Texture 2022-02-27 12:30:09 +01:00
Simon Lübeß b341c70a26 Editor changes
- Updated Renderer2D shaders
- Fixed scene viewport having resolution
- Show Grid even if no entity is selected
- Explicit conversion from ImGui.VecX <-> VectorX
- Simplified EditorLayer
2022-02-27 12:21:30 +01:00
Simon Lübeß 8c8f0d9fc7 Basic tilemap 2022-02-26 18:05:56 +01:00
Simon Lübeß 8638b7ac3b ImGuiLayer cleanup 2022-02-26 18:05:47 +01:00
Simon Lübeß be7c3d1d8b Subtextures 2022-02-23 13:41:59 +01:00
Simon Lübeß 699522ff67 Fixed textureviewer 2022-02-22 20:18:37 +01:00
Simon Lübeß 6f999da1b8 Fixed fallback font rendering 2022-02-22 20:18:06 +01:00
Simon Lübeß 373980d5ad SwizzleVectorAttribute no longer generates invalid setters 2022-02-21 17:06:48 +01:00
Simon Lübeß 0db85de067 Release build fixes + ImGui build flag
Fonts still not working
2022-02-18 16:03:24 +01:00
Simon Lübeß fae2bdf084 Updated submodules
Updated submodule GlitchyEngine/vendor/imgui
Updated submodule GlitchyEngine/vendor/msdfgen
2022-02-17 01:12:02 +01:00
Simon Lübeß 0f0afc2a90 Renderer2D improvements + stats 2022-02-16 20:44:31 +01:00
Simon Lübeß 66dad82dc6 Added ColorHSV 2022-02-14 20:40:50 +01:00
Simon Lübeß 0e684af17d Added Window.SetIcon 2022-02-14 20:38:01 +01:00
Simon Lübeß 82898f1d5c Added DeltaTime 2022-02-14 20:37:31 +01:00
232 changed files with 18147 additions and 2664 deletions
+16 -7
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@@ -1,15 +1,9 @@
[submodule "GlitchyEngine/vendor/directx"]
path = GlitchyEngine/vendor/directx
url = https://github.com/aharabada/directx-beef.git
[submodule "GlitchyEngine/vendor/DirectXTK"]
path = GlitchyEngine/vendor/DirectXTK
url = https://github.com/aharabada/DirectXTK-beef.git
[submodule "vendor/lodepng-beef"]
path = vendor/lodepng-beef
url = https://github.com/aharabada/lodepng-beef.git
[submodule "GlitchyEngine\\vendor\\freetype"]
path = GlitchyEngine\\vendor\\freetype
url = https://github.com/aharabada/FreeType-beef.git
[submodule "GlitchyEngine/vendor/freetype"]
path = GlitchyEngine/vendor/freetype
url = https://github.com/aharabada/FreeType-beef.git
@@ -21,4 +15,19 @@
url = https://github.com/aharabada/msdfgen-beef.git
[submodule "GlitchyEngine/vendor/imgui"]
path = GlitchyEngine/vendor/imgui
url = https://github.com/aharabada/ImGui_GlitchyEngine.git
url = https://github.com/aharabada/ImGui_GlitchyEngine.git
[submodule "GlitchyEngineHelper/vendor/xxHash"]
path = GlitchyEngineHelper/vendor/xxHash
url = https://github.com/Cyan4973/xxHash.git
[submodule "GlitchyEngine/vendor/bon"]
path = GlitchyEngine/vendor/bon
url = https://github.com/EinScott/bon.git
[submodule "GlitchyEngineHelper/vendor/DirectXTK"]
path = GlitchyEngineHelper/vendor/DirectXTK
url = https://github.com/microsoft/DirectXTK.git
[submodule "GlitchyEngine/vendor/box2D"]
path = GlitchyEngine/vendor/box2D
url = https://github.com/jazzbre/box2d-beef.git
[submodule "GlitchyEngine/vendor/Beef.Linq"]
path = GlitchyEngine/vendor/Beef.Linq
url = https://github.com/aharabada/Beef.Linq.git
+7 -2
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@@ -1,5 +1,10 @@
FileVersion = 1
Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, DirectXTK = {Path = "GlitchyEngine/vendor/DirectXTK/DirectXTK-beef"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}}
Projects = {Sandbox = {Path = "Sandbox"}, GlitchyEngine = {Path = "GlitchyEngine"}, GlitchLog = {Path = "GlitchLog"}, DirectX = {Path = "GlitchyEngine/vendor/directx/DirectX"}, LodePng = {Path = "vendor/lodepng-beef/lodepng-beef"}, FreeType = {Path = "GlitchyEngine/vendor/freetype"}, cgltf-beef = {Path = "GlitchyEngine/vendor/gltf/cgltf-beef"}, GlitchyEditor = {Path = "GlitchyEditor"}, msdfgen-beef = {Path = "GlitchyEngine/vendor/msdfgen/msdfgen-beef"}, ImGui = {Path = "GlitchyEngine/vendor/imgui/ImGui"}, ImGuiImplDX11 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplDX11"}, ImGuiImplWin32 = {Path = "GlitchyEngine/vendor/imgui/ImGuiImplWin32"}, ImGuizmo = {Path = "GlitchyEngine/vendor/imgui/ImGuizmo"}, GlitchyEngineHelper = {Path = "GlitchyEngineHelper"}, bon = {Path = "GlitchyEngine/vendor/bon"}, box2d-beef = {Path = "GlitchyEngine/vendor/box2D"}, "Beef.Linq" = {Path = "GlitchyEngine/vendor/Beef.Linq/src"}}
Unlocked = ["corlib"]
WorkspaceFolders = {GlitchyEngine = ["GlitchyEngine", "GlitchLog", "GlitchyEngineHelper"], "GlitchyEngine/Dependencies" = ["cgltf-beef", "DirectX", "FreeType", "ImGui", "ImGuiImplDX11", "ImGuiImplWin32", "ImGuizmo", "LodePng", "msdfgen-beef", "bon", "box2d-beef", "Beef.Linq"]}
[Workspace]
StartupProject = "Sandbox"
StartupProject = "GlitchyEditor"
[Configs.Debug.Win64]
AllocStackTraceDepth = 12
@@ -0,0 +1,92 @@
///
/// Loading and usage of an asset.
///
// Shows the usage of the Content Manager.
// An asset is loaded with Content.LoadAsset(AssetName)
// Loading an asset returns an AssetHandle.
// Usually you want to hold on to the AssetHandle.
// If you need the actual asset you can use Content.GetAsset<AssetType>(AssetHandle) to retrieve the actual asset.
/*
* Only hold on to AssetHandle.
* Do NOT hold actual Assets! The Asset might get invalidated
* (e.g. reloading after the source-file changed).
*/
AssetHandle _lineEffect;
void Start()
{
/*
* Loading an asset returns a handle to that asset.
*/
_lineEffect = Content.LoadAsset("Shaders\\LineEffect.hlsl");
}
void Update()
{
// Use case 1:
{
// Retrieve the actual asset. Note that this Asset is only guaranteed to persist
// for the current frame.
Effect fx = Content.GetAsset<Effect>(_lineEffect);
// Note: Assets are ref counted, however since they are not inteded to be held GetAsset
// does NOT increment the reference counter so you usually should NOT decrement it.
// The exception is when you manually hold on to an asset (see Example below)
// Use asset
fx.Variables["ViewProjection"].SetData(viewProjection * transform);
fx.Variables["Color"].SetData(color);
fx.ApplyChanges();
fx.Bind();
}
// Use case 2:
{
// Retrieve the actual asset.
Effect fx = _lineEffect.Get<Effect>();
// ...
// Same as case 1
}
}
///
/// Holding on to an actual asset.
///
// Shows the usage of the Content Manager when you hold a reference to the actual Asset instead of the handle.
// This should usually not be done. Eventhough it is technically fine, it has the implication, that if the
// content manager decides to reload the asset the changes will not be reflected in the held reference
// (which they would if you used GetAsset before every usage.)
// Also the content manager can't unload the asset because the reference counter wouldn't be zero.
// Though there currently is no way for the content manager to unload an asset unless it is specifically told to do so.
/*
* Field to hold the asset.
*/
Effect _lineEffect;
void Start()
{
// Load the Asset.
AssetHandle handle = Content.LoadAsset("Shaders\\LineEffect.hlsl");
// Get the actual asset.
_lineEffect = Content.GetAsset<Effect>(handle); // Alternative: _lineEffect = handle.Get<Effect>();
// Increment the reference counter so that the asset doesn't get unloaded.
_lineEffect.AddRef();
}
void Destroy()
{
// Make sure to release the asset once you don't need it anymore. Otherwise it will leak.
_lineEffect.Release();
}
void Update()
{
_lineEffect.Variables["ViewProjection"].SetData(viewProjection * transform);
_lineEffect.Variables["Color"].SetData(color);
_lineEffect.ApplyChanges();
_lineEffect.Bind();
}
@@ -0,0 +1,44 @@
///
/// This shows the usage of a smart/typed Asset Handle.
///
// In the basic usage-patterns the user has two options:
// Either he/she holds a handle and has to query for the actual asset every time
// or he/she hold the actual asset and loses reloading capabilities.
// The idea of the auto asset is to provide a way that can provide both.
AssetHandle<Effect> _lineEffect;
void Start()
{
/*
* Loading an asset returns a handle to that asset.
* The asset handle is implicitly converted to a smart AssetHandle.
*/
_lineEffect = Content.LoadAsset("Shaders\\LineEffect.hlsl");
}
void Update()
{
// Use case 1 (Convenience)
{
_lineEffect.Variables["ViewProjection"].SetData(viewProjection * transform);
_lineEffect.Variables["Color"].SetData(color);
_lineEffect.ApplyChanges();
_lineEffect.Bind();
}
// Use case 2 (Technically more efficient)
{
Effect fx = _lineEffect.Get();
fx.Variables["ViewProjection"].SetData(viewProjection * transform);
fx.Variables["Color"].SetData(color);
fx.ApplyChanges();
fx.Bind();
}
}
//
// Auto Assets use comp time to expose all the fields, Methods and properties of the actual asset.
// They will automatically check if the asset for the handle changed and update accordingly.
// This means it is more convenient to use than both basic patterns and has all benefits of both.
//
+3
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@@ -0,0 +1,3 @@
# Design Code Examples
This directory (and its subdirectories) contains non functional code snippets showing the intended usage of certain systems of the engine.
Binary file not shown.
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@@ -0,0 +1,4 @@
{
AssetLoader = "ModelAssetLoader",
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}
}
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@@ -0,0 +1,4 @@
{
AssetLoader = "ModelAssetLoader",
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}
}
+224
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@@ -0,0 +1,224 @@
{
Name = "Scene name here pls!!!",
Entities = [
{
Id = 5169765174113462770,
NameComponent = {
Name = "Sphere"
},
TransformComponent = {
Position = {
X = 0,
Y = 0.5,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
MeshComponent = {
Mesh = "Models/sphere.glb"
},
MeshRendererComponent = {
Material = "Textures/TestMaterial.mat"
}
},
{
Id = 17158420331978163131,
NameComponent = {
Name = "Light"
},
TransformComponent = {
Position = {
X = -1,
Y = 4,
Z = -4
},
Rotation = {
X = 0.614328027,
Y = 0.239776045,
Z = 0.0315669999,
W = 0.751073837
},
Scale = {
X = 0.999998868,
Y = 1,
Z = 1.00000095
},
EditorEulerRotation = {
X = 1.30899811,
Y = 0.349065989,
Z = 0.349065989
}
},
LightComponent = {
LightType = .Directional,
Illuminance = 10,
Color = {
R = 1,
G = 0.991771996,
B = 0.74086225
}
}
},
{
Id = 5556050645816939548,
NameComponent = {
Name = "Plane"
},
TransformComponent = {
Position = {
X = 0,
Y = 0,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 10,
Y = 1,
Z = 10
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
MeshComponent = {
Mesh = "Models/plane.glb"
},
MeshRendererComponent = {
Material = "Textures/TestMaterial.mat"
}
},
{
Id = 3947673900993587516,
NameComponent = {
Name = "Camera"
},
TransformComponent = {
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X = 0.216440007,
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},
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Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0.436332017,
Y = 0,
Z = 0
}
},
CameraComponent = {
Primary = true,
ProjectionType = .InfinitePerspective,
PerspectiveFovY = 1.30899692,
PerspectiveNearPlane = 0.100000001,
PerspectiveFarPlane = 10000,
OrthographicHeight = 10,
OrthographicNearPlane = 0,
OrthographicFarPlane = 10,
AspectRatio = 2.19888878,
FixedAspectRatio = false
}
},
{
Id = 420718992779301759,
NameComponent = {
Name = "Entity"
},
TransformComponent = {
Position = {
X = 3,
Y = 0.501076996,
Z = -0.669378757
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Rotation = {
X = 0.18301262,
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Z = 0.683012128,
W = 0.183013007
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 1.57079446,
Y = -2.61799312,
Z = 0
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},
MeshComponent = {
Mesh = "Models/plane.glb"
},
MeshRendererComponent = {
Material = ""
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},
{
Id = 8080288871271083510,
NameComponent = {
Name = "Rocket"
},
TransformComponent = {
Position = {
X = 2.37353587,
Y = 0.629615188,
Z = -1.34831977
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Rotation = {
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EditorEulerRotation = {
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Y = -2.3561945,
Z = 8.94069743e-08
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MeshComponent = {
Mesh = "Models/plane.glb"
},
MeshRendererComponent = {
Material = "Textures/RocketMaterial.mat"
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@@ -0,0 +1,212 @@
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Name = "Scene name here pls!!!",
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NameComponent = {
Name = "Child"
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SpriterRendererComponent = {
Color = {
R = 1,
G = 0.388184,
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EditorEulerRotation = {
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{
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NameComponent = {
Name = "Quad"
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SpriterRendererComponent = {
Color = {
R = 0,
G = 0.551178,
B = 0.328787,
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UvTransform = {
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TransformComponent = {
Position = {
X = 0,
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Rotation = {
X = 0,
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},
Scale = {
X = 1,
Y = 1,
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},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Dynamic,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
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Size = {
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Density = 1,
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{
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NameComponent = {
Name = "Floor"
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SpriterRendererComponent = {
Color = {
R = 1,
G = 0.941886,
B = 0.401485,
A = 1
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UvTransform = {
X = 0,
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W = 1
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TransformComponent = {
Position = {
X = 0,
Y = -0.5,
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Rotation = {
X = 0,
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Scale = {
X = 10,
Y = 1,
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EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
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},
Rigidbody2D = {
BodyType = .Static,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
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Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
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{
Id = 1491484622542812645,
NameComponent = {
Name = "Camera"
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TransformComponent = {
Position = {
X = 0,
Y = 1,
Z = -5
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Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
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Scale = {
X = 1,
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Z = 1
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EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
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},
CameraComponent = {
Primary = true,
ProjectionType = .InfinitePerspective,
PerspectiveFovY = 1.308997,
PerspectiveNearPlane = 0.1,
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OrthographicNearPlane = 0,
OrthographicFarPlane = 10,
AspectRatio = 2.116827,
FixedAspectRatio = false
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@@ -0,0 +1,303 @@
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Name = "Scene name here pls!!!",
Entities = [
{
Id = 820806682740348099,
NameComponent = {
Name = "Quad"
},
SpriteRendererComponent = {
Color = {
R = 0,
G = 0.55117774,
B = 0.32878688,
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Sprite = "Textures/TestMat/rustediron2_albedo.png",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
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},
TransformComponent = {
Position = {
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Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
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},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Dynamic,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 15398726361722237419,
NameComponent = {
Name = "Floor"
},
SpriteRendererComponent = {
Color = {
R = 1,
G = 0.941886365,
B = 0.401484847,
A = 1
},
Sprite = "",
UvTransform = {
X = 0,
Y = 0,
Z = 1,
W = 1
}
},
TransformComponent = {
Position = {
X = 0,
Y = -0.5,
Z = 0
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
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Scale = {
X = 10,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
Rigidbody2D = {
BodyType = .Static,
FixedRotation = false
},
BoxCollider2D = {
Offset = {
X = 0,
Y = 0
},
Size = {
X = 0.5,
Y = 0.5
},
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
}
},
{
Id = 1491484622542812645,
NameComponent = {
Name = "Camera"
},
TransformComponent = {
Position = {
X = 0,
Y = 1,
Z = -5
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
CameraComponent = {
Primary = true,
ProjectionType = .InfinitePerspective,
PerspectiveFovY = 1.30899692,
PerspectiveNearPlane = 0.100000001,
PerspectiveFarPlane = 10000,
OrthographicHeight = 10,
OrthographicNearPlane = 0,
OrthographicFarPlane = 10,
AspectRatio = 3.22169805,
FixedAspectRatio = false
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NameComponent = {
Name = "Circle"
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CircleRendererComponent = {
Color = {
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B = 0,
A = 1
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InnerRadius = 0.300000012,
Sprite = "",
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Z = 1,
W = 1
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Position = {
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Y = 1,
Z = 1
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EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
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Rigidbody2D = {
BodyType = .Dynamic,
FixedRotation = false
},
CircleCollider2D = {
Offset = {
X = 0,
Y = 0
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Radius = 0.5,
Density = 1,
Friction = 0.5,
Restitution = 0,
RestitutionThreshold = 0.5
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NameComponent = {
Name = "Light"
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TransformComponent = {
Position = {
X = 3.88327599,
Y = 0,
Z = -0.808795214
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Y = -0.103420995,
Z = 0.155380026,
W = 0.846859217
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Scale = {
X = 0.999997795,
Y = 1,
Z = 1
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EditorEulerRotation = {
X = 1.0908947,
Y = -0.340793997,
Z = 0.160857916
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LightComponent = {
LightType = .Directional,
Illuminance = 12.8999996,
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G = 1,
B = 0.569978654
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{
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NameComponent = {
Name = "Sphere"
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TransformComponent = {
Position = {
X = 0,
Y = 0,
Z = -1.47202551
},
Rotation = {
X = 0,
Y = 0,
Z = 0,
W = 1
},
Scale = {
X = 1,
Y = 1,
Z = 1
},
EditorEulerRotation = {
X = 0,
Y = 0,
Z = 0
}
},
MeshComponent = {
Mesh = "Models/sphere.glb"
},
MeshRendererComponent = {
Material = "Textures/TestMaterial.mat"
}
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+52
View File
@@ -0,0 +1,52 @@
//=================================================================================================
//
// Baking Lab
// by MJP and David Neubelt
// http://mynameismjp.wordpress.com/
//
// All code licensed under the MIT license
//
//=================================================================================================
// The code in this file was originally written by Stephen Hill (@self_shadow), who deserves all
// credit for coming up with this fit and implementing it. Buy him a beer next time you see him. :)
// Source: https://github.com/TheRealMJP/BakingLab/blob/master/BakingLab/ACES.hlsl
// sRGB => XYZ => D65_2_D60 => AP1 => RRT_SAT
static const float3x3 ACESInputMat =
{
{0.59719, 0.35458, 0.04823},
{0.07600, 0.90834, 0.01566},
{0.02840, 0.13383, 0.83777}
};
// ODT_SAT => XYZ => D60_2_D65 => sRGB
static const float3x3 ACESOutputMat =
{
{ 1.60475, -0.53108, -0.07367},
{-0.10208, 1.10813, -0.00605},
{-0.00327, -0.07276, 1.07602}
};
float3 RRTAndODTFit(float3 v)
{
float3 a = v * (v + 0.0245786f) - 0.000090537f;
float3 b = v * (0.983729f * v + 0.4329510f) + 0.238081f;
return a / b;
}
float3 ACESFitted(float3 color)
{
color = mul(ACESInputMat, color);
// Apply RRT and ODT
color = RRTAndODTFit(color);
color = mul(ACESOutputMat, color);
// Clamp to [0, 1]
color = saturate(color);
return color;
}
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,16 @@
cbuffer Constants : register(b0)
{
uint ClearValue;
}
float4 VS(float2 input : POSITION) : SV_Position
{
return float4(input, 0.0f, 1.0f);
}
uint PS(float4 input : SV_Position) : SV_Target0
{
return ClearValue;
}
#pragma Effect[VS = VS; PS = PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,33 @@
Texture2D Texture : register(t0);
SamplerState TextureSampler : register(s0);
struct VS_IN
{
float2 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
output.Position = float4(input.Position, 0, 1);
output.TexCoord = input.TexCoord;
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
float4 color = Texture.Sample(TextureSampler, input.TexCoord);
return float4(pow(color.rgb, 1.0f / 2.2f), color.a);
}
#pragma Effect[VS = VS; PS = PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,28 @@
#define PI 3.14159265358979323846f
/**
* Calculates the diffuse lighting of a lambertian surface
* @param diffuseColor (rho/ pi) * C_diffuse
* @param illuminanceColor The product of the "brightness" and the light color.
* @param n_dot_l The dot product of the surface normal and the light direction.
*/
float3 CalculateDiffuseReflection(float3 diffuseColor, float3 illuminanceColor, float3 n_dot_l)
{
float3 directColor = illuminanceColor * saturate(n_dot_l);
return (directColor * diffuseColor);
}
/**
* Calculates the blinn-phong-specular reflection
* @param n The normalized surface normal
* @param h The normalized half way vector (nrm(l + v))
* @param alpha The reflections alpha-value
* @param illuminanceColor The product of the "brightness" and the light color.
* @param n_dot_l The dot product of the surface normal and the light direction.
*/
float3 CalculateSpecularReflection(float3 n, float3 h, float alpha, float3 illuminanceColor, float n_dot_l)
{
float highlight = pow(saturate(dot(n, h)), alpha) * float(n_dot_l > 0.0);
return (illuminanceColor * highlight); // Todo: * SpecularColor
}
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
+78
View File
@@ -0,0 +1,78 @@
/*
* This File contains Function for PBR.
*/
#ifndef __PBR_HLSL__
#define __PBR_HLSL__
#include "ShaderHelpers.hlsl"
// #define PBR_IBL
/**
* Normal Distribution Function. (Trowbridge-Reits GGX)
* Calculates the relative surface area of microfacets exactly aligned to the halfway vector.
* @param normal The surface normal.
* @param halfway The halfway vector between the surface normal and the view direction.
* @param roughness Roughness value.
* @returns The relative surface area of microfacets exactly aligned to the halfway vector.
*/
float NormalDistributionGGX(float3 normal, float3 halfway, float roughness)
{
// Square roughness because it looks better
float a = roughness * roughness;
float aa = a * a;
float n_dot_h = max(dot(normal, halfway), 0.0f);
float denom = (n_dot_h * n_dot_h) * (aa - 1.0f) + 1.0f;
denom = PI * denom * denom;
return aa / denom;
}
/**
* Geometry Function calculating the overshadowing of microfacets based on roughness. (Schlick-Beckmann GGX).
* @param dot-product of normal vector and vector from surface to camera.
* @param k Roughness value.
*/
float GeometrySchlickGGX(float n_dot_v, float k)
{
return n_dot_v / (n_dot_v * (1 - k) + k);
}
/**
* Geometry Function calculating the overshadowing of microfacets based on roughness. (Smith)
* @param normal The surface normal.
* @param viewDir Vector from surface to viewer.
* @param lightDir Vector from surface to light source.
* @param roughness Roughness value.
*/
float GeometrySmith(float3 normal, float3 viewDir, float3 lightDir, float roughness)
{
#ifdef PBR_IBL
// IBL
float k = roughness * roughness / 2;
#else
// Direct lighting
float k = (roughness + 1.0f);
k = (k * k) / 8;
#endif
const float n_dot_v = max(dot(normal, viewDir), 0.0f);
float n_dot_l = max(dot(normal, lightDir), 0.0f);
return GeometrySchlickGGX(n_dot_v, k) * GeometrySchlickGGX(n_dot_l, k);
}
/**
* Calculates the fresnel value.
* @param n_dot_v Dot product of the normal and view direction
* @param F0 base reflectivity.
*/
float3 FresnelSchlick(float n_dot_v, float3 F0)
{
return F0 + (1.0 - F0) * pow(clamp(1.0 - n_dot_v, 0.0, 1.0), 5.0);
}
#endif // __PBR_HLSL__
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,90 @@
#ifndef __SHADER_HELPERS_HLSL__
#define __SHADER_HELPERS_HLSL__
#define PI 3.14159265358979323846f
/*
* Calculates the weighted sum of two normal vectors.
* nrm1: The first normal vector
* nrm2: The second normal vector
* a: The weight factor for nrm1
* b: The weight factor for nrm2
*/
float3 BlendNormals(float3 nrm1, float3 nrm2, float a, float b)
{
return normalize(float3(a * nrm1.x / nrm1.z + b * nrm2.x / nrm2.z,
a * nrm1.y / nrm1.z + b * nrm2.y / nrm2.z,
1.0f));
}
/*
* Scales a normal vector by a factor where 0 results in the vector (0, 0, 1)
* nrm: The normal vector
* a: The scaling factor
*/
float3 ScaleNormal(float3 nrm1, float a)
{
return normalize(float3(a * nrm1.x / nrm1.z,
a * nrm1.y / nrm1.z,
1.0f));
}
/*
* Scales a normal vector by a factor where 0 results in the vector (0, 0, 1)
* nrm: The normal vector
* a: The scaling factor
*/
float3 ScaleNormal(float3 nrm1, float2 a)
{
return normalize(float3(a.x * nrm1.x / nrm1.z,
a.y * nrm1.y / nrm1.z,
1.0f));
}
/*
* Reconstructs the z-component of a normalized normal vector from a two-component value
* cnrm: The x- and y-components of a normalized normal vector
*/
float3 DecompressNormal(float2 cnrm)
{
return float3(cnrm, sqrt(1.0 - cnrm.x * cnrm.x - cnrm.y * cnrm.y));
}
/*
* Reconstructs the tangent space from a normal and a tangent
* normal: The surface normal
* tangent: The surface tangent
* sigma: Defines the handedness of the tangent space matrix. 1.0 if it is right handend. -1.0 if it is left handed
*/
float3x3 ConstructTangentSpace(float3 normal, float3 tangent, float3 sigma)
{
float3 n = normalize(normal);
float3 t = normalize(tangent - n * dot(tangent, n));
float3 b = cross(n, t) * sigma;
return float3x3(t, b, n);
}
/**
* Calculates the luminance of an rgb-value.
* @param rgb The rgb color.
* @return The luminance of the given rgb color.
*/
float ColorToLuminance(float3 rgb)
{
return rgb.r * 0.212639 + rgb.g * 0.715169 + rgb.b * 0.072192;
}
/**
* Extrancts the handedness of the bitangent that is encoded in the z-component of the tangent.
* @param tangentz The z-component of the tangent with the handedness encoded.
* @return The handedness of the bitangent (bitangent = handedness * tangent x normal)
*/
float GetBitangentHandedness(float tangentz)
{
// handedness is in least significant bit of tangent.z
uint z = asuint(tangentz);
return (z & 1) > 0 ? 1.0 : -1.0;
}
#endif // __SHADER_HELPERS_HLSL__
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,39 @@
#include "ACES.hlsl"
Texture2D CameraTarget : register(t0);
SamplerState CameraTargetSampler : register(s0);
struct VS_IN
{
float2 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
output.Position = float4(input.Position, 0, 1);
output.TexCoord = input.TexCoord;
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
float4 rawColor = CameraTarget.Sample(CameraTargetSampler, input.TexCoord);
// float3 color = rawColor.rgb / (rawColor.rgb + 1.0f);
float3 color = ACESFitted(rawColor.rgb);
return float4(color, 1);
}
#pragma Effect[VS = VS; PS = PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,88 @@
#define EDITOR
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
};
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Transform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
float InnerRadius : TEXCOORD2;
#ifdef EDITOR
uint EntityId : ENTITYID;
#endif
};
struct PS_Input
{
float4 Position : SV_Position;
float2 RawPos : TEXCOORD0;
float2 Texcoord : TEXCOORD1;
float4 Color : COLOR;
#ifdef EDITOR
nointerpolation uint EntityId : ENTITYID;
#endif
float InnerRadius : TEXCOORD2;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.RawPos = input.Position;
output.Color = input.Color;
output.InnerRadius = input.InnerRadius;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
struct PS_Output
{
float4 Color : SV_Target0;
#ifdef EDITOR
uint EntityId : SV_TARGET1;
#endif
};
PS_Output PS(PS_Input input)
{
PS_Output output;
float2 uv = input.RawPos * 2;
float distance = 1.0f - length(uv);
// Smoothing edges based on derivative (not sure if RawPos is the best value for this)
float f = fwidth(input.RawPos.x) + fwidth(input.RawPos.y);
float amount = smoothstep(0.0f, f, distance);
amount *= smoothstep(input.InnerRadius + f, input.InnerRadius, distance);
// Discard invisible pixels
clip(amount - 0.5f);
output.Color = Texture.Sample(Sampler, input.Texcoord) * input.Color;
output.Color.a *= amount;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS=VS; PS=PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -28,4 +28,4 @@ float4 PS(PS_Input input) : SV_Target0
return Color;
}
#effect[VS=VS, PS=PS]
#pragma Effect[VS=VS; PS=PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,61 @@
#define EDITOR
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
};
struct VS_Input
{
float4 Position : POSITION;
float4 Color : COLOR;
#ifdef EDITOR
uint EntityId : ENTITYID;
#endif
};
typedef struct PS_Input
{
float4 Position : SV_Position;
float4 Color : COLOR;
#ifdef EDITOR
nointerpolation uint EntityId : ENTITYID;
#endif
} VS_Output;
VS_Output VS(VS_Input input)
{
VS_Output output;
output.Position = mul(ViewProjection, input.Position);
output.Color = input.Color;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
struct PS_Output
{
float4 Color : SV_TARGET0;
#ifdef EDITOR
uint EntityId : SV_TARGET1;
#endif
};
PS_Output PS(PS_Input input)
{
PS_Output output;
output.Color = input.Color;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS=VS; PS=PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.EffectAssetLoaderConfig. Add [BonTarget] or force it */
}
@@ -0,0 +1,93 @@
Texture2D<float3> Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants
{
float4x4 ViewProjection;
float2 UnitRange;
float screenPixelRange = 2;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Tranform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float4 Color : COLOR;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Tranform, float4(input.Position, 0.0f, 1.0f)));
output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color;
return output;
}
/*
in vec2 texCoord;
out vec4 color;
uniform sampler2D msdf;
uniform vec4 bgColor;
uniform vec4 fgColor;
float median(float r, float g, float b) {
return max(min(r, g), min(max(r, g), b));
}
void main() {
vec3 msd = texture(msdf, texCoord).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPxRange()*(sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
color = mix(bgColor, fgColor, opacity);
}
*/
float median(float r, float g, float b)
{
return max(min(r, g), min(max(r, g), b));
}
float ScreenPxRange(float2 texcoord)
{
float2 screenTexSize = 1.0f / fwidth(texcoord);
return max(0.5f * dot(UnitRange, screenTexSize), 1.0f);
}
float4 PS(PS_Input input) : SV_Target0
{
float3 msd = Texture.Sample(Sampler, input.TexCoord);
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = ScreenPxRange(input.TexCoord) * (sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
return float4(input.Color.rgb, opacity * input.Color.a);
}
/*
// 2D
float4 PS(PS_Input input) : SV_Target0
{
float3 msd = Texture.Sample(Sampler, input.TexCoord).rgb;
float sd = median(msd.r, msd.g, msd.b);
float screenPxDistance = screenPixelRange*(sd - 0.5);
float opacity = clamp(screenPxDistance + 0.5, 0.0, 1.0);
return float4(input.Color.rgb, opacity * input.Color.a);
}
*/
#pragma Effect[VS=VS; PS=PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
+159
View File
@@ -0,0 +1,159 @@
#define OutputEntityId
#include "ShaderHelpers.hlsl"
Texture2D AlbedoTexture : register(t0);
SamplerState AlbedoSampler : register(s0);
Texture2D<float3> NormalTexture : register(t1);
SamplerState NormalSampler : register(s1);
Texture2D<float> MetallicTexture : register(t2);
SamplerState MetallicSampler : register(s2);
Texture2D<float> RoughnessTexture : register(t3);
SamplerState RoughnessSampler : register(s3);
// Texture2D<float> AmbientTexture : register(t4);
// SamplerState AmbientSampler : register(s4);
#pragma EngineBuffer[ Name = "SceneConstants"; Binding = "Scene" ]
cbuffer SceneConstants : register(b0)
{
float4x4 ViewProjection;
}
#pragma EngineBuffer[ Name = "ObjectConstants"; Binding = "Object" ]
cbuffer ObjectConstants : register(b1)
{
float4x4 Transform;
/**
* \brief Inverted and transposed transform matrix.
* \remarks This matrix is used in order to correctly transform normal vectors.
*/
float4x3 Transform_InvT;
#ifdef OutputEntityId
uint EntityId;
#endif
}
cbuffer MaterialConstants : register(b2)
{
#pragma EditorVariable[ Name = "AlbedoColor"; Preview = "Albedo Color"; Type="Color" ]
float4 AlbedoColor = float4(1.0, 1.0, 1.0, 1.0);
#pragma EditorVariable[ Name = "NormalScaling"; Preview = "Normal Scaling" ]
float2 NormalScaling = float2(1.0, 1.0);
#pragma EditorVariable[ Name = "MetallicFactor"; Preview = "Metallic Factor"; Min = 0.0f; Max = 1.0f ]
float MetallicFactor = 1.0;
#pragma EditorVariable[ Name = "RoughnessFactor"; Preview = "Rougness Factor"; Min = 0.0f; Max = 1.0f ]
float RoughnessFactor = 1.0;
// float AmbientFactor = 1.0;
}
struct VS_IN
{
float3 Position : POSITION;
float3 Normal : NORMAL;
// Todo: Tangent.w... handedness
float3 Tangent : TANGENT;
float2 TexCoord : TEXCOORD;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float3 WorldPosition : WORLDPOSITION;
float3 Normal : NORMAL;
float3 Tangent : TANGENT;
float2 TexCoord : TEXCOORD;
//nointerpolation float Handedness : HANDEDNESS;
#ifdef OutputEntityId
nointerpolation uint EntityId : ENTITYID;
#endif
};
PS_IN VS(VS_IN input)
{
PS_IN output;
float4 worldPosition = mul(Transform, float4(input.Position, 1));
output.Position = mul(ViewProjection, worldPosition);
output.WorldPosition = worldPosition.xyz / worldPosition.w;
output.Normal = mul(Transform_InvT, input.Normal);
output.Tangent = mul((float3x3)Transform, input.Tangent);
// TODO: output.Handedness = input.Tangent.w
output.TexCoord = input.TexCoord;
output.EntityId = EntityId;
return output;
}
struct PS_OUT
{
float4 Albedo : SV_TARGET0;
// RG: TextureNormal.XY BA: GeoNrm.XY
float4 Normal : SV_TARGET1;
// R: GeoNrm.Z GBA: GeoTan.XYZ
float4 Tangent : SV_TARGET2;
float4 Position : SV_TARGET3;
// R: Metallicity G: Roughness B: Ambient
float4 Material : SV_TARGET4;
#ifdef OutputEntityId
uint EntityId : SV_TARGET5;
#endif
};
PS_OUT PS(PS_IN input)
{
// Build tangent space
float3 normal = normalize(input.Normal);
float3 tangent = normalize(input.Tangent - dot(input.Tangent, normal) * input.Normal);
// TODO: float3 bitangent = input.Handedness * cross(normal, tangent);
float3 bitangent = -cross(normal, tangent);
//float3x3 tangentTransform = float3x3(tangent, bitangent, normal);
//tangentTransform = transpose(tangentTransform);
float4 texAlbedo = AlbedoTexture.Sample(AlbedoSampler, input.TexCoord);
float3 texNormal = NormalTexture.Sample(NormalSampler, input.TexCoord);
texNormal.xy = texNormal.xy * 2.0 - 1.0;
float texMetallic = MetallicTexture.Sample(MetallicSampler, input.TexCoord);
float texRoughness = RoughnessTexture.Sample(RoughnessSampler, input.TexCoord);
//float3 objectNormal = mul(tangentTransform, texNormal);
//float3 worldNormal = mul(objectNormal, (float3x3)Transform);
float4 finalAlbedo = texAlbedo * AlbedoColor;
float3 finalNormal = ScaleNormal(texNormal, NormalScaling);
float finalMetallic = texMetallic * MetallicFactor;
float finalRoughness = texRoughness * RoughnessFactor;
/////////////TODO: REMOVEME
//worldNormal = max(worldNormal - 10000000, normal);
//texAlbedo = max(texAlbedo - 10000000, 1.0);
//texMetallic = max(texMetallic - 10000000, 0.0);
//texRoughness = max(texRoughness - 10000000, 0.1);
/////////////TODO: END_REMOVEME
PS_OUT output;
output.Albedo = finalAlbedo;
//output.Normal = float4(objectNormal, 1.0);
output.Normal = float4(finalNormal.xy, normal.xy);
output.Tangent = float4(normal.z, tangent.xyz);
output.Position = float4(input.WorldPosition, 1.0);
output.Material = float4(finalMetallic, finalRoughness, 1.0, 0);
#ifdef OutputEntityId
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS = VS; PS = PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,37 +0,0 @@
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
struct VS_Input
{
float2 Position : POSITION;
float4x4 Tranform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 TexCoord : TEXCOORD0;
float4 Color : COLOR;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(float4(input.Position, 0.0f, 1.0f), input.Tranform);
output.TexCoord = input.UVTransform.xy + input.UVTransform.zw * input.Position;
output.Color = input.Color;
return output;
}
float4 PS(PS_Input input) : SV_Target0
{
float4 color = input.Color * Texture.Sample(Sampler, input.TexCoord);
return color;
}
#effect[VS=VS, PS=PS]
@@ -0,0 +1,126 @@
#include "ShaderHelpers.hlsl"
#include "PBR.hlsl"
#define Render 0
#define Inspect_NormalDistribution 1
#define Inspect_GeometryFunction 2
#define Inspect_Fresnel 3
#define Inspect_Normal 4
#define OUTPUT Render
SamplerState Sampler : register(s0);
Texture2D GBuffer_Albedo : register(t0);
Texture2D GBuffer_Normal : register(t1);
Texture2D GBuffer_Tangent : register(t2);
Texture2D GBuffer_Position : register(t3);
Texture2D GBuffer_Material : register(t4);
cbuffer Constants
{
float3 CameraPos;
float2 Scaling;
}
cbuffer LightConstants
{
float3 LightColor;
float Illuminance;
float3 LightDir;
}
struct VS_IN
{
float2 Position : POSITION;
float2 TexCoord : TEXCOORD0;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float2 TexCoord : TEXCOORD;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
output.Position = float4(input.Position, 0, 1);
output.TexCoord = input.TexCoord * Scaling;
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
// Load Data from GBuffer
float4 rawAlbedo = GBuffer_Albedo.Sample(Sampler, input.TexCoord);
float4 rawNormal = GBuffer_Normal.Sample(Sampler, input.TexCoord);
float4 rawTangent = GBuffer_Tangent.Sample(Sampler, input.TexCoord);
float4 rawPosition = GBuffer_Position.Sample(Sampler, input.TexCoord);
float4 rawMaterial = GBuffer_Material.Sample(Sampler, input.TexCoord);
// Extract data from GBuffer
float3 albedo = rawAlbedo.rgb;
//float3 surfaceNormal = normalize(rawNormal.xyz);
float3 worldPosition = rawPosition.xyz;
float metallic = rawMaterial.r;
float roughness = rawMaterial.g;
float3 textureNormal = DecompressNormal(rawNormal.rg);
float3 rawGeoNrm = float3(rawNormal.ba, rawTangent.r);
float3 rawGeoTan = rawTangent.gba;
// Reconstruct normal space
float3 normal = normalize(rawGeoNrm);
float3 tangent = normalize(rawGeoTan - dot(rawGeoTan, normal) * normal);
float3 bitangent = -cross(normal, tangent);
float3x3 tangentTransform = float3x3(tangent, bitangent, normal);
float3 surfaceNormal = mul(textureNormal, tangentTransform);
float3 lightDir = normalize(LightDir);
float3 viewDir = normalize(CameraPos - worldPosition.xyz);
float3 halfway = normalize(lightDir + viewDir);
float n_dot_v = max(dot(surfaceNormal, viewDir), 0.0f);
float n_dot_h = max(dot(surfaceNormal, halfway), 0.0f);
float n_dot_l = max(dot(surfaceNormal, lightDir), 0.0f);
float nrmDist = NormalDistributionGGX(surfaceNormal, halfway, roughness);
float geo = GeometrySmith(surfaceNormal, viewDir, lightDir, roughness);
float3 F0 = 0.04f;
F0 = lerp(F0, albedo, metallic);
float3 fresnel = FresnelSchlick(n_dot_h, F0);
float3 ks = fresnel;
float3 kd = 1.0f - ks;
// Metals have no diffuse light
kd *= 1.0f - metallic;
float3 diffuse = albedo / PI;
float3 specular = (nrmDist * fresnel * geo) / max(4 * n_dot_v * n_dot_l, 0.0001f);
float3 luminanceColor = LightColor * Illuminance;
float3 final = (kd * diffuse + specular) * luminanceColor * n_dot_l;
#if OUTPUT == Inspect_NormalDistribution
final = max(final - 10000000, nrmDist.xxx);
#elif OUTPUT == Inspect_GeometryFunction
final = max(final - 10000000, geo.xxx);
#elif OUTPUT == Inspect_Fresnel
final = max(final - 10000000, fresnel);
#elif OUTPUT == Inspect_Normal
final = max(final - 10000000, surfaceNormal / 2 + 0.5f);
#endif
return float4(final, 1);
}
#pragma Effect[VS = VS; PS = PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -0,0 +1,74 @@
#define EDITOR
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants : register(b0)
{
float4x4 ViewProjection;
};
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Transform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
#ifdef EDITOR
uint EntityId : ENTITYID;
#endif
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD;
float4 Color : COLOR;
#ifdef EDITOR
nointerpolation uint EntityId : ENTITYID;
#endif
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color;
// Premultiply Alpha
output.Color.rgb *= output.Color.a;
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
struct PS_Output
{
float4 Color : SV_Target0;
#ifdef EDITOR
uint EntityId : SV_TARGET1;
#endif
};
PS_Output PS(PS_Input input)
{
PS_Output output;
output.Color = Texture.Sample(Sampler, input.Texcoord) * input.Color;
clip(output.Color.a - 0.001f);
#ifdef EDITOR
output.EntityId = input.EntityId;
#endif
return output;
}
#pragma Effect[VS = VS; PS = PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
@@ -1,84 +0,0 @@
cbuffer SceneConstants
{
float4x4 ViewProjection = float4x4(1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
}
cbuffer ObjectConstants
{
float4x4 Transform;
}
cbuffer Constants
{
float4 BaseColor;
float3 LightDir;
}
cbuffer SkinningMatrices
{
matrix SkinningMatrices[255];
float3x3 InvTransSkinningMatrices[255];
}
struct VS_IN
{
float3 Position : POSITION;
float3 Normal : NORMAL;
uint4 JointIndices : JOINTS_0;
float4 JointWeights : WEIGHTS_0;
};
struct PS_IN
{
float4 Position : SV_POSITION;
float3 Normal : NORMAL;
};
PS_IN VS(VS_IN input)
{
PS_IN output;
// Unanimated position in modelspace
float4 positionRaw = float4(input.Position, 1);
// Calculate animated position in modelspace
float4 position =
mul(SkinningMatrices[input.JointIndices.x], positionRaw) * input.JointWeights.x +
mul(SkinningMatrices[input.JointIndices.y], positionRaw) * input.JointWeights.y +
mul(SkinningMatrices[input.JointIndices.z], positionRaw) * input.JointWeights.z +
mul(SkinningMatrices[input.JointIndices.w], positionRaw) * input.JointWeights.w;
float3 normal =
mul(InvTransSkinningMatrices[input.JointIndices.x], input.Normal) * input.JointWeights.x +
mul(InvTransSkinningMatrices[input.JointIndices.y], input.Normal) * input.JointWeights.y +
mul(InvTransSkinningMatrices[input.JointIndices.z], input.Normal) * input.JointWeights.z +
mul(InvTransSkinningMatrices[input.JointIndices.w], input.Normal) * input.JointWeights.w;
//position = saturate(position - 1000) + positionRaw;
//float4 position = mul(SkinningMatrices[input.JointIndices.x], positionRaw);
float4 worldPosition = mul(Transform, position);
output.Position = mul(ViewProjection, worldPosition);
output.Normal = mul((float3x3)Transform, normal);
return output;
}
float4 PS(PS_IN input) : SV_TARGET
{
input.Normal = normalize(input.Normal);
float shading = dot(LightDir, input.Normal);
//float shading = dot(LightDir, LightDir) + 1;
shading = clamp(shading, 0.0f, 1.0f);
return BaseColor * shading;
}
#effect[VS=VS,PS=PS]
@@ -0,0 +1,52 @@
Texture2D Texture : register(t0);
SamplerState Sampler : register(s0);
cbuffer Constants
{
float4x4 ViewProjection;
float ColorOffset = 0.5f;
float AlphaOffset = 0.0f;
float ColorScale = 0.5f;
float AlphaScale = 1.0f;
float2 TextureSizeInPixels;
}
struct VS_Input
{
float2 Position : POSITION;
float2 Texcoord : TEXCOORD0;
float4x4 Transform : TRANSFORM;
float4 Color : COLOR;
float4 UVTransform : TEXCOORD1;
};
struct PS_Input
{
float4 Position : SV_Position;
float2 Texcoord : TEXCOORD0;
float4 Color : COLOR;
};
PS_Input VS(VS_Input input)
{
PS_Input output;
output.Position = mul(ViewProjection, mul(input.Transform, float4(input.Position, 0.0f, 1.0f)));
output.Texcoord = input.UVTransform.xy + input.UVTransform.zw * input.Texcoord;
output.Color = input.Color;
return output;
}
float4 PS(PS_Input input) : SV_Target0
{
float4 color = Texture.Sample(Sampler, input.Texcoord);
float4 final = float4(ColorOffset.xxx, AlphaOffset) + color * float4(ColorScale.xxx, AlphaScale);
return final;
}
#pragma Effect[VS=VS; PS=PS]
@@ -0,0 +1,4 @@
{
AssetLoader = "EffectAssetLoader",
Config = (GlitchyEditor.Assets.EffectAssetLoaderConfig){}
}
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@@ -0,0 +1,23 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -340282346638528859811704183484516925440,
MipMaxLOD = 340282346638528859811704183484516925440,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
Binary file not shown.
@@ -0,0 +1,23 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -340282346638528859811704183484516925440,
MipMaxLOD = 340282346638528859811704183484516925440,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
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@@ -0,0 +1,31 @@
{
Effect = "Shaders/myEffect.hlsl",
Textures = [
"AlbedoTexture": "Textures/rocket.png",
"NormalTexture": "Textures/TestMat/rustediron2_normal.png",
"MetallicTexture": "Textures/TestMat/rustediron2_metallic.png",
"RoughnessTexture": "Textures/TestMat/rustediron2_roughness.png"
],
Variables = [
"AlbedoColor": .ColorRGBA{
Value = {
R = 1,
G = 1,
B = 1,
A = 1
}
},
"NormalScaling": .Float2{
Value = {
X = 1,
Y = 1
}
},
"MetallicFactor": .Float{
Value = 0
},
"RoughnessFactor": .Float{
Value = 1
}
]
}
@@ -0,0 +1,4 @@
{
AssetLoader = "MaterialAssetLoader",
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}/* No reflection data for GlitchyEditor.Assets.ModelAssetLoaderConfig. Add [BonTarget] or force it */
}
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@@ -0,0 +1,23 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -340282346638528859811704183484516925440,
MipMaxLOD = 340282346638528859811704183484516925440,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
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@@ -0,0 +1,27 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_generateMipMaps = true,
_isSrgb = true,
_samplerStateDescription = {
MinFilter = .Anisotropic,
MagFilter = .Anisotropic,
MipFilter = .Anisotropic,
FilterMode = .Default,
ComparisonFunction = .Never,
AddressModeU = .Wrap,
AddressModeV = .Wrap,
AddressModeW = .Wrap,
MipLODBias = 0,
MipMinLOD = 0,
MipMaxLOD = 3,
MaxAnisotropy = 16,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
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@@ -0,0 +1,27 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_generateMipMaps = false,
_isSrgb = false,
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
FilterMode = .Default,
ComparisonFunction = .Never,
AddressModeU = .Wrap,
AddressModeV = .Wrap,
AddressModeW = .Clamp,
MipLODBias = 0,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
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@@ -0,0 +1,27 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_generateMipMaps = false,
_isSrgb = false,
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
FilterMode = .Default,
ComparisonFunction = .Never,
AddressModeU = .Wrap,
AddressModeV = .Wrap,
AddressModeW = .Clamp,
MipLODBias = 2.5999999,
MipMinLOD = -Infinity,
MipMaxLOD = Infinity,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
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@@ -0,0 +1,27 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_generateMipMaps = false,
_isSrgb = true,
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
FilterMode = .Default,
ComparisonFunction = .Never,
AddressModeU = .Wrap,
AddressModeV = .Wrap,
AddressModeW = .Clamp,
MipLODBias = 0,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
@@ -0,0 +1,31 @@
{
Effect = "Shaders\\myEffect.hlsl",
Textures = [
"AlbedoTexture": "Textures\\TestMat\\rustediron2_albedo.png",
"NormalTexture": "Textures\\TestMat\\rustediron2_normal.png",
"MetallicTexture": "Textures\\TestMat\\rustediron2_metallic.png",
"RoughnessTexture": "Textures\\TestMat\\rustediron2_roughness.png"
],
Variables = [
"AlbedoColor": .ColorRGBA{
Value = {
R = 1,
G = 1,
B = 1,
A = 1
}
},
"NormalScaling": .Float2{
Value = {
X = 1,
Y = 1
}
},
"MetallicFactor": .Float{
Value = 1
},
"RoughnessFactor": .Float{
Value = 1
}
]
}
@@ -0,0 +1,4 @@
{
AssetLoader = "MaterialAssetLoader",
Config = (GlitchyEditor.Assets.ModelAssetLoaderConfig){}
}
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@@ -0,0 +1,23 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -340282346638528859811704183484516925440,
MipMaxLOD = 340282346638528859811704183484516925440,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
Binary file not shown.
@@ -0,0 +1,24 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_isSrgb = true,
_samplerStateDescription = {
MinFilter = .Linear,
MagFilter = .Linear,
MipFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -3.40282347e+38,
MipMaxLOD = 3.40282347e+38,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
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@@ -0,0 +1,22 @@
{
AssetLoader = "EditorTextureAssetLoader",
Config = (GlitchyEditor.Assets.EditorTextureAssetLoaderConfig){
_isSrgb = true,
_samplerStateDescription = {
MinFilter = .Linear,
ComparisonFunction = .Never,
AddressModeU = .Clamp,
AddressModeV = .Clamp,
AddressModeW = .Clamp,
MipMinLOD = -340282346638528859811704183484516925440,
MipMaxLOD = 340282346638528859811704183484516925440,
MaxAnisotropy = 1,
BorderColor = {
R = 1,
G = 1,
B = 1,
A = 1
}
}
}
}
+121
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@@ -0,0 +1,121 @@
using System;
using GlitchyEngine;
using System.IO;
using Bon;
using GlitchyEngine.Content;
namespace GlitchyEditor;
[BonTarget]
class AssetConfig
{
[BonIgnore]
public bool IgnoreFile = false;
[BonInclude]
public String AssetLoader ~ delete _;
[BonInclude]
public AssetLoaderConfig Config ~ delete _;
}
class AssetFile
{
private EditorContentManager _contentManager;
private String _path;
private String _identifier;
private String _assetConfigPath;
private AssetConfig _assetConfig ~ delete _;
private bool _isDirectory;
private Asset _loadedAsset;
public bool IsDirectory => _isDirectory;
public StringView FilePath => _path;
public StringView Identifier => _identifier;
public const String ConfigFileExtension = ".ass";
public AssetConfig AssetConfig => _assetConfig;
public Asset LoadedAsset => _loadedAsset;
[AllowAppend]
public this(EditorContentManager contentManager, StringView identifier, StringView path, bool isDirectory)
{
String identifierBuffer = append String(identifier);
String pathBuffer = append String(path);
String configPathBuffer = append String(path.Length + ConfigFileExtension.Length);
_identifier = identifierBuffer;
_path = pathBuffer;
configPathBuffer..Append(path).Append(ConfigFileExtension);
_assetConfigPath = configPathBuffer;
_contentManager = contentManager;
_isDirectory = isDirectory;
Log.EngineLogger.AssertDebug(File.Exists(_path), "File doesn't exist.");
FindAssetConfig();
}
// Loads the asset config (.ass) file or creates it.
private void FindAssetConfig()
{
if (File.Exists(_assetConfigPath))
{
LoadAssetConfig();
}
else
{
CreateDefaultAssetLoader();
}
}
private void CreateDefaultAssetLoader()
{
String fileExtension = Path.GetExtension(_path, .. scope .());
_assetConfig = new AssetConfig();
var assetLoader = _contentManager.GetDefaultAssetLoader(fileExtension);
// We don't have a loader -> we don't need a config
if (assetLoader == null)
return;
_assetConfig.AssetLoader = new String();
assetLoader.GetType().GetName(_assetConfig.AssetLoader);
_assetConfig.Config = assetLoader?.GetDefaultConfig();
_assetConfig.Config?.[Friend]_changed = true;
SaveAssetConfig();
}
private void LoadAssetConfig()
{
if (Bon.DeserializeFromFile(ref _assetConfig, _assetConfigPath) case .Err)
{
Log.EngineLogger.Error($"Failed to load asset config {_assetConfigPath}");
// TODO: Handle failure of asset config loading
Runtime.NotImplemented();
}
}
public void SaveAssetConfig()
{
gBonEnv.serializeFlags |= .Verbose;
Bon.SerializeIntoFile(_assetConfig, _assetConfigPath);
_assetConfig.Config.[Friend]_changed = false;
}
}
+426
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@@ -0,0 +1,426 @@
using GlitchyEngine;
using GlitchyEngine.Collections;
using GlitchyEngine.Renderer;
using System;
using System.Collections;
using System.IO;
using System.Linq;
namespace GlitchyEditor.Assets;
public class AssetNode
{
public String Name ~ delete _;
public String Path ~ delete _;
public bool IsDirectory;
public AssetFile AssetFile ~ delete _;
public List<SubAsset> SubAssets ~ {
SubAssets?.ClearAndDeleteItems();
delete SubAssets;
}
public Texture2D PreviewImage ~ _?.ReleaseRef();
}
public class SubAsset
{
public AssetNode Asset;
public String Name ~ delete _;
//public String AssetInternalPath ~ delete _;
public Texture2D PreviewImage ~ _?.ReleaseRef();
}
public static class AssetIdentifier
{
public const char8 DirectorySeparatorChar = '/';
public static void Fixup(String assetIdentifier)
{
const String DotSeperator = $".{DirectorySeparatorChar}";
const String SeperatorDot = $"{DirectorySeparatorChar}.";
assetIdentifier.Replace('\\', DirectorySeparatorChar);
assetIdentifier.Replace(DotSeperator, "");
assetIdentifier.Replace(SeperatorDot, "");
if (assetIdentifier.StartsWith(DirectorySeparatorChar))
assetIdentifier.Remove(0, 1);
}
}
class AssetHierarchy
{
FileSystemWatcher fsw ~ {
_.StopRaisingEvents();
delete _;
};
bool _fileSystemDirty = false;
internal TreeNode<AssetNode> _assetHierarchy = null ~ DeleteTreeAndChildren!(_);
private append Dictionary<StringView, TreeNode<AssetNode>> _pathToAssetNode = .();
private append String _contentDirectory = .();
private EditorContentManager _contentManager;
public StringView ContentDirectory
{
get => _contentDirectory;
private set
{
_contentDirectory.Clear();
_contentDirectory.Append(value);
Path.Fixup(_contentDirectory);
}
}
public this(EditorContentManager contentManager)
{
_contentManager = contentManager;
}
public void SetContentDirectory(StringView contentDirectory)
{
ContentDirectory = contentDirectory;
_fileSystemDirty = true;
SetupFileSystemWatcher();
Update();
}
/// Initializes the FSW for the current ContentDirectory and registers the events.
private void SetupFileSystemWatcher()
{
delete fsw;
fsw = new FileSystemWatcher(_contentDirectory);
fsw.IncludeSubdirectories = true;
fsw.OnChanged.Add(new (filename) => {
// Note: Gets fired for a directory if a file inside it is created/removed
Log.EngineLogger.Trace($"File content changed (\"{filename}\")");
//_fileSystemDirty = true;
FileContentChanged(filename);
});
fsw.OnCreated.Add(new (filename) => {
Log.EngineLogger.Trace($"File created (\"{filename}\")");
_fileSystemDirty = true;
});
fsw.OnDeleted.Add(new (filename) => {
Log.EngineLogger.Trace($"File deleted (\"{filename}\")");
_fileSystemDirty = true;
});
fsw.OnRenamed.Add(new (oldName, newName) => {
Log.EngineLogger.Trace($"File renamed (From \"{oldName}\" to \"{newName}\")");
//_fileSystemDirty = true;
FileRenamed(oldName, newName);
/*String contentFilePath = scope String();
Path.InternalCombine(contentFilePath, ContentDirectory, oldName);
//_fileSystemDirty = true;
TreeNode<AssetNode> fileNode = GetNodeFromPath(contentFilePath);
fileNode->*/
});
fsw.StartRaisingEvents();
}
/// Gets the tree node for the given filePath or .Err, if the file/directory doesn't exist.
/// @param filePath the path for which to return the tree node.
/// @remarks Do not hold a reference to the TreeNode because it can become invalid when the file hierarchy changes.
public Result<TreeNode<AssetNode>> GetNodeFromPath(StringView filePath)
{
if (_pathToAssetNode.TryGetValue(filePath, let treeNode))
{
return treeNode;
}
return .Err;
}
public bool FileExists(StringView filePath)
{
return _pathToAssetNode.ContainsKey(filePath);
}
public void Update()
{
// TODO: do we really need to do this in the update loop?
if (_fileSystemDirty)
{
UpdateFiles();
}
}
/// Rebuilds the asset file hierarchy.
private void UpdateFiles()
{
Log.EngineLogger.Trace($"Updating asset hierarchy");
if (_assetHierarchy == null)
{
// TODO: move to init?
_assetHierarchy = new TreeNode<AssetNode>(new AssetNode());
_assetHierarchy->Path = new String(ContentDirectory);
_assetHierarchy->Name = new String("Content");
_assetHierarchy->IsDirectory = true;
Log.EngineLogger.Trace($"Created directory node for: \"{_assetHierarchy->Path}\"");
_pathToAssetNode.Add(ContentDirectory, _assetHierarchy);
}
void HandleFile(AssetNode node)
{
String identifier = scope .(node.Path.Length);
Path.GetRelativePath(node.Path, _contentDirectory, identifier);
AssetIdentifier.Fixup(identifier);
node.AssetFile = new AssetFile(_contentManager, identifier, node.Path, node.IsDirectory);
}
/// Determines the files that belong to the given directory and adds them to the tree.
void AddFilesOfDirectory(TreeNode<AssetNode> directory)
{
// Filter that accepts all files.
String filter = scope $"{directory->Path}/*";
// Buffer used to hold the path of the files iterated below.
String filepathBuffer = scope String(256);
// Buffer used to hold the file extension of the files iterated below.
String extensionBuffer = scope String(16);
for (var entry in Directory.Enumerate(filter, .Files))
{
entry.GetFilePath(filepathBuffer..Clear());
Path.GetExtension(filepathBuffer, .. extensionBuffer..Clear());
// Ignore meta files.
if (extensionBuffer.Equals(AssetFile.ConfigFileExtension, .OrdinalIgnoreCase))
continue;
TreeNode<AssetNode> treeNode = directory.Children.Where(scope (node) => node.Value.Path == filepathBuffer).FirstOrDefault();
if (treeNode == null)
{
AssetNode assetNode = new AssetNode();
assetNode.Name = new String();
Path.GetFileName(filepathBuffer, assetNode.Name);
filepathBuffer.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
assetNode.Path = new String(filepathBuffer);
assetNode.IsDirectory = false;
treeNode = directory.AddChild(assetNode);
_pathToAssetNode.Add(assetNode.Path, treeNode);
//GrabSubAssets(node);
HandleFile(treeNode.Value);
Log.EngineLogger.Trace($"Created file node for: \"{assetNode.Path}\"");
}
}
}
void RemoveOrphanedEntries(TreeNode<AssetNode> node)
{
/// Removes the node and its children from _pathToAssetNode
void RemoveSubtree(TreeNode<AssetNode> tree)
{
_pathToAssetNode.Remove(tree->Path);
for (var child in tree.Children)
{
RemoveSubtree(child);
}
}
for (TreeNode<AssetNode> child in node.Children)
{
if (!Directory.Exists(child->Path) && !File.Exists(child->Path))
{
Log.EngineLogger.Trace($"Removed orphaned node for: \"{child->Path}\"");
@child.Remove();
RemoveSubtree(child);
DeleteTreeAndChildren!(child);
}
}
}
/// Adds the given directory to the specified tree.
/// Recursively adds all Files and Subdirectories.
void AddDirectoryToTree(String path, TreeNode<AssetNode> parentNode)
{
path.Replace(Path.AltDirectorySeparatorChar, Path.DirectorySeparatorChar);
// Try to find the node for the specified path in the given parent
TreeNode<AssetNode> treeNode = parentNode.Children.Where(scope (node) => node.Value.Path == path).FirstOrDefault();
// Create new Node for the Directory, if no TreeNode exists.
if (treeNode == null)
{
AssetNode assetNode = new AssetNode();
assetNode.Path = new String(path);
assetNode.Name = new String();
assetNode.IsDirectory = true;
Path.GetFileName(assetNode.Path, assetNode.Name);
treeNode = parentNode.AddChild(assetNode);
_pathToAssetNode.Add(assetNode.Path, treeNode);
Log.EngineLogger.Trace($"Created directory node for: \"{assetNode.Path}\"");
}
String directoryNameBuffer = scope String(256);
// Filter that finds all entries of a directory.
String filter = scope $"{path}/*";
for (var directory in Directory.Enumerate(filter, .Directories))
{
directory.GetFilePath(directoryNameBuffer..Clear());
AddDirectoryToTree(directoryNameBuffer, treeNode);
}
AddFilesOfDirectory(treeNode);
RemoveOrphanedEntries(treeNode);
}
String filter = scope $"{ContentDirectory}/*";
String directoryNameBuffer = scope String(256);
for (var directory in Directory.Enumerate(filter, .Directories))
{
directory.GetFilePath(directoryNameBuffer..Clear());
AddDirectoryToTree(directoryNameBuffer, _assetHierarchy);
}
RemoveOrphanedEntries(_assetHierarchy);
_fileSystemDirty = false;
}
private void FileContentChanged(StringView fileName)
{
var fileName;
// Config files aren't really tracked but changing them effectively changes the corresponding file
// so we fire the event for them.
if (fileName.EndsWith(AssetFile.ConfigFileExtension))
fileName.RemoveFromEnd(AssetFile.ConfigFileExtension.Length);
String fileNameWithContentRoot = scope .();
Path.InternalCombine(fileNameWithContentRoot, _contentDirectory, fileName);
var nodeResult = GetNodeFromPath(fileNameWithContentRoot);
TreeNode<AssetNode> node = null;
if (!(nodeResult case .Ok(out node)))
{
// This happens, when we create new files.
Log.EngineLogger.Trace($"Could not find node for file \"{fileNameWithContentRoot}\"");
return;
}
// Don't fire event for directories.
if (node->IsDirectory)
return;
OnFileContentChanged(node.Value);
}
private void FileRenamed(StringView oldFilePath, StringView newFilePath)
{
var oldFilePath;
// Ignore Config files.
if (oldFilePath.EndsWith(AssetFile.ConfigFileExtension))
return;
String oldFileNameWithContentRoot = scope .();
Path.InternalCombine(oldFileNameWithContentRoot, _contentDirectory, oldFilePath);
String newFileNameWithContentRoot = scope .();
Path.InternalCombine(newFileNameWithContentRoot, _contentDirectory, newFilePath);
// Rename config file
{
String oldConfigFileName = scope $"{oldFileNameWithContentRoot}{AssetFile.ConfigFileExtension}";
String newConfigFileName = scope $"{newFileNameWithContentRoot}{AssetFile.ConfigFileExtension}";
if (File.Exists(oldConfigFileName) && !File.Exists(newConfigFileName))
{
if (File.Move(oldConfigFileName, newConfigFileName) case .Err(let value))
{
Log.EngineLogger.Error($"Failed to move file {oldConfigFileName} to {newConfigFileName}. Code: {value}");
}
}
}
var nodeResult = GetNodeFromPath(oldFileNameWithContentRoot);
TreeNode<AssetNode> node = null;
if (!(nodeResult case .Ok(out node)))
{
// This happens, when we create new files.
Log.EngineLogger.Trace($"Could not find node for file \"{oldFileNameWithContentRoot}\"");
return;
}
_pathToAssetNode.Remove(oldFileNameWithContentRoot);
node->Path.Set(newFileNameWithContentRoot);
_pathToAssetNode.Add(node->Path, node);
node->Name.Clear();
Path.GetFileName(newFileNameWithContentRoot, node->Name);
String oldIdentifier = scope .(node->AssetFile.[Friend]_identifier);
node->AssetFile.[Friend]_path.Set(node->Path);
node->AssetFile.[Friend]_identifier.Set(newFilePath);
AssetIdentifier.Fixup(node->AssetFile.[Friend]_identifier);
node->AssetFile.[Friend]_assetConfigPath..Set(node->Path).Append(AssetFile.ConfigFileExtension);
OnFileRenamed(node.Value, oldIdentifier);
}
public delegate void FileContentChangedFunc(AssetNode node);
public Event<FileContentChangedFunc> OnFileContentChanged ~ _.Dispose();
public delegate void FileRenamedFunc(AssetNode node, StringView oldName);
public Event<FileRenamedFunc> OnFileRenamed ~ _.Dispose();
}
@@ -0,0 +1,15 @@
namespace GlitchyEditor.Assets;
abstract class AssetPropertiesEditor
{
private AssetFile _asset;
public AssetFile Asset => _asset;
public this(AssetFile asset)
{
_asset = asset;
}
public abstract void ShowEditor();
}
@@ -0,0 +1,62 @@
using Bon;
using GlitchyEngine.Content;
using System;
using System.Collections;
using System.IO;
using GlitchyEngine;
using GlitchyEngine.Renderer;
namespace GlitchyEditor.Assets;
class EffectAssetPropertiesEditor : AssetPropertiesEditor
{
public this(AssetFile asset) : base(asset)
{
}
public override void ShowEditor()
{
}
public static AssetPropertiesEditor Factory(AssetFile assetFile)
{
return new Self(assetFile);
}
}
[BonTarget, BonPolyRegister]
class EffectAssetLoaderConfig : AssetLoaderConfig
{
}
class EffectAssetLoader : IAssetLoader //, IReloadingAssetLoader
{
private static readonly List<StringView> _fileExtensions = new .(){".hlsl"} ~ delete _;
public static List<StringView> FileExtensions => _fileExtensions;
public AssetLoaderConfig GetDefaultConfig()
{
return new EffectAssetLoaderConfig();
}
public Asset LoadAsset(Stream file, AssetLoaderConfig config, StringView assetIdentifier, StringView? subAsset, IContentManager contentManager)
{
Effect effect = new Effect(file, assetIdentifier, contentManager);
return effect;
}
public Asset GetPlaceholderAsset(Type assetType)
{
return default;
}
public Asset GetErrorAsset(Type assetType)
{
return default;
}
}
+10
View File
@@ -0,0 +1,10 @@
using GlitchyEngine.Content;
using System;
using System.IO;
namespace GlitchyEditor.Assets;
interface IAssetSaver
{
Result<void> EditorSaveAsset(Stream file, Asset asset, AssetLoaderConfig config, StringView assetIdentifier, StringView? subAsset, IContentManager contentManager);
}
@@ -0,0 +1,8 @@
using System.IO;
namespace GlitchyEditor.Assets;
interface IReloadingAssetLoader
{
public void ReloadAsset(AssetFile assetFile, Stream data);
}
@@ -0,0 +1,491 @@
using Bon;
using GlitchyEngine.Content;
using System;
using System.Collections;
using System.IO;
using GlitchyEngine;
using GlitchyEngine.Renderer;
using ImGui;
using GlitchyEngine.Math;
using System.Diagnostics;
using Bon.Integrated;
namespace GlitchyEditor.Assets;
class MaterialAssetPropertiesEditor : AssetPropertiesEditor
{
public static bool TryGetValue(Dictionary<String, Variant> parameters, String name, out Variant value)
{
if (parameters.TryGetValue(name, let param))
{
value = param;
return true;
}
value = ?;
return false;
}
mixin DropAssetTarget<T>() where T : Asset
{
AssetHandle handle = .Invalid;
if (ImGui.BeginDragDropTarget())
{
ImGui.Payload* payload = ImGui.AcceptDragDropPayload("CONTENT_BROWSER_ITEM");
if (payload != null)
{
StringView fullpath = .((char8*)payload.Data, (int)payload.DataSize);
handle = Content.LoadAsset(fullpath);
}
ImGui.EndDragDropTarget();
}
handle
}
public this(AssetFile asset) : base(asset)
{
}
public override void ShowEditor()
{
Material material = Asset.LoadedAsset as Material;
if (material == null)
return;
Effect effect = material?.Effect;
if (effect == null)
return;
ShowTextures(material, effect);
ShowVariables(material, effect);
}
private void ShowTextures(Material material, Effect effect)
{
for (let texture in effect.Textures)
{
ImGui.Button(texture.key);
if (ImGui.BeginDragDropTarget())
{
ImGui.Payload* payload = ImGui.AcceptDragDropPayload("CONTENT_BROWSER_ITEM");
if (payload != null)
{
StringView path = .((char8*)payload.Data, (int)payload.DataSize);
AssetHandle<Texture2D> newTexture = Content.LoadAsset(path);
//newTexture.Get().SamplerState = SamplerStateManager.AnisotropicWrap;
material.SetTexture(texture.key, newTexture.Cast<Texture>());
}
ImGui.EndDragDropTarget();
}
}
}
private void ShowVariables(Material material, Effect effect)
{
for (let (name, arguments) in effect.[Friend]_variableDescriptions)
{
let variable = effect.Variables[name];
bool hasPreviewName = TryGetValue(arguments, "Preview", var previewName);
StringView displayName = hasPreviewName ? previewName.Get<String>() : name;
bool hasPreviewType = TryGetValue(arguments, "Type", var previewType);
if (hasPreviewType && previewType.Get<String>() == "Color")
{
Log.EngineLogger.AssertDebug(variable.Type == .Float && variable.Rows == 1);
if (variable.Columns == 3)
{
material.GetVariable<Vector3>(variable.Name, var value);
value = (Vector3)ColorRGB.LinearToSRGB((ColorRGB)value);
if (ImGui.ColorEdit3(displayName.Ptr, *(float[3]*)&value))
{
value = (Vector3)ColorRGB.SRgbToLinear((ColorRGB)value);
material.SetVariable(variable.Name, value);
}
}
else if (variable.Columns == 4)
{
material.GetVariable<Vector4>(variable.Name, var value);
value = (Vector4)ColorRGBA.LinearToSRGB((ColorRGBA)value);
if (ImGui.ColorEdit4(displayName.Ptr, *(float[4]*)&value))
{
value = (Vector4)ColorRGBA.SRgbToLinear((ColorRGBA)value);
material.SetVariable(variable.Name, value);
}
}
}
else if (variable.Type == .Float && variable.Rows == 1)
{
bool hasMin = TryGetValue(arguments, "Min", var min);
bool hasMax = TryGetValue(arguments, "Max", var max);
for (int r < variable.Rows)
{
switch (variable.Columns)
{
case 1:
material.GetVariable<float>(variable.Name, var value);
float[1] minV = hasMin ? min.Get<float[1]>() : .(float.MinValue);
float[1] maxV = hasMax ? max.Get<float[1]>() : .(float.MaxValue);
if (ImGui.EditVector<1>(displayName, ref *(float[1]*)&value, .(), 0.1f, 100.0f, minV, maxV))
material.SetVariable(variable.Name, value);
case 2:
material.GetVariable<Vector2>(variable.Name, var value);
Vector2 minV = hasMin ? min.Get<Vector2>() : .(float.MinValue);
Vector2 maxV = hasMax ? max.Get<Vector2>() : .(float.MaxValue);
if (ImGui.EditVector2(displayName, ref value, .Zero, 0.1f, 100.0f, minV, maxV))
material.SetVariable(variable.Name, value);
case 3:
material.GetVariable<Vector3>(variable.Name, var value);
Vector3 minV = hasMin ? min.Get<Vector3>() : .(float.MinValue);
Vector3 maxV = hasMax ? max.Get<Vector3>() : .(float.MaxValue);
if (ImGui.EditVector3(displayName, ref value, .Zero, 0.1f, 100.0f, minV, maxV))
material.SetVariable(variable.Name, value);
case 4:
material.GetVariable<Vector4>(variable.Name, var value);
Vector4 minV = hasMin ? min.Get<Vector4>() : .(float.MinValue);
Vector4 maxV = hasMax ? max.Get<Vector4>() : .(float.MaxValue);
if (ImGui.EditVector4(displayName, ref value, .Zero, 0.1f, 100.0f, minV, maxV))
material.SetVariable(variable.Name, value);
}
}
}
}
}
public static AssetPropertiesEditor Factory(AssetFile assetFile)
{
return new Self(assetFile);
}
}
[BonTarget, BonPolyRegister]
class MaterialAssetLoaderConfig : AssetLoaderConfig
{
}
[BonTarget]
public enum VariableValue
{
case Float(float Value);
case Float2(Vector2 Value);
case Float3(Vector3 Value);
case Float4(Vector4 Value);
case Int(int Value);
case Int2(Int2 Value);
case Int3(Int3 Value);
case Int4(Int4 Value);
case ColorRGB(ColorRGB Value);
case ColorRGBA(ColorRGBA Value);
case None;
/*static this()
{
gBonEnv.typeHandlers.Add(typeof(Self),
((.)new => VariableValueSerialize, (.)new => VariableValueDeserialize));
}
static void VariableValueSerialize(BonWriter writer, ValueView value, BonEnvironment env)
{
Log.EngineLogger.Assert(value.type == typeof(Self));
let variableValue = value.Get<Self>();
writer.Type(variableValue)
using (writer.ObjectBlock())
{
Serialize.Value(writer, nameof(MaterialFile.Effect), materialFile.Effect, env);
Serialize.Value(writer, nameof(MaterialFile.Textures), materialFile.Textures, env);
}
}
static Result<void> VariableValueDeserialize(BonReader reader, ValueView val, BonEnvironment env)
{
return .Ok;
}*/
}
[BonTarget]
class MaterialFile
{
public String Effect ~ delete _;
public Dictionary<String, String> Textures ~ DeleteDictionaryAndKeysAndValues!(_);
public Dictionary<String, VariableValue> Variables ~
{
if (_ != null)
{
for (var entry in _)
{
delete entry.key;
//delete entry.value;
/*if (entry.value.HasValue)
entry.value->Dispose();*/
}
delete _;
}
};
/*static this()
{
gBonEnv.typeHandlers.Add(typeof(Self),
((.)new => MaterialSerialize, (.)new => MaterialDeserialize));
}
static void MaterialSerialize(BonWriter writer, ValueView value, BonEnvironment env)
{
Log.EngineLogger.Assert(value.type == typeof(Self));
let materialFile = value.Get<Self>();
using (writer.ObjectBlock())
{
Serialize.Value(writer, nameof(MaterialFile.Effect), materialFile.Effect, env);
Serialize.Value(writer, nameof(MaterialFile.Textures), materialFile.Textures, env);
}
}
private static void SerializeVariablesDictionary(BonWriter writer, MaterialFile materialFile, BonEnvironment env)
{
using (writer.ArrayBlock())
{
for (let (name, value) in materialFile.Variables)
{
let keyVal = ValueView(typeof(String), name);
Serialize.Value(writer, keyVal, env);
writer.Pair();
ValueView valueVal;// = ValueView(, entriesPtr + (currentIndex * entryStride) + entryValueOffset);
switch(value.GetType())
{
case typeof(ColorRGBA):
writer.Identifier("ColorRGBA");
default:
}
Serialize.Value(writer, valueVal, env);
}
}
}
static Result<void> MaterialDeserialize(BonReader reader, ValueView val, BonEnvironment env)
{
return .Ok;
}*/
}
class MaterialAssetLoader : IAssetLoader, IAssetSaver //, IReloadingAssetLoader
{
private static readonly List<StringView> _fileExtensions = new .(){".mat"} ~ delete _;
public static List<StringView> FileExtensions => _fileExtensions;
public AssetLoaderConfig GetDefaultConfig()
{
return new ModelAssetLoaderConfig();
}
public Asset LoadAsset(Stream file, AssetLoaderConfig config, StringView assetIdentifier, StringView? subAsset, IContentManager contentManager)
{
StreamReader reader = scope .(file);
String text = scope .();
reader.ReadToEnd(text);
MaterialFile materialFile = scope .();
var result = Bon.Deserialize<MaterialFile>(ref materialFile, text);
if (result case .Err)
{
Log.EngineLogger.Error("Failed to load material.");
Debug.SafeBreak();
return null;
}
Effect fx = Content.GetAsset<Effect>(contentManager.LoadAsset(materialFile.Effect, true), contentManager);
Material material = new Material(fx);
for (let (slotName, textureIdentifier) in materialFile.Textures)
{
AssetHandle<Texture> texture = contentManager.LoadAsset(textureIdentifier);
if (texture.IsInvalid)
{
Log.EngineLogger.Error($"Failed to load texture \"{textureIdentifier}\".");
}
material.SetTexture(slotName, texture);
}
for (let (slotName, variableValue) in materialFile.Variables)
{
switch (variableValue)
{
case .ColorRGBA(let value):
material.SetVariable(slotName, value);
case .ColorRGB(let value):
material.SetVariable(slotName, value);
case .Float(let value):
material.SetVariable(slotName, value);
case .Float2(let value):
material.SetVariable(slotName, value);
case .Float3(let value):
material.SetVariable(slotName, value);
case .Float4(let value):
material.SetVariable(slotName, value);
case .None:
default:
Log.EngineLogger.Error($"Unknown variable type of variable {slotName}: {variableValue}");
}
}
return material;
}
public Result<void> EditorSaveAsset(Stream file, Asset asset, AssetLoaderConfig config, StringView assetIdentifier, StringView? subAsset, IContentManager contentManager)
{
Material material = asset as Material;
if (material == null)
{
Log.EngineLogger.Error("Asset must be a Material!");
return .Err;
}
MaterialFile materialFile = scope .();
materialFile.Effect = new String(material.Effect.Identifier);
materialFile.Textures = new .();
materialFile.Variables = new .();
for (let (slotName, texture) in material.[Friend]_textures)
{
Texture textureAsset = texture.Get();
materialFile.Textures.Add(new String(slotName), new String(textureAsset?.Identifier ?? ""));
}
Effect effect = material.Effect;
if (effect == null)
return .Ok;
for (let (name, arguments) in effect.[Friend]_variableDescriptions)
{
VariableValue variableValue = .None;
let variable = effect.Variables[name];
bool hasPreviewType = MaterialAssetPropertiesEditor.TryGetValue(arguments, "Type", var previewType);
if (hasPreviewType && previewType.Get<String>() == "Color")
{
Log.EngineLogger.AssertDebug(variable.Type == .Float && variable.Rows == 1);
if (variable.Columns == 3)
{
material.GetVariable<ColorRGB>(variable.Name, var value);
value = ColorRGB.LinearToSRGB((ColorRGB)value);
//variantValue = new box value;
variableValue = .ColorRGB(value);
}
else if (variable.Columns == 4)
{
material.GetVariable<ColorRGBA>(variable.Name, var value);
value = ColorRGBA.LinearToSRGB((ColorRGBA)value);
variableValue = .ColorRGBA(value);
}
}
else if (variable.Type == .Float && variable.Rows == 1)
{
switch (variable.Columns)
{
case 1:
material.GetVariable<float>(variable.Name, let value);
variableValue = .Float(value);
case 2:
material.GetVariable<Vector2>(variable.Name, let value);
variableValue = .Float2(value);
case 3:
material.GetVariable<Vector3>(variable.Name, let value);
variableValue = .Float3(value);
case 4:
material.GetVariable<Vector4>(variable.Name, let value);
variableValue = .Float4(value);
}
}
materialFile.Variables.Add(new String(name), variableValue);
}
String text = scope .();
gBonEnv.serializeFlags |= .IncludeDefault | .Verbose;
Bon.Serialize<MaterialFile>(materialFile, text);
StreamWriter writer = scope .(file, .UTF8, 1024);
writer.Write(text);
return .Ok;
}
Material _placeholder;
Material _error;
public Asset GetPlaceholderAsset(Type assetType)
{
return default;
}
public Asset GetErrorAsset(Type assetType)
{
return default;
}
}
@@ -0,0 +1,61 @@
using Bon;
using GlitchyEngine.Content;
using System;
using System.Collections;
using System.IO;
using GlitchyEngine;
namespace GlitchyEditor.Assets;
class ModelAssetPropertiesEditor : AssetPropertiesEditor
{
public this(AssetFile asset) : base(asset)
{
}
public override void ShowEditor()
{
}
public static AssetPropertiesEditor Factory(AssetFile assetFile)
{
return new ModelAssetPropertiesEditor(assetFile);
}
}
[BonTarget, BonPolyRegister]
class ModelAssetLoaderConfig : AssetLoaderConfig
{
}
class ModelAssetLoader : IAssetLoader //, IReloadingAssetLoader
{
private static readonly List<StringView> _fileExtensions = new .(){".gltf", ".glb"} ~ delete _;
public static List<StringView> FileExtensions => _fileExtensions;
public AssetLoaderConfig GetDefaultConfig()
{
return new ModelAssetLoaderConfig();
}
public Asset LoadAsset(Stream file, AssetLoaderConfig config, StringView assetIdentifier, StringView? subAsset, IContentManager contentManager)
{
//Log.EngineLogger.Assert(subAsset != null);
return ModelLoader.LoadMesh(file, subAsset ?? assetIdentifier, 0);
}
public Asset GetPlaceholderAsset(Type assetType)
{
return default;
}
public Asset GetErrorAsset(Type assetType)
{
return default;
}
}
@@ -0,0 +1,6 @@
using System;
namespace Bon.Integrated;
extension Serialize
{
}
@@ -0,0 +1,371 @@
using System;
using System.Collections;
using Bon;
using System.IO;
using GlitchyEngine;
using GlitchyEngine.Content;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using DirectXTK;
using ImGui;
namespace GlitchyEditor.Assets;
class TextureAssetPropertiesEditor : AssetPropertiesEditor
{
EditorTextureAssetLoaderConfig _textureConfig;
public this(AssetFile asset) : base(asset)
{
_textureConfig = asset.AssetConfig.Config as EditorTextureAssetLoaderConfig;
}
static char8*[3] _filterFuncNames = char8*[]("Point", "Linear", "Anisotropic");
public override void ShowEditor()
{
if (_textureConfig == null)
return;
bool generateMips = _textureConfig.GenerateMipMaps;
if (ImGui.Checkbox("Generate Mip Maps", &generateMips))
_textureConfig.GenerateMipMaps = generateMips;
bool isSrgb = _textureConfig.IsSRGB;
if (ImGui.Checkbox("Is sRGB", &isSrgb))
_textureConfig.IsSRGB = isSrgb;
SamplerStateDescription samplerStateDescription = _textureConfig.SamplerStateDescription;
void ShowFilterCombo(String label, ref FilterFunction filterFunction)
{
int32 selectedFilter = filterFunction.Underlying;
if (ImGui.Combo(label, &selectedFilter, &_filterFuncNames, 3))
filterFunction = (.)selectedFilter;
}
ImGui.Separator();
ImGui.TextUnformatted("Texture Filtering:");
ImGui.Separator();
ImGui.EnumCombo("Min Filter", ref samplerStateDescription.MinFilter);
ImGui.AttachTooltip("""
Sampling method used for minification.
If set to "Anisotropic" all Filters are set to "Anisotropic" internally.
""");
ImGui.EnumCombo("Mag Filter", ref samplerStateDescription.MagFilter);
ImGui.AttachTooltip("""
Sampling method used for magnification.
If set to "Anisotropic" all Filters are set to "Anisotropic" internally.
""");
ImGui.EnumCombo("Mip Map Filter", ref samplerStateDescription.MipFilter);
ImGui.AttachTooltip("""
Method used for mip-level sampling.
If set to "Anisotropic" all Filters are set to "Anisotropic" internally.
""");
if (samplerStateDescription.MagFilter == .Anisotropic ||
samplerStateDescription.MinFilter == .Anisotropic ||
samplerStateDescription.MipFilter == .Anisotropic)
{
ImGui.SliderScalar("Anisotropy Level", ref samplerStateDescription.MaxAnisotropy, 1, 16);
}
ImGui.NewLine();
ImGui.EnumCombo("Filter Mode", ref samplerStateDescription.FilterMode);
ImGui.AttachTooltip("Filtering method to use when sampling a texture.");
if (samplerStateDescription.FilterMode == .Comparison)
{
ImGui.EnumCombo("Comparison Function", ref samplerStateDescription.ComparisonFunction);
ImGui.AttachTooltip("""
The function that is used to compare the sampled data against the existing sampled data.
Only applies if Filter Mode is set to FilterMode.Comparison.
""");
}
ImGui.Separator();
ImGui.TextUnformatted("Wrapping");
ImGui.Separator();
ImGui.EnumCombo("Wrap Mode U", ref samplerStateDescription.AddressModeU);
ImGui.AttachTooltip("Method to use for resolving a u texture coordinate that is outside the 0 to 1 range.");
ImGui.EnumCombo("Wrap Mode V", ref samplerStateDescription.AddressModeV);
ImGui.AttachTooltip("Method to use for resolving a v texture coordinate that is outside the 0 to 1 range.");
ImGui.EnumCombo("Wrap Mode W", ref samplerStateDescription.AddressModeW);
ImGui.AttachTooltip("Method to use for resolving a w texture coordinate that is outside the 0 to 1 range.");
if (samplerStateDescription.AddressModeU == .Border ||
samplerStateDescription.AddressModeV == .Border ||
samplerStateDescription.AddressModeW == .Border)
{
ImGui.ColorEdit4("Border Color", ref samplerStateDescription.BorderColor);
}
ImGui.Separator();
ImGui.TextUnformatted("Mip Maps");
ImGui.Separator();
ImGui.DragFloat("Mip LOD Bias", &samplerStateDescription.MipLODBias, 0.1f);
ImGui.AttachTooltip("""
Offset from the calculated mipmap level.
For example, if the GPU calculates that a texture should be sampled at mipmap level 3 and "Mip LOD Bias" is 2, then the texture will be sampled at mipmap level 5.
""");
ImGui.DragFloat("Min Mip LOD", &samplerStateDescription.MipMinLOD);
ImGui.AttachTooltip("Lower end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed.");
ImGui.DragFloat("Max LOD Bias", &samplerStateDescription.MipMaxLOD);
ImGui.AttachTooltip("""
Upper end of the mipmap range to clamp access to, where 0 is the largest and most detailed mipmap level and any level higher than that is less detailed.
This value must be greater than or equal to "Min Mip LOD". To have no upper limit on LOD set this to a large value.
""");
_textureConfig.SamplerStateDescription = samplerStateDescription;
}
public static AssetPropertiesEditor Factory(AssetFile assetFile)
{
return new TextureAssetPropertiesEditor(assetFile);
}
}
[BonTarget, BonPolyRegister]
class EditorTextureAssetLoaderConfig : AssetLoaderConfig
{
[BonInclude]
private bool _generateMipMaps;
[BonInclude]
private bool _isSrgb;
[BonInclude]
private SamplerStateDescription _samplerStateDescription = .();
public bool GenerateMipMaps
{
get => _generateMipMaps;
set => SetIfChanged(ref _generateMipMaps, value);
}
public bool IsSRGB
{
get => _isSrgb;
set => SetIfChanged(ref _isSrgb, value);
}
public SamplerStateDescription SamplerStateDescription
{
get => _samplerStateDescription;
set => SetIfChanged(ref _samplerStateDescription, value);
}
}
class EditorTextureAssetLoader : IAssetLoader//, IReloadingAssetLoader
{
private static readonly List<StringView> _fileExtensions = new .(){".png", ".dds"} ~ delete _; // ".jpg", ".bmp"
public static List<StringView> FileExtensions => _fileExtensions;
public AssetLoaderConfig GetDefaultConfig()
{
return new EditorTextureAssetLoaderConfig();
}
public Asset LoadAsset(Stream data, AssetLoaderConfig config, StringView assetIdentifier, StringView? subAsset, IContentManager contentManager)
{
var config;
if (config == null)
{
config = GetDefaultConfig();
defer:: delete config;
}
Log.EngineLogger.AssertDebug(config is EditorTextureAssetLoaderConfig, "config has wrong type.");
return LoadTexture(data, (EditorTextureAssetLoaderConfig)config);
}
const String PngMagicWord = "\x89\x50\x4E\x47\x0D\x0A\x1A\x0A";
const String DdsMagicWord = "DDS ";
enum TextureType
{
Unknown,
DDS,
PNG
}
private static TextureType GetTextureType(Stream data)
{
int64 position = data.Position;
var readResult = data.Read<char8[8]>();
data.Position = position;
char8[8] magicWord;
if (readResult case .Ok(out magicWord))
{
StringView strView = .(&magicWord, magicWord.Count);
if (strView.StartsWith(PngMagicWord))
{
return .PNG;
}
else if (strView.StartsWith(DdsMagicWord))
{
return .DDS;
}
else
{
Runtime.FatalError("Unknown image format.");
}
}
return .Unknown;
}
private static Texture LoadTexture(Stream data, EditorTextureAssetLoaderConfig config)
{
Debug.Profiler.ProfileResourceFunction!();
Texture texture = null;
switch(GetTextureType(data))
{
case .DDS:
texture = LoadDds(data, config);
case .PNG:
texture = LoadPng(data, config);
case .Unknown:
Log.EngineLogger.Error("Unknown texture format.");
texture = null;
}
if (texture != null)
{
SetSampler(texture, config);
texture.[Friend]Complete = true;
}
return texture;
}
private static Texture2D LoadPng(Stream data, EditorTextureAssetLoaderConfig config)
{
Debug.Profiler.ProfileResourceFunction!();
uint8[] pngData = new:ScopedAlloc! uint8[data.Length];
var result = data.TryRead(pngData);
if (result case .Err(let err))
{
Log.EngineLogger.Error($"Failed to read data from stream. Texture: Error: {err}");
return null;
}
uint8* rawData = null;
defer
{
if (rawData != null)
LodePng.LodePng.Free(rawData);
}
uint32 width = 0, height = 0;
{
Debug.Profiler.ProfileResourceScope!("LodePng.LodePng.Decode32");
uint32 errorCode = LodePng.LodePng.Decode32(&rawData, &width, &height, pngData.Ptr, (.)pngData.Count);
if (errorCode != 0)
{
Log.EngineLogger.Error($"Failed to decode PNG file {errorCode}.");
return null;
}
}
Texture2DDesc desc = .(width, height, config.IsSRGB ? .R8G8B8A8_UNorm_SRGB : .R8G8B8A8_UNorm, 1, 1, .Immutable);
Texture2D texture = new Texture2D(desc);
texture.SetData<Color>((.)rawData);
// TODO: Generate mip maps
return texture;
}
private static Texture LoadDds(Stream data, EditorTextureAssetLoaderConfig config)
{
// TODO: Move the loading of Dds files here.
Texture2D texture = new [Friend]Texture2D(data);
return texture;
}
private static void SetSampler(Texture texture, EditorTextureAssetLoaderConfig config)
{
using (SamplerState samplerState = SamplerStateManager.GetSampler(config.SamplerStateDescription))
{
texture.SamplerState = samplerState;
}
}
private static Texture2D _placeholder2D;
private static Texture2D _error2D;
public Asset GetPlaceholderAsset(Type assetType)
{
switch (assetType)
{
case typeof(Texture2D):
fallthrough;
default:
if (_placeholder2D == null)
{
Texture2DDesc desc = .(1, 1, .R8G8B8A8_UNorm, 1, 1, .Immutable, .None);
_placeholder2D = new Texture2D(desc);
_placeholder2D.SamplerState = SamplerStateManager.PointWrap;
Color color = Color.Cyan;
_placeholder2D.SetData<Color>(&color);
Content.ManageAsset(_placeholder2D);
_placeholder2D.ReleaseRef();
_placeholder2D.[Friend]Complete = false;
}
return _placeholder2D;
}
}
public Asset GetErrorAsset(Type assetType)
{
switch (assetType)
{
case typeof(Texture2D):
fallthrough;
default:
if (_error2D == null)
{
Texture2DDesc desc = .(2, 2, .R8G8B8A8_UNorm, 1, 1, .Immutable, .None);
_error2D = new Texture2D(desc);
_error2D.SamplerState = SamplerStateManager.PointWrap;
Color[4] color = .(Color.HotPink, Color.Black, Color.Black, Color.HotPink);
_error2D.SetData<Color>(&color);
Content.ManageAsset(_error2D);
_error2D.ReleaseRef();
_placeholder2D.[Friend]Complete = true;
}
return _error2D;
}
}
}
@@ -2,75 +2,138 @@ using ImGui;
using GlitchyEngine.World;
using System;
using GlitchyEngine.Math;
using System.Collections;
using GlitchyEngine.Renderer;
using GlitchyEngine;
using GlitchyEngine.Content;
namespace GlitchyEditor.EditWindows
{
class ComponentEditWindow
using internal GlitchyEngine.World.TransformComponent;
class ComponentEditWindow : EditorWindow
{
public const String s_WindowTitle = "Components";
private Editor _editor;
private bool _open = true;
private EntityHierarchyWindow _entityHierarchyWindow;
public Editor Editor => _editor;
public bool Open
private List<(Type, ComponentAttribute attribute)> _componentTypes = new .() ~ delete _;
public this(EntityHierarchyWindow entityHierarchyWindow)
{
get => _open;
set => _open = value;
_entityHierarchyWindow = entityHierarchyWindow;
for (let type in Type.Types)
{
if (let componentAttribute = type.GetCustomAttribute<ComponentAttribute>())
{
_componentTypes.Add((type, componentAttribute));
}
}
}
public this(Editor editor)
protected override void InternalShow()
{
_editor = editor;
}
public void Show()
{
if(!_open)
return;
ImGui.PushStyleVar(.WindowMinSize, ImGui.Vec2(1000, 100));
if(!ImGui.Begin(s_WindowTitle, &_open, .None))
{
ImGui.PopStyleVar();
ImGui.End();
return;
}
if(_editor.SelectedEntities.Count == 1)
if(_entityHierarchyWindow.SelectedEntities.Count == 1)
{
Entity entity = _editor.SelectedEntities.Front;
Entity entity = _entityHierarchyWindow.SelectedEntities.Front;
ShowComponents(entity);
}
ImGui.PopStyleVar();
ImGui.End();
}
private void ShowComponents(Entity entity)
{
NameComponentEditor.Show(_editor.World, entity);
TransformComponentEditor.Show(_editor.World, entity);
ShowNameComponentEditor(entity);
ShowComponentEditor<TransformComponent>("Transform", entity, => ShowTransformComponentEditor);
ShowComponentEditor<CameraComponent>("Camera", entity, => ShowCameraComponentEditor, => ShowComponentContextMenu<CameraComponent>);
ShowComponentEditor<SpriteRendererComponent>("Sprite Renderer", entity, => ShowSpriteRendererComponentEditor, => ShowComponentContextMenu<SpriteRendererComponent>);
ShowComponentEditor<CircleRendererComponent>("Circle Renderer", entity, => ShowCircleRendererComponentEditor, => ShowComponentContextMenu<CircleRendererComponent>);
ShowComponentEditor<MeshRendererComponent>("Mesh Renderer", entity, => ShowMeshRendererComponentEditor, => ShowComponentContextMenu<MeshRendererComponent>);
ShowComponentEditor<LightComponent>("Light", entity, => ShowLightComponentEditor, => ShowComponentContextMenu<LightComponent>);
ShowComponentEditor<MeshComponent>("Mesh", entity, => ShowMeshComponentEditor, => ShowComponentContextMenu<MeshComponent>);
ShowComponentEditor<Rigidbody2DComponent>("Rigidbody 2D", entity, => ShowRigidBody2DComponentEditor, => ShowComponentContextMenu<Rigidbody2DComponent>);
ShowComponentEditor<BoxCollider2DComponent>("Box collider 2D", entity, => ShowBoxCollider2DComponentEditor, => ShowComponentContextMenu<BoxCollider2DComponent>);
ShowComponentEditor<CircleCollider2DComponent>("Circle collider 2D", entity, => ShowCircleCollider2DComponentEditor, => ShowComponentContextMenu<CircleCollider2DComponent>);
ShowAddComponentButton(entity);
}
}
static class NameComponentEditor
{
public static void Show(EcsWorld world, Entity entity)
private static void ShowComponentContextMenu<TComponent>(Entity entity, TComponent* component) where TComponent: struct, new
{
char8[128] nameBuffer = default;
if (ImGui.Selectable("Remove Component"))
entity.RemoveComponent<TComponent>();
}
DebugNameComponent* component = world.GetComponent<DebugNameComponent>(entity);
private static void ShowComponentEditor<TComponent>(String header, Entity entity, function void(Entity, TComponent*) showComponentEditor, function void(Entity, TComponent*) showComponentContextMenu = null) where TComponent: struct, new
{
if (!entity.HasComponent<TComponent>())
return;
String name = null;
TComponent* component = entity.GetComponent<TComponent>();
ImGui.PushID(header);
bool nodeOpen = ImGui.TreeNodeEx(header.CStr(), .DefaultOpen | .AllowItemOverlap | .Framed | .SpanFullWidth);
if (showComponentContextMenu != null)
{
ImGui.SameLine(ImGui.GetWindowContentRegionMax().x - ImGui.CalcTextSize("...").x - 2 * ImGui.GetStyle().FramePadding.x);
if (ImGui.SmallButton("..."))
{
ImGui.OpenPopup("component_popup");
}
if (ImGui.BeginPopup("component_popup"))
{
showComponentContextMenu(entity, component);
ImGui.EndPopup();
}
}
if (nodeOpen)
{
showComponentEditor(entity, component);
ImGui.TreePop();
}
ImGui.PopID();
}
private static void ShowNameComponentEditor(Entity entity)
{
if (!entity.HasComponent<NameComponent>())
return;
char8[256] nameBuffer = default;
NameComponent* component = entity.GetComponent<NameComponent>();
StringView name = null;
if(component != null)
{
name = component.DebugName;
name = component.Name;
}
else
{
name = scope:: $"Entity {entity.[Friend]Index}";
name = scope:: $"Entity {entity.Handle.[Friend]Index}";
}
// Copy name to buffer
@@ -80,78 +143,452 @@ namespace GlitchyEditor.EditWindows
{
if(component == null)
{
component = world.AssignComponent<DebugNameComponent>(entity);
component = entity.AddComponent<NameComponent>();
}
component.DebugName.Clear();
component.DebugName.Append(&nameBuffer);
component.Name = StringView(&nameBuffer);
}
}
}
static class TransformComponentEditor
{
public static void Show(EcsWorld world, Entity entity)
private static void ShowTransformComponentEditor(Entity entity, TransformComponent* transform)
{
TransformComponent* component = world.GetComponent<TransformComponent>(entity);
float textWidth = ImGui.CalcTextSize("Position".CStr()).x;
textWidth = Math.Max(textWidth, ImGui.CalcTextSize("Rotation".CStr()).x);
textWidth = Math.Max(textWidth, ImGui.CalcTextSize("Scale".CStr()).x);
if(component == null)
return;
textWidth += ImGui.GetStyle().FramePadding.x * 3.0f;
if(ImGui.TreeNodeEx("Transform", .DefaultOpen))
Vector3 position = transform.Position;
if (ImGui.EditVector3("Position", ref position, .Zero, 0.1f, textWidth))
transform.Position = position;
Vector3 rotationEuler = MathHelper.ToDegrees(transform.EditorRotationEuler);
if (ImGui.EditVector3("Rotation", ref rotationEuler, .Zero, 0.1f, textWidth))
transform.EditorRotationEuler = MathHelper.ToRadians(rotationEuler);
Vector3 scale = transform.Scale;
if (ImGui.EditVector3("Scale", ref scale, .One, 0.1f, textWidth))
transform.Scale = scale;
}
static String[] strings = new String[]("Orthographic", "Perspective", "Perspective (Infinite)") ~ delete _;
private static void ShowCameraComponentEditor(Entity entity, CameraComponent* cameraComponent)
{
ImGui.Checkbox("Primary", &cameraComponent.Primary);
var camera = ref cameraComponent.Camera;
String typeName = strings[camera.ProjectionType.Underlying];
if (ImGui.BeginCombo("Projection", typeName.CStr()))
{
Vector3 position = component.Position;
bool positionChanged = false;
Vector3 rotationEuler = MathHelper.ToDegrees(component.RotationEuler);
bool rotationChanged = false;
Vector3 scale = component.Scale;
bool scaleChanged = false;
void ShowValue(String text, ref float value, ref bool valueChanged, String id)
for (int i = 0; i < 3; i++)
{
ImGui.Text(text);
ImGui.SameLine();
ImGui.PushID(id);
valueChanged |= ImGui.DragFloat(String.Empty, &value, 0.1f);
ImGui.PopID();
bool isSelected = (typeName == strings[i]);
if (ImGui.Selectable(strings[i], isSelected))
{
camera.ProjectionType = (.)i;
}
if (isSelected)
ImGui.SetItemDefaultFocus();
}
void ShowTableRow(String name, ref Vector3 value, ref bool valueChanged)
{
ImGui.TableNextColumn();
ImGui.Text(name);
ImGui.TableNextColumn();
ShowValue("X: ", ref value.X, ref valueChanged, scope $"{name}X");
ImGui.TableNextColumn();
ShowValue("Y: ", ref value.Y, ref valueChanged, scope $"{name}Y");
ImGui.TableNextColumn();
ShowValue("Z: ", ref value.Z, ref valueChanged, scope $"{name}Z");
ImGui.TableNextRow();
}
ImGui.BeginTable("posRotScaleTable", 4);
ShowTableRow("Position", ref position, ref positionChanged);
ShowTableRow("Rotation", ref rotationEuler, ref rotationChanged);
ShowTableRow("Scale", ref scale, ref scaleChanged);
ImGui.EndTable();
if(positionChanged)
component.Position = position;
if(rotationChanged)
component.RotationEuler = MathHelper.ToRadians(rotationEuler);
if(scaleChanged)
component.Scale = scale;
ImGui.TreePop();
ImGui.EndCombo();
}
if (camera.ProjectionType == .Perspective)
{
float fovY = MathHelper.ToDegrees(camera.PerspectiveFovY);
if (ImGui.DragFloat("Fov Y", &fovY, 0.1f))
camera.PerspectiveFovY = MathHelper.ToRadians(fovY);
float near = camera.PerspectiveNearPlane;
if (ImGui.DragFloat("Near", &near, 0.1f))
camera.PerspectiveNearPlane = near;
float far = camera.PerspectiveFarPlane;
if (ImGui.DragFloat("Far", &far, 0.1f))
camera.PerspectiveFarPlane = far;
}
else if (camera.ProjectionType == .InfinitePerspective)
{
float fovY = MathHelper.ToDegrees(camera.PerspectiveFovY);
if (ImGui.DragFloat("Vertical FOV", &fovY, 0.1f))
camera.PerspectiveFovY = MathHelper.ToRadians(fovY);
float near = camera.PerspectiveNearPlane;
if (ImGui.DragFloat("Near", &near, 0.1f))
camera.PerspectiveNearPlane = near;
}
else if (camera.ProjectionType == .Orthographic)
{
float size = camera.OrthographicHeight;
if (ImGui.DragFloat("Size", &size, 0.1f))
camera.OrthographicHeight = size;
float near = camera.OrthographicNearPlane;
if (ImGui.DragFloat("Near", &near, 0.1f))
camera.OrthographicNearPlane = near;
float far = camera.OrthographicFarPlane;
if (ImGui.DragFloat("Far", &far, 0.1f))
camera.OrthographicFarPlane = far;
}
bool fixedAspectRatio = camera.FixedAspectRatio;
if (ImGui.Checkbox("Fixed Aspect Ratio", &fixedAspectRatio))
camera.FixedAspectRatio = fixedAspectRatio;
if (fixedAspectRatio)
{
float aspect = camera.AspectRatio;
if (ImGui.DragFloat("Aspect Ratio", &aspect, 0.1f))
camera.AspectRatio = aspect;
}
}
private static void ShowSpriteRendererComponentEditor(Entity entity, SpriteRendererComponent* spriteRendererComponent)
{
ColorRGBA spriteColor = ColorRGBA.LinearToSRGB(spriteRendererComponent.Color);
if (ImGui.ColorEdit4("Color", ref spriteColor))
spriteRendererComponent.Color = ColorRGBA.SRgbToLinear(spriteColor);
ImGui.Button("Texture");
if (ImGui.BeginDragDropTarget())
{
ImGui.Payload* payload = ImGui.AcceptDragDropPayload("CONTENT_BROWSER_ITEM");
if (payload != null)
{
Log.EngineLogger.Warning("");
StringView path = .((char8*)payload.Data, (int)payload.DataSize);
spriteRendererComponent.Sprite = Content.LoadAsset(path);
}
ImGui.EndDragDropTarget();
}
ImGui.EditVector<4>("UV Transform", ref *(float[4]*)&spriteRendererComponent.UvTransform);
}
private static void ShowCircleRendererComponentEditor(Entity entity, CircleRendererComponent* circleRendererComponent)
{
ColorRGBA spriteColor = ColorRGBA.LinearToSRGB(circleRendererComponent.Color);
if (ImGui.ColorEdit4("Color", ref spriteColor))
circleRendererComponent.Color = ColorRGBA.SRgbToLinear(spriteColor);
ImGui.Button("Texture");
if (ImGui.BeginDragDropTarget())
{
ImGui.Payload* payload = ImGui.AcceptDragDropPayload("CONTENT_BROWSER_ITEM");
if (payload != null)
{
Log.EngineLogger.Warning("");
StringView path = .((char8*)payload.Data, (int)payload.DataSize);
circleRendererComponent.Sprite = Content.LoadAsset(path);
}
ImGui.EndDragDropTarget();
}
ImGui.EditVector<4>("UV Transform", ref *(float[4]*)&circleRendererComponent.UvTransform);
ImGui.DragFloat("Inner Radius", &circleRendererComponent.InnerRadius, 0.1f, 0.0f, 1.0f);
}
private static void ShowMeshRendererComponentEditor(Entity entity, MeshRendererComponent* meshRendererComponent)
{
ImGui.TextUnformatted("Material:");
ImGui.SameLine();
Material material = meshRendererComponent.Material;
StringView identifier = material?.Identifier ?? "None";
ImGui.Button(identifier.ToScopeCStr!());
if (ImGui.BeginDragDropTarget())
{
ImGui.Payload* payload = ImGui.AcceptDragDropPayload("CONTENT_BROWSER_ITEM");
if (payload != null)
{
StringView fullpath = .((char8*)payload.Data, (int)payload.DataSize);
meshRendererComponent.Material = Content.LoadAsset(fullpath);
}
ImGui.EndDragDropTarget();
}
/*Effect effect = material?.Effect;
if (effect == null)
return;*/
// Show a preview of the material here!
}
private static void ShowRigidBody2DComponentEditor(Entity entity, Rigidbody2DComponent* rigidBodyComponent)
{
const String[?] bodyTypeStrings = .("Static", "Dynamic", "Kinematic");
String bodyTypeName = bodyTypeStrings[rigidBodyComponent.BodyType.Underlying];
if (ImGui.BeginCombo("Type", bodyTypeName.CStr()))
{
for (int i = 0; i < 3; i++)
{
bool isSelected = (bodyTypeName == bodyTypeStrings[i]);
if (ImGui.Selectable(bodyTypeStrings[i], isSelected))
{
rigidBodyComponent.BodyType = (.)i;
}
if (isSelected)
ImGui.SetItemDefaultFocus();
}
ImGui.EndCombo();
}
ImGui.Checkbox("Fixed Rotation", &rigidBodyComponent.FixedRotation);
}
private static void ShowBoxCollider2DComponentEditor(Entity entity, BoxCollider2DComponent* boxCollider)
{
float textWidth = ImGui.CalcTextSize("Offset".CStr()).x;
textWidth += ImGui.GetStyle().FramePadding.x * 3.0f;
Vector2 offset = boxCollider.Offset;
if (ImGui.EditVector2("Offset", ref offset, .Zero, 0.1f, textWidth))
boxCollider.Offset = offset;
Vector2 size = boxCollider.Size;
if (ImGui.EditVector2("Size", ref size, .Zero, 0.1f, textWidth))
boxCollider.Size = size;
float density = boxCollider.Density;
if (ImGui.DragFloat("Density", &density, 0.0f, 0.1f, textWidth))
boxCollider.Density = density;
float friction = boxCollider.Friction;
if (ImGui.DragFloat("Friction", &friction, 0.0f, 0.1f, textWidth))
boxCollider.Friction = friction;
float restitution = boxCollider.Restitution;
if (ImGui.DragFloat("Restitution", &restitution, 0.0f, 0.1f, textWidth))
boxCollider.Restitution = restitution;
float restitutionThreshold = boxCollider.RestitutionThreshold;
if (ImGui.DragFloat("RestitutionThreshold", &restitutionThreshold, 0.0f, 0.1f, textWidth))
boxCollider.RestitutionThreshold = restitutionThreshold;
}
private static void ShowCircleCollider2DComponentEditor(Entity entity, CircleCollider2DComponent* circleCollider)
{
float textWidth = ImGui.CalcTextSize("Offset".CStr()).x;
textWidth += ImGui.GetStyle().FramePadding.x * 3.0f;
Vector2 offset = circleCollider.Offset;
if (ImGui.EditVector2("Offset", ref offset, .Zero, 0.1f, textWidth))
circleCollider.Offset = offset;
float radius = circleCollider.Radius;
if (ImGui.DragFloat("Radius", &radius, 0.0f, 0.1f, textWidth))
circleCollider.Radius = radius;
float density = circleCollider.Density;
if (ImGui.DragFloat("Density", &density, 0.0f, 0.1f, textWidth))
circleCollider.Density = density;
float friction = circleCollider.Friction;
if (ImGui.DragFloat("Friction", &friction, 0.0f, 0.1f, textWidth))
circleCollider.Friction = friction;
float restitution = circleCollider.Restitution;
if (ImGui.DragFloat("Restitution", &restitution, 0.0f, 0.1f, textWidth))
circleCollider.Restitution = restitution;
float restitutionThreshold = circleCollider.RestitutionThreshold;
if (ImGui.DragFloat("RestitutionThreshold", &restitutionThreshold, 0.0f, 0.1f, textWidth))
circleCollider.RestitutionThreshold = restitutionThreshold;
}
private static void LabelColumn(StringView label)
{
ImGui.TextUnformatted(label);
ImGui.NextColumn();
}
private static void ShowLightComponentEditor(Entity entity, LightComponent* lightComponent)
{
ImGui.Columns(2);
defer ImGui.Columns(1);
const String[?] strings = String[]("Directional", "Point", "Spot");
var light = ref lightComponent.SceneLight;
String typeName = strings[light.LightType.Underlying];
LabelColumn("Type");
if (ImGui.BeginCombo("##Type", typeName.CStr()))
{
for (int i = 0; i < 3; i++)
{
bool isSelected = (typeName == strings[i]);
if (ImGui.Selectable(strings[i], isSelected))
{
light.LightType = (.)i;
}
if (isSelected)
ImGui.SetItemDefaultFocus();
}
ImGui.EndCombo();
}
ImGui.NextColumn();
LabelColumn("Color");
ColorRGB color = ColorRGB.LinearToSRGB(light.Color);
if (ImGui.ColorEdit3("##Color", ref color))
light.Color = ColorRGB.SRgbToLinear(color);
ImGui.NextColumn();
LabelColumn("Illuminance");
float illuminance = light.Illuminance;
if (ImGui.DragFloat("##Illuminance", &illuminance, 0.1f, 0.0f, float.MaxValue))
light.Illuminance = illuminance;
}
private static void ShowMeshComponentEditor(Entity entity, MeshComponent* meshComponent)
{
ImGui.TextUnformatted("Mesh:");
ImGui.SameLine();
GeometryBinding mesh = meshComponent.Mesh;
StringView identifier = mesh?.Identifier ?? "None";
ImGui.Button(identifier.ToScopeCStr!());
if (ImGui.BeginDragDropTarget())
{
ImGui.Payload* payload = ImGui.AcceptDragDropPayload("CONTENT_BROWSER_ITEM");
if (payload != null)
{
StringView fullpath = .((char8*)payload.Data, (int)payload.DataSize);
/*int idx = fullpath.IndexOf('#');
if (idx == -1)
{
// Doesn't make sense here, we NEED a sub asset
Runtime.NotImplemented();
}
StringView filePath = fullpath.Substring(0, idx);
StringView meshName = fullpath.Substring(idx + 1);*/
meshComponent.Mesh = Content.LoadAsset(fullpath);
// TODO: support multiple primitives (treat every primitive as a single mesh? or: mesh can have multiple primitives)
/*using (GeometryBinding binding = ModelLoader.LoadMesh(filePath, meshName, 0))
{
meshComponent.Mesh = binding;
}*/
//ModelLoader.LoadModel(scope .(path), )
/*using (Texture2D newTexture = new Texture2D(path, true))
{
newTexture.SamplerState = SamplerStateManager.AnisotropicWrap;
material.SetTexture(texture.key, newTexture);
}*/
}
ImGui.EndDragDropTarget();
}
}
private static void ShowAddComponentButton(Entity entity)
{
static char8[128] searchBuffer = .();
static StringView searchFilter = .();
static float buttonWidth = 100;
ImGui.NewLine();
ImGui.Separator();
ImGui.NewLine();
void ShowComponentButton<TComponent>(String name) where TComponent : struct, new
{
// If the entity already has this component, don't show the option to add it
if (entity.HasComponent<TComponent>())
return;
float textWidth = ImGui.CalcTextSize(name.CStr()).x;
buttonWidth = Math.Max(buttonWidth, textWidth + ImGui.GetStyle().FramePadding.x * 2);
if (name.Contains(searchFilter, true) && ImGui.Selectable(name))
{
if (!entity.HasComponent<TComponent>())
entity.AddComponent<TComponent>();
}
}
float textWidth = ImGui.CalcTextSize("Add Component...").x;
buttonWidth = Math.Max(buttonWidth, textWidth + ImGui.GetStyle().FramePadding.x * 2);
ImGui.PushItemWidth(buttonWidth);
ImGui.NewLine();
ImGui.SameLine(ImGui.GetContentRegionMax().x / 2 - buttonWidth / 2);
if (ImGui.BeginCombo("##add_component_combo", "Add Component...", .NoArrowButton))
{
if (ImGui.InputText("##search_component_name", &searchBuffer, (.)searchBuffer.Count))
{
searchFilter = .(&searchBuffer);
}
ImGui.Separator();
ShowComponentButton<CameraComponent>("Camera");
ShowComponentButton<SpriteRendererComponent>("Sprite Renderer");
ShowComponentButton<CircleRendererComponent>("Circle Renderer");
ShowComponentButton<LightComponent>("Light");
ShowComponentButton<Rigidbody2DComponent>("Rigidbody 2D");
ShowComponentButton<BoxCollider2DComponent>("Box collider 2D");
ShowComponentButton<CircleCollider2DComponent>("Circle collider 2D");
ShowComponentButton<MeshComponent>("Mesh");
ShowComponentButton<MeshRendererComponent>("Mesh Renderer");
ImGui.EndCombo();
}
ImGui.PopItemWidth();
}
}
}
@@ -0,0 +1,402 @@
using ImGui;
using System;
using System.IO;
using GlitchyEngine.Collections;
using System.Collections;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using GlitchyEngine;
using GlitchyEditor.Assets;
namespace GlitchyEditor.EditWindows
{
using internal GlitchyEditor.EditorContentManager;
class ContentBrowserWindow : EditorWindow
{
public const String s_WindowTitle = "Content Browser";
private append String _currentDirectory = .();
private append String _selectedFile = .();
public static SubTexture2D s_FolderTexture;
public static SubTexture2D s_FileTexture;
public EditorContentManager _manager;
public StringView SelectedFile => _selectedFile;
public this(EditorContentManager contentManager)
{
_manager = contentManager;
}
protected override void InternalShow()
{
_manager.Update();
// Make sure we are in an existing directory.
if (!_manager.AssetHierarchy.FileExists(_currentDirectory))
{
_currentDirectory.Set(_manager.ContentDirectory);
}
if(!ImGui.Begin(s_WindowTitle, &_open, .None))
{
ImGui.End();
return;
}
// Context menu when clicking on the background.
if (ImGui.BeginPopupContextWindow())
{
ShowCurrentFolderContextMenu();
ImGui.EndPopup();
}
ImGui.Columns(2);
ImGui.BeginChild("Sidebar");
DrawDirectorySideBar();
ImGui.EndChild();
ImGui.NextColumn();
ImGui.BeginChild("Files");
DrawCurrentDirectory();
ImGui.EndChild();
ImGui.Columns(1);
ImGui.End();
}
/// Renders the context menu that is shown when the user right clicks on the background of the file browser.
private void ShowCurrentFolderContextMenu()
{
if (ImGui.MenuItem("Open in file browser..."))
{
if (Path.OpenFolder(_currentDirectory) case .Err)
Log.EngineLogger.Error("Failed to open directory in file browser.");
}
}
/// Renders a sidebar that shows a tree of all directories in the asset folder.
private void DrawDirectorySideBar()
{
for(var child in _manager.AssetHierarchy.[Friend]_assetHierarchy.Children)
{
ImGuiPrintEntityTree(child);
}
}
/// Renders an ImGui tree of all directories in the given tree.
/// @param tree The file hierarchy of which to render all directories.
private void ImGuiPrintEntityTree(TreeNode<AssetNode> tree)
{
if (!tree->IsDirectory)
return;
String name = tree->Name;
ImGui.TreeNodeFlags flags = .OpenOnArrow | .SpanAvailWidth;
if(tree.Children.Count == 0)
flags |= .Leaf;
if (tree->Path == _currentDirectory)
{
flags |= .Selected;
}
bool isOpen = ImGui.TreeNodeEx(name, flags, $"{name}");
if (ImGui.IsItemClicked(.Left))
{
_currentDirectory.Set(tree->Path);
}
if(isOpen)
{
for(var child in tree.Children)
{
ImGuiPrintEntityTree(child);
}
ImGui.TreePop();
}
}
private static Vector2 DirectoryItemSize = .(110, 110);
const Vector2 padding = .(24, 24);
/// Renders the contents of _currentDirectory.
private void DrawCurrentDirectory()
{
if (_currentDirectory.IsEmpty)
return;
ImGui.Style* style = ImGui.GetStyle();
float window_visible_x2 = ImGui.GetWindowPos().x + ImGui.GetWindowContentRegionMax().x;
// Get the node of the current directory.
var currentDirectoryNode = _manager.AssetHierarchy.GetNodeFromPath(_currentDirectory);
if (currentDirectoryNode case .Err)
{
Log.EngineLogger.Error($"No node exists for {_currentDirectory}.");
ImGui.TextUnformatted("Failed to display contents of directory.");
return;
}
if (currentDirectoryNode->Parent != null)
{
ImGui.PushID("Back");
DrawBackButton(currentDirectoryNode->Parent);
// X-Coordinate of the right side of the current entry.
float currentButtonRight = ImGui.GetItemRectMax().x;
// Expected right-Coordinate if next entry was on the same line.
float expectedButtonRight = currentButtonRight + style.ItemSpacing.x + DirectoryItemSize.X;
// If the next button won't fit on the same line we start a new line.
if (expectedButtonRight < window_visible_x2)
ImGui.SameLine();
ImGui.PopID();
}
for (var entry in currentDirectoryNode->Children)
{
ImGui.PushID(entry->Name);
DrawDirectoryItem(entry);
// X-Coordinate of the right side of the current entry.
float currentButtonRight = ImGui.GetItemRectMax().x;
// Expected right-Coordinate if next entry was on the same line.
float expectedButtonRight = currentButtonRight + style.ItemSpacing.x + DirectoryItemSize.X;
// If we aren't the last entry and the next button won't fit on the same line we start a new line.
if (entry != currentDirectoryNode->Children.Back && expectedButtonRight < window_visible_x2)
ImGui.SameLine();
ImGui.PopID();
}
}
/// Renders the button for the given directory item.
private void DrawBackButton(TreeNode<AssetNode> entry)
{
ImGui.BeginChild("item", (.)DirectoryItemSize);
if (entry->Path == _selectedFile)
{
var color = ImGui.GetStyleColorVec4(.ButtonHovered);
ImGui.PushStyleColor(.Button, *color);
}
else
{
ImGui.PushStyleColor(.Button, ImGui.Vec4(0, 0, 0, 0));
}
SubTexture2D image = s_FolderTexture;
ImGui.ImageButton(image, (.)(DirectoryItemSize - padding));
ImGui.PopStyleColor();
if (ImGui.IsItemHovered() && ImGui.IsMouseClicked(.Left))
{
if (_selectedFile != entry->Path)
{
_selectedFile.Set(entry->Path);
}
}
if (ImGui.IsItemHovered() && ImGui.IsMouseDoubleClicked(.Left))
{
EntryDoubleClicked(entry);
}
ImGui.TextUnformatted("..");
ImGui.EndChild();
}
/// Renders the button for the given directory item.
private void DrawDirectoryItem(TreeNode<AssetNode> entry)
{
ImGui.BeginChild("item", (.)DirectoryItemSize);
if (entry->Path == _selectedFile)
{
var color = ImGui.GetStyleColorVec4(.ButtonHovered);
ImGui.PushStyleColor(.Button, *color);
}
else
{
ImGui.PushStyleColor(.Button, ImGui.Vec4(0, 0, 0, 0));
}
// TODO: preview images
SubTexture2D image = entry->IsDirectory ? s_FolderTexture : s_FileTexture;
ImGui.ImageButton(image, (.)(DirectoryItemSize - padding));
ImGui.PopStyleColor();
if (ImGui.BeginDragDropSource())
{
String fullpath = scope String(entry->Path);
// TODO: this is dirty
if (fullpath.StartsWith(_manager.ContentDirectory, .OrdinalIgnoreCase))
fullpath.Remove(0, _manager.ContentDirectory.Length);
Path.Fixup(fullpath);
ImGui.SetDragDropPayload("CONTENT_BROWSER_ITEM", fullpath.CStr(), (.)fullpath.Length, .Once);
ImGui.EndDragDropSource();
}
if (ImGui.IsItemHovered() && ImGui.IsMouseClicked(.Left))
{
if (_selectedFile != entry->Path)
{
_selectedFile.Set(entry->Path);
}
}
if (ImGui.IsItemHovered() && ImGui.IsMouseDoubleClicked(.Left))
{
EntryDoubleClicked(entry);
}
ImGui.TextUnformatted(entry->Name);
if (ImGui.BeginPopupContextWindow())
{
ShowItemContextMenu(entry);
ImGui.EndPopup();
}
if (entry->SubAssets?.Count > 0)
{
// Button for revealing sub assets (e.g. Meshes in 3D-Model)
ImGui.SameLine();
if (ImGui.Button(">"))
ImGui.OpenPopup("SubAssets");
}
if (ImGui.BeginPopup("SubAssets", .Popup))
{
for (var subAsset in entry->SubAssets)
{
ImGui.Button(subAsset.Name);
if (ImGui.BeginDragDropSource())
{
String fullpath = scope String(entry->Path);
fullpath.AppendF($"#{subAsset.Name}");
ImGui.SetDragDropPayload("CONTENT_BROWSER_ITEM", fullpath.CStr(), (.)fullpath.Length, .Once);
ImGui.EndDragDropSource();
}
}
ImGui.EndPopup();
}
DeleteItemPopup(entry);
ImGui.EndChild();
}
private void DeleteItemPopup(TreeNode<AssetNode> fileOrFolder)
{
// Always center this window when appearing
ImGui.Vec2 center = ImGui.GetMainViewport().GetCenter();
ImGui.SetNextWindowPos(center, .Appearing, ImGui.Vec2(0.5f, 0.5f));
// TODO: fix delete popup
if (ImGui.BeginPopupModal("Delete?", null, .AlwaysAutoResize))
{
ImGui.Text($"""
Delete "{fileOrFolder->Name}"?
""");
ImGui.Separator();
if (ImGui.Button("Yes", ImGui.Vec2(120, 0)))
{
ImGui.CloseCurrentPopup();
}
ImGui.SetItemDefaultFocus();
ImGui.SameLine();
if (ImGui.Button("Cancel", ImGui.Vec2(120, 0)))
{
ImGui.CloseCurrentPopup();
}
ImGui.EndPopup();
}
}
/// Shows the context menu for the given file/folder.
private void ShowItemContextMenu(TreeNode<AssetNode> fileOrFolder)
{
bool isFile = !fileOrFolder->IsDirectory;
if (ImGui.MenuItem("Show in file browser..."))
{
if (Path.OpenFolderAndSelectItem(fileOrFolder->Path) case .Err)
{
Log.EngineLogger.Error("Failed to show path in file browser.");
}
}
if (isFile && ImGui.MenuItem("Open file with..."))
{
if (Path.OpenWithDialog(fileOrFolder->Path) case .Err)
{
Log.EngineLogger.Error("Failed to show \"Open with...\" dialog.");
}
}
if (ImGui.MenuItem("Delete"))
{
ImGui.OpenPopup("Delete?");
}
}
private void EntryDoubleClicked(TreeNode<AssetNode> entry)
{
if (entry->IsDirectory)
{
_currentDirectory.Set(entry->Path);
}
else
{
if (Path.OpenFolder(entry->Path) case .Err)
Log.EngineLogger.Error("Failed to open directory in file browser.");
}
}
}
}
@@ -0,0 +1,334 @@
using System;
using ImGui;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using GlitchyEngine;
using GlitchyEngine.World;
using ImGuizmo;
using GlitchyEngine.Events;
namespace GlitchyEditor.EditWindows
{
class EditorViewportWindow : EditorWindow
{
public const String s_WindowTitle = "Scene";
private ImGui.Vec2 _oldViewportSize = .(100, 100);
private bool _viewPortChanged;
/// True if the cursor wrapped from one side of the viewport to the other last frame.
private bool _wrappedCursor;
private RenderTargetGroup _renderTarget ~ _?.ReleaseRef();
private ImGuizmo.OPERATION _gizmoType = .TRANSLATE;
private ImGuizmo.MODE _gizmoMode = .LOCAL;
private float _snap = 0.5f;
private float _angleSnap = 45.0f;
private bool _doSnap = false;
private bool _visible;
public uint32 SelectedEntityId {get; private set; }
public bool SelectionChanged { get; private set; }
public Vector2 ViewportSize => (Vector2)_oldViewportSize;
// Occurs when the viewport is resized.
public Event<EventHandler<Vector2>> ViewportSizeChanged ~ _.Dispose();
// Occurs when an entity was clicked.
public Event<EventHandler<uint32>> EntityClicked ~ _.Dispose();
/// The render target that is shown in the viewport window.
public RenderTargetGroup RenderTarget
{
get => _renderTarget;
set
{
if(_renderTarget == value)
return;
SetReference!(_renderTarget, value);
}
}
/// Gets or sets whether the editor functionality (gizmo, picking etc.) is enabled.
public bool EditorMode { get; set; } = true
public bool Visible => _visible;
public this(Editor editor)
{
_editor = editor;
}
protected override void InternalShow()
{
ImGui.PushStyleVar(.WindowPadding, ImGui.Vec2(1, 1));
defer ImGui.PopStyleVar();
if(!ImGui.Begin(s_WindowTitle, &_open, .NoScrollbar | .MenuBar))
{
ImGui.End();
_visible = false;
return;
}
_visible = true;
let viewportSize = ImGui.GetContentRegionAvail();
if(ImGui.IsWindowHovered() && Input.IsMouseButtonPressing(.RightButton))
{
let currentWindow = ImGui.GetCurrentWindow();
ImGui.FocusWindow(currentWindow);
}
_hasFocus = ImGui.IsWindowFocused();
ShowMenuBar();
if (_editor.CurrentCamera.[Friend]BindMouse && _hasFocus)
WrapMouseInViewport();
// If we wrapped this frame we weren't hovering because the cursor has to be be out of bounds to wrap
_editor.CurrentCamera.AllowMove = _hasFocus && (ImGui.IsWindowHovered() || _wrappedCursor);
if (_hasFocus && !_editor.CurrentCamera.InUse)
{
if (Input.IsKeyPressing(.Q))
_gizmoType = .TRANSLATE;
if (Input.IsKeyPressing(.W))
_gizmoType = .ROTATE;
if (Input.IsKeyPressing(.E))
_gizmoType = .SCALE;
if (Input.IsKeyPressing(.G))
_gizmoMode = .WORLD;
if (Input.IsKeyPressing(.L))
_gizmoMode = .LOCAL;
}
if(_renderTarget != null)
{
ImGui.Image(_renderTarget.GetViewBinding(0), viewportSize);
//ImGui.Image(_editor.CurrentCamera.RenderTarget.GetViewBinding(0), viewportSize);
//ImGui.Image(_editor.CurrentScene.[Friend]_compositeTarget.GetViewBinding(0), viewportSize);
}
HandleDropTarget();
bool gizmoUsed = DrawImGuizmo(viewportSize);
MousePicking(viewportSize, gizmoUsed);
ImGui.End();
if(_oldViewportSize != viewportSize)
{
ViewportSizeChanged.Invoke(this, (Vector2)viewportSize);
_viewPortChanged = true;
_oldViewportSize = viewportSize;
}
}
/// Provides the ImGui Drop target and handles dropped payload.
private void HandleDropTarget()
{
if (ImGui.BeginDragDropTarget())
{
ImGui.Payload* payload = ImGui.AcceptDragDropPayload("CONTENT_BROWSER_ITEM");
if (payload != null)
{
StringView path = .((char8*)payload.Data, (int)payload.DataSize);
_editor.RequestOpenScene(this, path);
}
ImGui.EndDragDropTarget();
}
}
/// Wraps the mouse, so that it always stays in the viewport.
private void WrapMouseInViewport()
{
_wrappedCursor = false;
let mousePos = (Vector2)ImGui.GetMousePos();
let winPos = (Vector2)ImGui.GetWindowPos();
let regionMin = winPos + (Vector2)ImGui.GetWindowContentRegionMin();
let regionMax = winPos + (Vector2)ImGui.GetWindowContentRegionMax();
ImGui.DrawRect((.)regionMin, (.)regionMax, .(0, 255, 0));
Vector2 newMousePos = mousePos;
if (mousePos.X < regionMin.X + 1)
{
newMousePos.X = regionMax.X - 2;
}
else if (mousePos.X > regionMax.X - 1)
{
newMousePos.X = regionMin.X + 2;
}
if (mousePos.Y < regionMin.Y + 1)
{
newMousePos.Y = regionMax.Y - 100;
}
else if (mousePos.Y > regionMax.Y - 1)
{
newMousePos.Y = regionMin.Y + 10;
}
if (newMousePos != mousePos)
{
Input.SetMousePosition((Int2)newMousePos);
// After wrapping the cursor the the other side, the camera controller must not compare the positions,
// because the delta doesn't represent the correct movement of the cursor.
// TODO: can be solved by using direct mouse movement instead of comparing positions
_editor.CurrentCamera.[Friend]MouseCooldown = 2;
_wrappedCursor = true;
}
}
/// If the user clicks, the entity beneath the cursor will be selected.
private void MousePicking(ImGui.Vec2 viewportSize, bool gizmoUsed)
{
Vector2 relativeMouse = (Vector2)ImGui.GetMousePos() - (Vector2)ImGui.GetItemRectMin();
int rtWidth = _editor.EditorSceneRenderer.CompositeTarget.Width;
int rtHeight = _editor.EditorSceneRenderer.CompositeTarget.Height;
if (Input.IsMouseButtonPressing(.LeftButton) &&
ImGui.IsWindowHovered() && !gizmoUsed && !_editor.CurrentCamera.InUse &&
relativeMouse.X >= 0 && relativeMouse.Y >= 0 &&
relativeMouse.X < viewportSize.x && relativeMouse.Y < viewportSize.y &&
relativeMouse.X < rtWidth && relativeMouse.Y < rtHeight)
{
uint32 id = uint32.MaxValue;
_editor.EditorSceneRenderer.CompositeTarget.GetData<uint32>(&id, 1, (.)relativeMouse.X, (.)relativeMouse.Y, 1, 1);
SelectionChanged = true;
SelectedEntityId = id;
EntityClicked(this, id);
}
else
{
SelectionChanged = false;
}
}
private void ShowMenuBar()
{
if(ImGui.BeginMenuBar())
{
if (ImGui.RadioButton("Position", _gizmoType.HasFlag(.TRANSLATE)))
{
if (Input.IsKeyPressed(Key.Control))
_gizmoType ^= .TRANSLATE;
else
_gizmoType = .TRANSLATE;
}
if (ImGui.RadioButton("Rotation", _gizmoType.HasFlag(.ROTATE)))
{
if (Input.IsKeyPressed(Key.Control))
_gizmoType ^= .ROTATE;
else
_gizmoType = .ROTATE;
}
if (ImGui.RadioButton("Scale", _gizmoType.HasFlag(.SCALE)))
{
if (Input.IsKeyPressed(Key.Control))
_gizmoType ^= .SCALE;
else
_gizmoType = .SCALE;
}
if (ImGui.RadioButton("All", _gizmoType == .TRANSLATE | .ROTATE | .SCALE))
_gizmoType = .TRANSLATE | .ROTATE | .SCALE;
// If we scale, the mode must be local otherwise we could skew the matrix.
if (_gizmoType.HasFlag(.SCALE))
_gizmoMode = .LOCAL;
if (ImGui.MenuItem(_gizmoMode == .WORLD ? "Global" : "Local", null, true, !_gizmoType.HasFlag(.SCALE)))
{
if (_gizmoMode == .WORLD)
_gizmoMode = .LOCAL;
else
_gizmoMode = .WORLD;
}
_doSnap = Input.IsKeyPressed(.Shift);
ImGui.PushItemWidth(100);
if (_gizmoType.HasFlag(.ROTATE))
{
ImGui.DragFloat("Angle Snap", &_angleSnap, 1.0f, 0.0f, 180.0f);
}
if (_gizmoType.HasFlag(.TRANSLATE) || _gizmoType.HasFlag(.SCALE))
{
ImGui.DragFloat("Snap", &_snap, 0.1f, 0.0f, float.MaxValue);
}
ImGui.PopItemWidth();
ImGui.EndMenuBar();
}
}
private bool DrawImGuizmo(ImGui.Vec2 viewportSize)
{
// TODO: Needed if we have a orthographic editor-camera (or support gizmos in the Play-Window, where we can also have ortho projections)
ImGuizmo.SetOrthographic(false);
ImGuizmo.SetDrawlist();
var topLeft = ImGui.GetWindowPos();
var cntMin = ImGui.GetWindowContentRegionMin();
topLeft.x += cntMin.x;
topLeft.y += cntMin.y;
ImGuizmo.SetRect(topLeft.x, topLeft.y, viewportSize.x, viewportSize.y);
var view = _editor.CurrentCamera.View;
var projection = _editor.CurrentCamera.Projection;
if(_editor.EntityHierarchyWindow.SelectedEntities.Count == 0)
return false;
var entity = _editor.EntityHierarchyWindow.SelectedEntities.Back;
var transformCmp = entity.GetComponent<TransformComponent>();
var worldTransform = transformCmp.WorldTransform;
Matrix parentView = .Identity;
if (transformCmp.Parent != .InvalidEntity)
{
var parentTransformCmp = Entity(transformCmp.Parent, entity.Scene).GetComponent<TransformComponent>();
parentView = parentTransformCmp.WorldTransform.Invert();
}
Vector3 snap = .(_snap);
if (_gizmoType.HasFlag(.ROTATE))
snap = .(_angleSnap);
if (ImGuizmo.Manipulate((.)&view, (.)&projection, _gizmoType, _gizmoMode, (.)&worldTransform, null, _doSnap ? (.)&snap : null))
{
// TODO: Fix when parent is scaled
// Seems to work fine for parent rotation and translation but scaled parent ruins everything
// (probably because scaling a rotated matrix results in a skewed matrix, but unity can do it and so should we)
transformCmp.LocalTransform = parentView * worldTransform;
}
return ImGuizmo.IsUsing();
}
}
}
@@ -0,0 +1,32 @@
using System;
namespace GlitchyEditor.EditWindows
{
abstract class EditorWindow
{
protected Editor _editor;
protected bool _open = true;
protected bool _hasFocus;
public bool Open
{
get => _open;
set => _open = value;
}
public bool HasFocus
{
get => _hasFocus;
}
public void Show()
{
if(!_open)
return;
InternalShow();
}
protected abstract void InternalShow();
}
}
@@ -10,35 +10,73 @@ namespace GlitchyEditor.EditWindows
using internal GlitchyEditor;
/// A window for viewing and editing the scene hierarchy
class EntityHierarchyWindow
class EntityHierarchyWindow : EditorWindow
{
public const String s_WindowTitle = "Entity Hierarchy";
private Editor _editor;
/// Buffer for the entity search string.
private char8[64] _entitySearchChars;
private bool _open = true;
private Scene _scene;
public Editor Editor => _editor;
public bool Open
{
get => _open;
set => _open = value;
}
private List<Entity> _selectedEntities = new .() ~ delete _;
public this(Editor editor)
public List<Entity> SelectedEntities => _selectedEntities;
public this(Editor editor, Scene scene)
{
_editor = editor;
SetContext(scene);
}
public void Show()
{
if(!_open)
return;
public void SetContext(Scene scene)
{
ClearEntitySelection();
_scene = scene;
}
/*public bool SelectEntityWithId(uint32 id, bool addToSelection = false)
{
if (!addToSelection)
_selectedEntities.Clear();
_scene.[Friend]_ecsWorld.IsValid(id);
_selectedEntities.Add();
}*/
/// Deselects all entities.
public void ClearEntitySelection()
{
_selectedEntities.Clear();
}
/// Selects the given entity.
/// @param entity The entity to select.
/// @param clearOldSelection If true the previously selected entities will be deselected. If false, the given entity will be added to the current selection.
public void SelectEntity(Entity entity, bool clearOldSelection = false)
{
if (clearOldSelection)
ClearEntitySelection();
_selectedEntities.Add(entity);
}
/// Deselects the given entity.
/// @param entity The entity to deselect.
public bool DeselectEntity(Entity entity)
{
return _selectedEntities.Remove(entity);
}
/// Returns whether or not the given entity is currently selected.
public bool IsEntitySelected(Entity entity)
{
return _selectedEntities.Contains(entity);
}
protected override void InternalShow()
{
if(!ImGui.Begin(s_WindowTitle, &_open, .MenuBar))
{
ImGui.End();
@@ -47,70 +85,97 @@ namespace GlitchyEditor.EditWindows
ShowEntityHierarchyMenuBar();
if (ImGui.BeginPopupContextWindow(s_WindowTitle))
{
Show_ContextMenu_Create(true, false, false);
ImGui.EndPopup();
}
if (_editor.SceneViewportWindow.SelectionChanged)
{
var handle = _scene.[Friend]_ecsWorld.GetCurrentVersion(EcsEntity.[Friend]CreateEntityID(_editor.SceneViewportWindow.SelectedEntityId, 0));
if (handle case .Ok(let h))
{
Entity e = .(h, _scene);
SelectEntity(e, Input.IsKeyReleased(.Control));
}
else if (Input.IsKeyReleased(.Control))
{
ClearEntitySelection();
}
}
ShowEntityHierarchy();
if ((ImGui.IsMouseDown(.Left) || ImGui.IsMouseDown(.Right)) && !ImGui.IsAnyItemHovered() && !ImGui.GetIO().KeyCtrl && ImGui.IsWindowHovered(.AllowWhenBlockedByPopup))
ClearEntitySelection();
ImGui.End();
}
/// Returns whether or not all selected entities have the same parent.
internal bool AllSelectionsOnSameLevel()
{
EcsEntity? parent = .InvalidEntity;
for(var selectedEntity in _selectedEntities)
{
var transformComponent = selectedEntity.GetComponent<TransformComponent>();
if(parent == .InvalidEntity)
{
parent = transformComponent.Parent;
}
else if(transformComponent.Parent != parent)
{
return false;
}
}
return true;
}
/// Finds all children of the given entity and stores their IDs in the given list.
internal void FindChildren(EcsEntity entity, List<EcsEntity> entities)
{
for(var (child, childTransform) in _scene.[Friend]_ecsWorld.Enumerate<TransformComponent>())
{
if(childTransform.Parent == entity)
{
if(!entities.Contains(child))
entities.Add(child);
FindChildren(child, entities);
}
}
}
/// Deletes all selected entities and their children.
internal void DeleteSelectedEntities()
{
for (var entity in _selectedEntities)
{
_scene.DestroyEntity(entity, true);
}
_selectedEntities.Clear();
}
private void ShowEntityHierarchyMenuBar()
{
if(ImGui.BeginMenuBar())
{
if(ImGui.BeginMenu("Create"))
Show_ContextMenu_Create(true, true, true);
Show_ContextMenu_Delete();
if(ImGui.MenuItem("Delete", null, false, !_selectedEntities.IsEmpty) ||
(Input.IsKeyPressed(.Delete) && ImGui.IsWindowHovered()))
{
if(ImGui.MenuItem("Empty Entity"))
{
_editor.CreateEntityWithTransform();
}
if(ImGui.IsItemHovered())
ImGui.SetTooltip("Create a new Entity with a transform component.");
if(ImGui.MenuItem("Empty Child", null, false, !_editor.SelectedEntities.IsEmpty))
{
var newEntity = _editor.CreateEntityWithTransform();
var parent = _editor.World.AssignComponent<ParentComponent>(newEntity);
// Last entity in list is the entity that has been selected last.
parent.Entity = _editor.SelectedEntities.Back;
}
if(ImGui.IsItemHovered())
ImGui.SetTooltip("Create a new Entity that is a child of the currently selected entity.");
if(ImGui.MenuItem("Empty Parent", null, false, !_editor.SelectedEntities.IsEmpty && _editor.AllSelectionsOnSameLevel()))
{
var commonParent = _editor.World.GetComponent<ParentComponent>(_editor.SelectedEntities.Front);
var newEntity = _editor.CreateEntityWithTransform();
if(commonParent != null)
{
// parent of selected entities is parent of the new entity.
// (which is why this doesn't work if the entities don't have the same parent)
var newEntityParent = _editor.World.AssignComponent<ParentComponent>(newEntity);
newEntityParent.Entity = commonParent.Entity;
}
// new entity is parent of all selected entities.
for(var selectedEntity in _editor.SelectedEntities)
{
var selectedEntityParent = _editor.World.AssignComponent<ParentComponent>(selectedEntity);
selectedEntityParent.Entity = newEntity;
}
}
if(ImGui.IsItemHovered())
ImGui.SetTooltip("Create a new Entity that is the parent of the currently selected entities.");
ImGui.EndMenu();
}
if(ImGui.IsItemHovered())
ImGui.SetTooltip("Create a new Entity.");
if(ImGui.MenuItem("Delete", null, false, !_editor.SelectedEntities.IsEmpty) || Input.IsKeyPressed(.Delete))
{
_editor.DeleteSelectedEntities();
DeleteSelectedEntities();
}
if(ImGui.IsItemHovered())
@@ -124,32 +189,157 @@ namespace GlitchyEditor.EditWindows
}
}
/// Creates a new entity that is a child of the given entity.
private void CreateChild(Entity? entity)
{
var newEntity = _scene.CreateEntity();
var transformCmp = newEntity.GetComponent<TransformComponent>();
// Last entity in list is the entity that has been selected last.
transformCmp.Parent = entity?.Handle ?? .InvalidEntity;
}
/// Creates a new entity that is a parent of the selected entities.
private void CreateParent()
{
if (_selectedEntities.IsEmpty || !AllSelectionsOnSameLevel())
{
Log.EngineLogger.Error("Cannot create parent entity.");
return;
}
var commonParent = _selectedEntities.Front.GetComponent<TransformComponent>();
var newEntity = _scene.CreateEntity();
if(commonParent != null)
{
// parent of selected entities is parent of the new entity.
// (which is why this doesn't work if the entities don't have the same parent)
var newEntityTransform = newEntity.GetComponent<TransformComponent>();
newEntityTransform.Parent = commonParent.Parent;
}
// new entity is parent of all selected entities.
for(var selectedEntity in _selectedEntities)
{
var selectedTransform = selectedEntity.GetComponent<TransformComponent>();
selectedTransform.Parent = newEntity.Handle;
}
}
private void Show_ContextMenu_Create(bool allowEmpty = true, bool allowChild = true, bool allowParent = true)
{
if (ImGui.BeginMenu("Create"))
{
if (allowEmpty)
{
if(ImGui.MenuItem("Empty Entity"))
{
if (_selectedEntities.IsEmpty)
_scene.CreateEntity();
else
{
Entity? parent = _selectedEntities.Back.Parent;
CreateChild(parent);
}
}
if(ImGui.IsItemHovered())
{
ImGui.SetTooltip("Create a new Entity.");
}
}
if (allowChild)
{
if(ImGui.MenuItem("Empty Child", null, false, !_selectedEntities.IsEmpty))
{
CreateChild(_selectedEntities.Back);
}
if(ImGui.IsItemHovered())
ImGui.SetTooltip("Create a new Entity that is a child of the selected entity.");
}
if (allowParent)
{
if(ImGui.MenuItem("Parent", null, false, !_selectedEntities.IsEmpty && AllSelectionsOnSameLevel()))
{
CreateParent();
}
if(ImGui.IsItemHovered())
ImGui.SetTooltip("Create a new Entity that is the parent of the selected entities.");
}
ImGui.EndMenu();
}
if(ImGui.IsItemHovered())
ImGui.SetTooltip("Create a new Entity.");
}
private bool Show_ContextMenu_Delete()
{
bool deleted = false;
if(ImGui.MenuItem("Delete", null, false, !_selectedEntities.IsEmpty))
{
DeleteSelectedEntities();
deleted = true;
}
if(ImGui.IsItemHovered())
ImGui.SetTooltip("Deletes the selected Entities and their children.");
return deleted;
}
private void ImGuiPrintEntityTree(TreeNode<Entity> tree)
{
String name = null;
var nameComponent = _editor.World.GetComponent<DebugNameComponent>(tree.Value);
var nameComponent = tree.Value.GetComponent<NameComponent>();
if(nameComponent != null)
{
name = nameComponent.DebugName;
name = scope:: .(nameComponent.Name);
}
else
{
name = scope:: $"Entity {(tree.Value.[Friend]Index)}";
name = scope:: $"Entity {(tree.Value.Handle.[Friend]Index)}";
}
ImGui.TreeNodeFlags flags = .OpenOnArrow;
ImGui.TreeNodeFlags flags = .OpenOnArrow | .DefaultOpen | .SpanAvailWidth;
if(tree.Children.Count == 0)
flags |= .Leaf;
bool inSelectedList = _editor.SelectedEntities.Contains(tree.Value);
bool inSelectedList = IsEntitySelected(tree.Value);
if(inSelectedList)
flags |= .Selected;
bool isOpen = ImGui.TreeNodeEx(name, flags);
bool isOpen = ImGui.TreeNodeEx((void*)(uint)tree.Value.Handle.[Friend]Index, flags, $"{name}");
ImGui.PushID((void*)(uint)tree.Value.Handle.[Friend]Index);
bool deleted = false;
if (ImGui.BeginPopupContextItem("treeNodePopup"))
{
Show_ContextMenu_Create(true, true, true);
deleted = Show_ContextMenu_Delete();
ImGui.EndPopup();
}
ImGui.PopID();
if (deleted)
return;
if(ImGui.BeginDragDropSource())
{
@@ -177,33 +367,34 @@ namespace GlitchyEditor.EditWindows
// make sure the dropped entity is not a parent of the entity we dropped it on.
while(true)
{
var walkerParent = _editor.World.GetComponent<ParentComponent>(walker);
if(walkerParent == null)
var parentTransform = walker.GetComponent<TransformComponent>();
if(parentTransform.Parent == .InvalidEntity)
{
dropLegal = true;
break;
}
else if(walkerParent.Entity == movedEntity)
else if(parentTransform.Parent == movedEntity.Handle)
{
dropLegal = false;
break;
}
walker = walkerParent.Entity;
walker = .(parentTransform.Parent, _scene);
}
if(dropLegal)
{
var movedEntityParent = _editor.World.AssignComponent<ParentComponent>(movedEntity);
movedEntityParent.Entity = tree.Value;
var movedEntityTransform = movedEntity.GetComponent<TransformComponent>();
movedEntityTransform.Parent = tree.Value.Handle;
}
}
ImGui.EndDragDropTarget();
}
bool clicked = ImGui.IsItemClicked();
bool clicked = ImGui.IsItemClicked(.Left);
bool clickedRight = ImGui.IsItemClicked(.Right);
if(isOpen)
{
@@ -215,23 +406,18 @@ namespace GlitchyEditor.EditWindows
ImGui.TreePop();
}
if(clicked)
if (clicked || clickedRight)
{
if(inSelectedList)
if (inSelectedList && !clickedRight)
{
_editor.SelectedEntities.Remove(tree.Value);
DeselectEntity(tree.Value);
inSelectedList = false;
}
else
{
if(!ImGui.GetIO().KeyCtrl)
{
_editor.SelectedEntities.Clear();
}
_editor.SelectedEntities.Add(tree.Value);
SelectEntity(tree.Value, !ImGui.GetIO().KeyCtrl && !clickedRight);
inSelectedList = true;
}
inSelectedList = !inSelectedList;
}
}
@@ -239,34 +425,39 @@ namespace GlitchyEditor.EditWindows
{
StringView searchString = StringView(&_entitySearchChars);
if(searchString.Length == 0)
if(searchString.IsWhiteSpace)
{
// Show entity hierarchy as tree
TreeNode<Entity> root = scope .(.InvalidEntity);
TreeNode<Entity> root = scope .(Entity(.InvalidEntity, _scene));
TreeNode<Entity> AddEntity(Entity entity)
TreeNode<Entity> InsertIntoTree(Entity entity)
{
var parent = _editor.World.GetComponent<ParentComponent>(entity);
var transform = entity.GetComponent<TransformComponent>();
if(parent == null)
if(transform == null)
{
return root.AddChild(entity);
}
else
{
var parentNode = root.FindNode(parent.Entity);
var parentEntity = Entity(transform.Parent, _scene);
var parentNode = root.FindNode(parentEntity);
if(parentNode == null)
parentNode = AddEntity(parent.Entity);
parentNode = InsertIntoTree(parentEntity);
return parentNode.AddChild(entity);
}
}
for(var entity in _editor.World.Enumerate())
for(var entityId in _scene.[Friend]_ecsWorld.Enumerate())
{
AddEntity(entity);
Entity entity = .(entityId, _scene);
//if (!entity.HasComponent<EditorComponent>())
InsertIntoTree(entity);
}
if(ImGui.TreeNodeEx("Scene", .DefaultOpen))
@@ -281,11 +472,10 @@ namespace GlitchyEditor.EditWindows
Entity movedEntity = *(Entity*)payload.Data;
_editor.World.RemoveComponent<ParentComponent>(movedEntity);
// Also mark transform as dirty
var transformComponent = _editor.World.GetComponent<TransformComponent>(movedEntity);
transformComponent?.IsDirty = true;
var transformComponent = movedEntity.GetComponent<TransformComponent>();
transformComponent.Parent = .InvalidEntity;
//transformComponent?.IsDirty = true;
}
ImGui.EndDragDropTarget();
@@ -307,19 +497,21 @@ namespace GlitchyEditor.EditWindows
List<StringView> searchTokens = new:ScopedAlloc! .(searchString.Split(' ', .RemoveEmptyEntries));
worldEnumeration:
for(var entity in _editor.World.Enumerate())
for(var entityId in _scene.[Friend]_ecsWorld.Enumerate())
{
String name = null;
Entity entity = .(entityId, _scene);
var nameComponent = _editor.World.GetComponent<DebugNameComponent>(entity);
StringView name = null;
var nameComponent = entity.GetComponent<NameComponent>();
if(nameComponent != null)
{
name = nameComponent.DebugName;
name = nameComponent.Name;
}
else
{
name = scope:worldEnumeration $"Entity {entity.[Friend]Index}";
name = scope:worldEnumeration $"Entity {entityId.[Friend]Index}";
}
StringView nameView = StringView(name);
@@ -0,0 +1,106 @@
using System;
using ImGui;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using GlitchyEngine;
using GlitchyEngine.World;
using ImGuizmo;
using GlitchyEngine.Events;
namespace GlitchyEditor.EditWindows
{
class GameViewportWindow : EditorWindow
{
public const String s_WindowTitle = "Game";
private ImGui.Vec2 _oldViewportSize = .(100, 100);
private bool _viewPortChanged;
private bool _visible;
private RenderTargetGroup _renderTarget ~ _?.ReleaseRef();
public Vector2 ViewportSize => (Vector2)_oldViewportSize;
// Occurs when the viewport is resized.
public Event<EventHandler<Vector2>> ViewportSizeChanged ~ _.Dispose();
// Occurs when an entity was clicked.
public Event<EventHandler<uint32>> EntityClicked ~ _.Dispose();
/// The render target that is shown in the viewport window.
public RenderTargetGroup RenderTarget
{
get => _renderTarget;
set
{
if(_renderTarget == value)
return;
SetReference!(_renderTarget, value);
}
}
public bool Visible => _visible;
public this(Editor editor)
{
_editor = editor;
}
protected override void InternalShow()
{
ImGui.PushStyleVar(.WindowPadding, ImGui.Vec2(1, 1));
defer ImGui.PopStyleVar();
if(!ImGui.Begin(s_WindowTitle, &_open, .NoScrollbar | .MenuBar))
{
ImGui.End();
_visible = false;
return;
}
_visible = true;
let viewportSize = ImGui.GetContentRegionAvail();
if(ImGui.IsWindowHovered() && Input.IsMouseButtonPressing(.RightButton))
{
let currentWindow = ImGui.GetCurrentWindow();
ImGui.FocusWindow(currentWindow);
}
_hasFocus = ImGui.IsWindowFocused();
if(_renderTarget != null)
{
ImGui.Image(_renderTarget.GetViewBinding(0), viewportSize);
}
ImGui.End();
if(_oldViewportSize != viewportSize)
{
ViewportSizeChanged.Invoke(this, (Vector2)viewportSize);
_viewPortChanged = true;
_oldViewportSize = viewportSize;
}
}
/// Provides the ImGui Drop target and handles dropped payload.
private void HandleDropTarget()
{
if (ImGui.BeginDragDropTarget())
{
ImGui.Payload* payload = ImGui.AcceptDragDropPayload("CONTENT_BROWSER_ITEM");
if (payload != null)
{
StringView path = .((char8*)payload.Data, (int)payload.DataSize);
_editor.RequestOpenScene(this, path);
}
ImGui.EndDragDropTarget();
}
}
}
}
@@ -0,0 +1,127 @@
using ImGui;
using System;
using GlitchyEngine.Collections;
using GlitchyEngine.Content;
using System.Reflection;
using GlitchyEngine;
using GlitchyEditor.Assets;
namespace GlitchyEditor.EditWindows;
class PropertiesWindow : EditorWindow
{
public const String s_WindowTitle = "Properties";
private AssetPropertiesEditor _currentPropertiesEditor ~ delete _;
private bool _lockCurrentAsset;
private bool _selectedNewAsset;
private append String _selectedFileName = .();
private AssetHandle _currentAssetHandle;
public this(Editor editor)
{
_editor = editor;
}
protected override void InternalShow()
{
defer { ImGui.End(); }
if(!ImGui.Begin(s_WindowTitle, &_open, .None))
return;
// TODO: make a little button in title bar?
ImGui.Checkbox("Lock", &_lockCurrentAsset);
ImGui.Separator();
ShowAssetProperties();
}
/// Gets the AssetFile for the asset currently selected in the ContentBrowserWindow
/// @returns the AssetFile for the currently selected asset of null, if no file is selected.
private AssetFile GetCurrentAssetFile()
{
// Only grab the currently selected file if we aren't locked
if (!_lockCurrentAsset)
{
StringView selectedInFileBrowser = _editor.ContentBrowserWindow.SelectedFile;
if (_selectedFileName != selectedInFileBrowser)
{
_selectedFileName.Set(_editor.ContentBrowserWindow.SelectedFile);
}
}
Result<TreeNode<AssetNode>> treeNode = _editor.ContentManager.AssetHierarchy.GetNodeFromPath(_selectedFileName);
if (treeNode case .Ok(let assetNode))
return assetNode->AssetFile;
return null;
}
private void ShowAssetProperties()
{
AssetFile assetFile = GetCurrentAssetFile();
if (_currentPropertiesEditor?.Asset != assetFile)
{
delete _currentPropertiesEditor;
_currentPropertiesEditor = _editor.ContentManager.GetNewPropertiesEditor(assetFile);
}
if (assetFile == null)
return;
Asset asset = _editor.ContentManager.GetAsset(null, _currentAssetHandle);
// We need the actual asset for preview and sometimes for editing
if (asset?.Identifier != assetFile.Identifier)
{
_currentAssetHandle = _editor.ContentManager.LoadAsset(assetFile.Identifier);
}
// TODO: allow changing AssetLoader
// assetFile.AssetConfig.AssetLoade
// TODO: ignore file
/*ImGui.Checkbox("Ignore", &assetFile.AssetConfig.IgnoreFile);
if (ImGui.IsItemHovered())
ImGui.SetTooltip("If checked this file will be ignored and not treated as an asset.");*/
ShowPropertiesEditor(assetFile);
ImGui.Separator();
// TODO: preview asset
}
private void ShowPropertiesEditor(AssetFile assetFile)
{
if (_currentPropertiesEditor == null)
return;
_currentPropertiesEditor.ShowEditor();
if (ImGui.Button("Save Asset"))
{
Asset asset = _editor.ContentManager.GetAsset(null, _currentAssetHandle);
_editor.ContentManager.SaveAsset(asset);
}
if (!assetFile.AssetConfig.Config.Changed)
{
ImGui.BeginDisabled();
defer:: { ImGui.EndDisabled(); }
}
ImGui.Separator();
if (ImGui.Button("Apply"))
assetFile.SaveAssetConfig();
}
}
@@ -1,130 +0,0 @@
using System;
using ImGui;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using GlitchyEngine;
using GlitchyEngine.World;
using ImGuizmo;
namespace GlitchyEditor.EditWindows
{
class SceneViewportWindow
{
private Editor _editor;
public Camera _camera;
public const String s_WindowTitle = "Scene";
private bool _open = true;
private RenderTarget2D _renderTarget ~ _?.ReleaseRef();
private bool _hasFocus;
public Event<EventHandler<Vector2>> ViewportSizeChangedEvent ~ _.Dispose();
public bool Open
{
get => _open;
set => _open = value;
}
public bool HasFocus
{
get => _hasFocus;
}
public RenderTarget2D RenderTarget
{
get => _renderTarget;
set
{
if(_renderTarget == value)
return;
SetReference!(_renderTarget, value);
}
}
public this(Editor editor)
{
_editor = editor;
}
private ImGui.Vec2 oldViewportSize;
private bool viewPortChanged;
public void Show()
{
if(!_open)
return;
ImGui.PushStyleVar(.WindowPadding, ImGui.Vec2(1, 1));
defer ImGui.PopStyleVar();
if(!ImGui.Begin(s_WindowTitle, &_open, .NoScrollbar))
{
ImGui.End();
return;
}
if(ImGui.IsWindowHovered() && Input.IsMouseButtonPressing(.RightButton))
{
var currentWindow = ImGui.GetCurrentWindow();
ImGui.FocusWindow(currentWindow);
}
_hasFocus = ImGui.IsWindowFocused();
var viewportSize = ImGui.GetContentRegionAvail();
if(_renderTarget != null)
{
ImGui.Image(_renderTarget, viewportSize);
}
if(_editor.SelectedEntities.Count > 0)
{
ImGuizmo.SetDrawlist();
var entity = _editor.SelectedEntities.Back;
var transformCmp = _editor.World.GetComponent<TransformComponent>(entity);
var transform = transformCmp.LocalTransform;
var view = _camera.View;
var projection = _camera.Projection;
var v = ImGui.GetWindowPos();
var cntMin = ImGui.GetWindowContentRegionMin();
v.x += cntMin.x;
v.y += cntMin.y;
ImGuizmo.SetRect(v.x, v.y, viewportSize.x, viewportSize.y);
Color c = .(0,0,0,255);
//ImGuizmo.DrawCubes((.)&view, (.)&projection, (.)&transform, 1);
ImGuizmo.Manipulate((.)&view, (.)&projection, .TRANSLATE, .LOCAL, (.)&transform);
Matrix mat = .Identity;
ImGuizmo.DrawGrid((.)&view, (.)&projection, (.)&mat, 10);
transformCmp.LocalTransform = transform;
//ImGuizmo.ViewManipulate((.)&view, , .TRANSLATE, .LOCAL, (.)&transform);
}
ImGui.End();
if(oldViewportSize != viewportSize)
{
ViewportSizeChangedEvent.Invoke(this, *(Vector2*)&oldViewportSize);
viewPortChanged = true;
oldViewportSize = viewportSize;
}
}
}
}
+57 -88
View File
@@ -4,111 +4,80 @@ using System;
using System.Collections;
using GlitchyEngine.Collections;
using GlitchyEditor.EditWindows;
using GlitchyEngine;
using GlitchyEditor.Assets;
namespace GlitchyEditor
{
class Editor
{
private EcsWorld _world;
private Scene _scene;
private EditorContentManager _contentManager;
private EntityHierarchyWindow _entityHierarchyWindow ~ delete _;
private ComponentEditWindow _componentEditWindow ~ delete _;
private EditorViewportWindow _sceneViewportWindow ~ delete _;
private GameViewportWindow _gameViewportWindow ~ delete _;
private ContentBrowserWindow _contentBrowserWindow ~ delete _;
private PropertiesWindow _propertiesWindow ~ delete _;
public Scene CurrentScene
{
get => _scene;
set
{
if (_scene == value)
return;
_scene = value;
_entityHierarchyWindow.SetContext(_scene);
}
}
public EditorContentManager ContentManager => _contentManager;
private EntityHierarchyWindow _entityHierarchyWindow = new .(this) ~ delete _;
private ComponentEditWindow _componentEditWindow = new .(this) ~ delete _;
private SceneViewportWindow _sceneViewportWindow = new .(this) ~ delete _;
private List<Entity> _selectedEntities = new .() ~ delete _;
public EcsWorld World => _world;
public List<Entity> SelectedEntities => _selectedEntities;
public EntityHierarchyWindow EntityHierarchyWindow => _entityHierarchyWindow;
public ComponentEditWindow ComponentEditWindow => _componentEditWindow;
public SceneViewportWindow SceneViewportWindow => _sceneViewportWindow;
public EditorViewportWindow SceneViewportWindow => _sceneViewportWindow;
public GameViewportWindow GameViewportWindow => _gameViewportWindow;
public ContentBrowserWindow ContentBrowserWindow => _contentBrowserWindow;
public PropertiesWindow PropertiesWindow => _propertiesWindow;
public EditorCamera* CurrentCamera { get; set; }
public Event<EventHandler<StringView>> RequestOpenScene ~ _.Dispose();
public SceneRenderer GameSceneRenderer {get; set;}
public SceneRenderer EditorSceneRenderer {get; set;}
/// Creates a new editor for the given world
public this(EcsWorld world)
public this(Scene scene, EditorContentManager contentManager)
{
_world = world;
_scene = scene;
_contentManager = contentManager;
InitWindows();
}
private void InitWindows()
{
_sceneViewportWindow = new EditorViewportWindow(this);
_gameViewportWindow = new GameViewportWindow(this);
_entityHierarchyWindow = new EntityHierarchyWindow(this, _scene);
_componentEditWindow = new ComponentEditWindow(_entityHierarchyWindow);
_contentBrowserWindow = new ContentBrowserWindow((.)Application.Get().ContentManager);
_propertiesWindow = new PropertiesWindow(this);
}
public void Update()
{
_sceneViewportWindow.Show();
_gameViewportWindow.Show();
_entityHierarchyWindow.Show();
_componentEditWindow.Show();
_sceneViewportWindow.Show();
_contentBrowserWindow.Show();
_propertiesWindow.Show();
}
/// Creates a new entity with a transform component.
internal Entity CreateEntityWithTransform()
{
var entity = _world.NewEntity();
var transformComponent = ref *_world.AssignComponent<TransformComponent>(entity);
transformComponent = TransformComponent();
var nameComponent = ref *_world.AssignComponent<DebugNameComponent>(entity);
nameComponent.SetName("Entity");
return entity;
}
/// Returns whether or not all selected entities have the same parent.
internal bool AllSelectionsOnSameLevel()
{
Entity? parent = .InvalidEntity;
for(var selectedEntity in _selectedEntities)
{
var parentComponent = _world.GetComponent<ParentComponent>(selectedEntity);
if(parent == .InvalidEntity)
{
parent = parentComponent?.Entity;
}
else if(parentComponent?.Entity != parent)
{
return false;
}
}
return true;
}
/// Finds all children of the given entity and stores their IDs in the given list.
internal void FindChildren(Entity entity, List<Entity> entities)
{
for(var (child, childParent) in _world.Enumerate<ParentComponent>())
{
if(childParent.Entity == entity)
{
if(!entities.Contains(child))
entities.Add(child);
FindChildren(child, entities);
}
}
}
/// Deletes all selected entities and their children.
internal void DeleteSelectedEntities()
{
List<Entity> entities = scope .();
for(var entity in _selectedEntities)
{
entities.Add(entity);
FindChildren(entity, entities);
}
for(var entity in entities)
{
_world.RemoveEntity(entity);
}
_selectedEntities.Clear();
}
}
}
+29 -1
View File
@@ -1,13 +1,41 @@
using System;
using GlitchyEngine;
using GlitchyEngine.Content;
using GlitchyEditor.Assets;
namespace GlitchyEditor
{
class EditorApp : Application
{
EditorContentManager _contentManager;
public this()
{
PushLayer(new EditorLayer());
PushLayer(new EditorLayer(_contentManager));
}
protected override IContentManager InitContentManager()
{
_contentManager = new EditorContentManager();
_contentManager.RegisterAssetLoader<EditorTextureAssetLoader>();
_contentManager.SetAsDefaultAssetLoader<EditorTextureAssetLoader>(".png", ".dds");
_contentManager.SetAssetPropertiesEditor<EditorTextureAssetLoader>(=> TextureAssetPropertiesEditor.Factory);
_contentManager.RegisterAssetLoader<ModelAssetLoader>();
_contentManager.SetAsDefaultAssetLoader<ModelAssetLoader>(".glb", ".gltf");
_contentManager.SetAssetPropertiesEditor<ModelAssetLoader>(=> ModelAssetPropertiesEditor.Factory);
_contentManager.RegisterAssetLoader<MaterialAssetLoader>();
_contentManager.SetAsDefaultAssetLoader<MaterialAssetLoader>(".mat");
_contentManager.SetAssetPropertiesEditor<MaterialAssetLoader>(=> MaterialAssetPropertiesEditor.Factory);
_contentManager.RegisterAssetLoader<EffectAssetLoader>();
_contentManager.SetAsDefaultAssetLoader<EffectAssetLoader>(".hlsl");
_contentManager.SetAssetPropertiesEditor<EffectAssetLoader>(=> EffectAssetPropertiesEditor.Factory);
_contentManager.SetContentDirectory("./content");
return _contentManager;
}
[Export, LinkName("CreateApplication")]
+639
View File
@@ -0,0 +1,639 @@
using System;
using System.IO;
using GlitchyEngine.Collections;
using System.Collections;
using GlitchyEngine.Renderer;
using System.Threading;
using GlitchyEngine.Content;
using GlitchyEditor.Assets;
using GlitchyEngine;
using System.Linq;
using System.Threading.Tasks;
using internal GlitchyEngine.Content.Asset;
namespace GlitchyEditor;
class EditorContentManager : IContentManager
{
private append String _contentDirectory = .();
public StringView ContentDirectory => _contentDirectory;
//private append List<String> _identifiers = .() ~ _.ClearAndDeleteItems();
private append Dictionary<StringView, AssetHandle> _identiferToHandle = .(); // TODO: Check if all resources are unloaded
private append Dictionary<AssetHandle, Asset> _handleToAsset = .();
private append AssetHierarchy _assetHierarchy = .(this);
public AssetHierarchy AssetHierarchy => _assetHierarchy;
private append List<AssetHandle> _reloadQueue = .();
public this()
{
_assetHierarchy.OnFileContentChanged.Add(new => OnFileContentChanged);
_assetHierarchy.OnFileRenamed.Add(new => OnFileRenamed);
}
public ~this()
{
UnmanageAllAssets();
}
private void OnFileContentChanged(AssetNode assetNode)
{
// Asset isn't loaded so we don't need to reload it.
if (assetNode.AssetFile.LoadedAsset == null)
return;
_reloadQueue.Add(assetNode.AssetFile.LoadedAsset.Handle);
}
public void OnFileRenamed(AssetNode assetNode, StringView oldIdentifier)
{
// Asset isn't loaded so we don't need to reload it.
if (assetNode.AssetFile.LoadedAsset == null)
return;
Asset asset = assetNode.AssetFile.LoadedAsset;
_identiferToHandle.Remove(oldIdentifier);
asset.Identifier = assetNode.AssetFile.Identifier;
_identiferToHandle.Add(asset.Identifier, asset.Handle);
}
public void SetContentDirectory(StringView contentDirectory)
{
_contentDirectory.Clear();
_contentDirectory.Append(contentDirectory);
Path.Fixup(_contentDirectory);
_assetHierarchy.SetContentDirectory(contentDirectory);
}
public void Update()
{
SwapInLoadedAssets();
if (!_reloadQueue.IsEmpty)
{
for (AssetHandle handle in _reloadQueue)
{
ReloadAsset(handle);
}
_reloadQueue.Clear();
}
_assetHierarchy.Update();
}
/// Replaces placeholders with the loaded assets
private void SwapInLoadedAssets()
{
// Don't take the lock if we have nothing to do.
if (_finishedEntries.Count == 0)
return;
using (_finishedEntriesLock.Enter())
{
while (_finishedEntries.Count > 0)
{
let (placeholder, asset) = _finishedEntries[0];
delete placeholder.LoadingTask;
if (asset == null)
placeholder.PlaceholderType = .Error;
else
{
// TODO: I'm not sure whether AssetFiles are guaranteed to persist.
// Get the reference here because placeholder wont survive SwapAsset.
AssetFile file = placeholder.AssetFile;
file.[Friend]_loadedAsset = asset;
SwapAsset(placeholder, asset);
// SwapAsset increases RefCount, but this scope also holds a reference.
asset.ReleaseRef();
}
_finishedEntries.RemoveAtFast(0);
}
}
}
public IAssetLoader GetDefaultAssetLoader(StringView fileExtension)
{
if (_defaultAssetLoaders.TryGetValue(fileExtension, let value))
return value;
return null;
}
private append List<String> _supportedExtensions = .() ~ ClearAndDeleteItems!(_);
private append List<IAssetLoader> _assetLoaders = .() ~ ClearAndDeleteItems!(_);
private append Dictionary<StringView, IAssetLoader> _defaultAssetLoaders = .();
private append Dictionary<String, function AssetPropertiesEditor(AssetFile)> _assetPropertiesEditors = .() ~ {
for (String key in _.Keys)
{
delete key;
}
};
public void RegisterAssetLoader<T>() where T : new, class, IAssetLoader
{
// Log.EngineLogger.AssertDebug(!_assetLoaders.Any((l) => l.GetType() == typeof(T)), "Asset loader already registered.");
T assetLoader = new T();
_assetLoaders.Add(assetLoader);
for (StringView ext in T.FileExtensions)
_supportedExtensions.Add(new String(ext));
}
public void SetAsDefaultAssetLoader<T>(params Span<StringView> fileExtensions) where T : IAssetLoader
{
for (var ext in fileExtensions)
{
// Find file extension in registered file extensions
String foundExtension = null;
for (var supportedExt in _supportedExtensions)
{
if (supportedExt == ext)
{
foundExtension = supportedExt;
break;
}
}
Log.EngineLogger.Assert(foundExtension != null, "File Extension is not registered.");
for (var loader in _assetLoaders)
{
if (loader.GetType() == typeof(T))
{
_defaultAssetLoaders[foundExtension] = loader;
break;
}
}
}
}
public void SetAssetPropertiesEditor(Type assetLoaderType, function AssetPropertiesEditor(AssetFile) editorFactory)
{
String loaderTypeName = new String();
assetLoaderType.GetName(loaderTypeName);
_assetPropertiesEditors[loaderTypeName] = editorFactory;
}
public void SetAssetPropertiesEditor<TAssetLoader>(function AssetPropertiesEditor(AssetFile) editorFactory) where TAssetLoader : IAssetLoader
{
SetAssetPropertiesEditor(typeof(TAssetLoader), editorFactory);
}
public AssetPropertiesEditor GetNewPropertiesEditor(AssetFile assetFile)
{
if (assetFile?.AssetConfig.AssetLoader == null)
return null;
if (_assetPropertiesEditors.TryGetValue(assetFile.AssetConfig.AssetLoader, let propertiesEditorfactory))
return propertiesEditorfactory(assetFile);
return null;
}
public bool IsLoaded(StringView identifier)
{
return _identiferToHandle.ContainsKey(identifier);
}
public Asset GetAsset(Type assetType, AssetHandle handle)
{
Asset asset = null;
_handleToAsset.TryGetValue(handle, out asset);
if (var placeholder = asset as PlaceholderAsset)
{
if (placeholder.PlaceholderType == .Loading)
return placeholder.AssetLoader.GetPlaceholderAsset(assetType);
else if (placeholder.PlaceholderType == .Error)
return placeholder.AssetLoader.GetErrorAsset(assetType);
}
if (assetType == null)
{
return asset;
}
else if (asset?.GetType().IsSubtypeOf(assetType) ?? false)
{
return asset;
}
else
{
// TODO: get default asset
return null;
}
}
private void ReloadAsset(AssetHandle handle)
{
Debug.Profiler.ProfileResourceFunction!();
Asset oldAsset = null;
if (!_handleToAsset.TryGetValue(handle, out oldAsset))
{
Log.EngineLogger.Error("Can't reload! No asset exists for handle.");
return;
}
Log.EngineLogger.AssertDebug(oldAsset != null);
StringView oldIdentifier = oldAsset.Identifier;
GetResourceAndSubassetName(oldIdentifier, let resourceName, let subassetName);
String filePath = scope .();
GetResourceFilePath(resourceName, filePath);
Result<TreeNode<AssetNode>> resultNode = AssetHierarchy.GetNodeFromPath(filePath);
if (resultNode case .Err)
{
Log.EngineLogger.Error($"Could not find asset \"{filePath}\".");
return;
}
AssetFile file = resultNode->Value.AssetFile;
IAssetLoader assetLoader = GetAssetLoader(file);
Stream stream = GetStream(filePath);
// TODO: Add async loading!
Asset loadedAsset = assetLoader.LoadAsset(stream, file.AssetConfig.Config, resourceName, subassetName, this);
delete stream;
if (loadedAsset == null)
return;
file.[Friend]_loadedAsset = loadedAsset;
SwapAsset(oldAsset, loadedAsset);
// SwapAsset increases RefCount, but this scope also holds a reference.
loadedAsset.ReleaseRef();
}
/// Returns the resource name and, if it exists, the subasset name.
private void GetResourceAndSubassetName(StringView identifier, out StringView resourceName, out StringView? subassetName)
{
int poundIndex = identifier.IndexOf('#');
resourceName = (poundIndex != -1) ? identifier.Substring(0, poundIndex) : identifier;
subassetName = (poundIndex != -1) ? identifier.Substring(poundIndex + 1) : null;
}
private void GetResourceFilePath(StringView resourceName, String filePath)
{
Path.Combine(filePath, _contentDirectory, resourceName);
Path.Fixup(filePath);
}
private enum PlaceholderType
{
Loading,
Error
}
private class PlaceholderAsset : Asset
{
public AssetFile AssetFile {get; private set;}
public Task LoadingTask {get;set;}
public IAssetLoader AssetLoader {get; private set;}
public PlaceholderType PlaceholderType {get; set;}
public this(AssetFile assetFile, IAssetLoader assetLoader, PlaceholderType placeholderType)
{
AssetFile = assetFile;
AssetLoader = assetLoader;
PlaceholderType = placeholderType;
}
}
private append Monitor _finishedEntriesLock = .();
private append List<(PlaceholderAsset placeholder, Asset newAsset)> _finishedEntries = .();
private class MissingAsset : Asset {}
public AssetHandle LoadAsset(StringView identifier, bool blocking = false)
{
Debug.Profiler.ProfileResourceFunction!();
// Todo: How strict should we be on paths?
String fixedIdentifier = scope String(identifier);
AssetIdentifier.Fixup(fixedIdentifier);
if (_identiferToHandle.TryGetValue(fixedIdentifier, let asset))
return asset;
GetResourceAndSubassetName(fixedIdentifier, let resourceName, let subassetName);
String filePath = scope .();
GetResourceFilePath(resourceName, filePath);
Result<TreeNode<AssetNode>> resultNode = AssetHierarchy.GetNodeFromPath(filePath);
if (resultNode case .Err)
{
Log.EngineLogger.Error($"Could not find asset \"{filePath}\".");
return .Invalid;
}
AssetFile file = resultNode->Value.AssetFile;
IAssetLoader assetLoader = GetAssetLoader(file);
// TODO: what are we supposed to do if we don't find a loader? Sure not crash...
Log.EngineLogger.AssertDebug(assetLoader != null);
Asset loadedAsset;
// TODO: Support lazy loading for all asset types
if (!(assetLoader is EditorTextureAssetLoader) || blocking)
{
Stream stream = GetStream(filePath);
loadedAsset = assetLoader.LoadAsset(stream, file.AssetConfig.Config, resourceName, subassetName, this);
delete stream;
if (loadedAsset == null)
return .Invalid;
}
else
{
PlaceholderAsset placeholder = new PlaceholderAsset(file, assetLoader, .Loading);
String filePath2 = new String(filePath);
String newResourceName = new String(resourceName);
String newSesourceName = subassetName == null ? null : new String(subassetName.Value);
placeholder.LoadingTask = new Task(new () => {
AsyncLoadAsset(placeholder, filePath2, assetLoader, file,
newResourceName, newSesourceName);
});
ThreadPool.QueueUserWorkItem(placeholder.LoadingTask);
loadedAsset = placeholder;
}
loadedAsset.Identifier = fixedIdentifier;
AssetHandle handle = ManageAsset(loadedAsset);
// ManageAsset increases RefCount, but this scope also holds a reference.
loadedAsset.ReleaseRef();
// Add to Identifier -> Handle map
_identiferToHandle.Add(loadedAsset.Identifier, handle);
file.[Friend]_loadedAsset = loadedAsset;
return handle;
}
private void AsyncLoadAsset(PlaceholderAsset placeholder, String filePath, IAssetLoader assetLoader, AssetFile file, String resourceName, String subassetName)
{
Debug.Profiler.ProfileResourceFunction!();
Stream stream = GetStream(filePath);
Asset loadedAsset = assetLoader.LoadAsset(stream, file.AssetConfig.Config, resourceName, subassetName, this);
delete stream;
delete filePath;
delete resourceName;
delete subassetName;
using (_finishedEntriesLock.Enter())
{
_finishedEntries.Add((placeholder, loadedAsset));
}
}
/// Gets the asset loader that has to be used for the given file.
IAssetLoader GetAssetLoader(AssetFile file)
{
IAssetLoader assetLoader = null;
String loaderTypeName = scope .(128);
for (IAssetLoader loader in _assetLoaders)
{
loader.GetType().GetName(loaderTypeName..Clear());
if (loaderTypeName == file.AssetConfig.AssetLoader)
{
assetLoader = loader;
break;
}
}
return assetLoader;
}
public enum SaveAssetError
{
case Unknown;
case Unsavable;
case PathNotFound;
}
/// Saves the asset.
public Result<void, SaveAssetError> SaveAsset(Asset asset)
{
if (asset == null)
return .Err(.Unknown);
if (asset.Identifier.IsWhiteSpace)
return .Err(.Unsavable);
GetResourceAndSubassetName(asset.Identifier, let resourceName, let subassetName);
if (subassetName != null)
{
// TODO: should this ever be allowed? Couldn't we just save the entire asset?
// Would this ever be necessary?
Runtime.NotImplemented("Saving subassets is not currently allowed");
}
String filePath = scope String();
GetResourceFilePath(resourceName, filePath);
Result<TreeNode<AssetNode>> assetNode = AssetHierarchy.GetNodeFromPath(filePath);
if (assetNode case .Err)
return .Err(.PathNotFound);
AssetFile file = assetNode.Get()->AssetFile;
IAssetLoader assetLoader = GetAssetLoader(file);
IAssetSaver assetSaver = assetLoader as IAssetSaver;
if (assetSaver == null)
{
Log.EngineLogger.Error("The asset loader can't save!");
return .Err(.Unsavable);
}
Stream stream = OpenStream(filePath, false);
assetSaver.EditorSaveAsset(stream, asset, file.AssetConfig.Config, resourceName, subassetName, this);
// Trim off the end of the file.
stream.SetLength(stream.Position);
delete stream;
return .Ok;
}
private Stream OpenStream(StringView assetIdentifier, bool openOnly)
{
var assetIdentifier;
if (!assetIdentifier.StartsWith(_contentDirectory))
{
String filePath = scope:: String(assetIdentifier.Length + _contentDirectory.Length + 2);
Path.Combine(filePath, _contentDirectory, assetIdentifier);
assetIdentifier = filePath;
}
FileStream fs = new FileStream();
FileMode fileMode = openOnly ? FileMode.Open : FileMode.OpenOrCreate;
var result = fs.Open(assetIdentifier, fileMode, openOnly ? .Read : .ReadWrite, .ReadWrite);
if (result case .Err)
return null;
return fs;
}
// TODO: probably not needed
public Stream GetStream(StringView assetIdentifier)
{
return OpenStream(assetIdentifier, true);
/*var assetIdentifier;
if (!assetIdentifier.StartsWith(_contentDirectory))
{
String filePath = scope:: String(assetIdentifier.Length + _contentDirectory.Length + 2);
Path.Combine(filePath, _contentDirectory, assetIdentifier);
assetIdentifier = filePath;
}
FileStream fs = new FileStream();
var result = fs.Open(assetIdentifier, .Open, .Read, .ReadWrite);
if (result case .Err)
return null;
return fs;*/
}
public AssetHandle ManageAsset(Asset asset)
{
Log.EngineLogger.AssertDebug(asset.Handle == .Invalid, "Asset is already managed.");
Log.EngineLogger.AssertDebug(asset.ContentManager == null, "Asset is already managed.");
AssetHandle handle = .();
// Generate until we find a unique key (shouldn't happen too often)
while (handle.IsInvalid || _handleToAsset.ContainsKey(handle))
{
handle = .();
Log.EngineLogger.Trace("Handle was invalid or already taken.");
// TODO: perhaps test how often this happens.
// If this happens too often we could use a different random generator
}
//_handles.Add(asset.Identifier, handle);
_handleToAsset.Add(handle, asset);
asset.[Friend]_contentManager = this;
asset.[Friend]_handle = handle;
asset.AddRef();
return handle;
}
private void SwapAsset(Asset oldAsset, Asset newAsset)
{
newAsset.Identifier = oldAsset.Identifier;
newAsset._contentManager = this;
newAsset._handle = oldAsset.Handle;
_handleToAsset[oldAsset.Handle] = newAsset;
if (_identiferToHandle.ContainsKey(oldAsset.Identifier))
{
_identiferToHandle.Remove(oldAsset.Identifier);
_identiferToHandle.Add(newAsset.Identifier, newAsset.Handle);
}
newAsset.AddRef();
oldAsset.ReleaseRef();
}
public void UnmanageAsset(AssetHandle handle)
{
Log.EngineLogger.AssertDebug(_handleToAsset.ContainsKey(handle), "Handle doesn't correspond to an asset.");
Asset asset = _handleToAsset[handle];
if (_identiferToHandle.ContainsKey(asset.Identifier))
_identiferToHandle.Remove(asset.Identifier);
_handleToAsset.Remove(handle);
asset.[Friend]_contentManager = null;
asset.ReleaseRef();
}
/// This will unregister all assets from this content manager.
/// Note: This will not release any assets.
private void UnmanageAllAssets()
{
for (let (handle, _) in _handleToAsset)
{
UnmanageAsset(handle);
}
}
public void AssetMoved(Asset asset, StringView oldIdentifier, StringView newIdentifier)
{
Runtime.NotImplemented();
if (oldIdentifier == newIdentifier)
return;
Log.EngineLogger.Assert(_identiferToHandle.ContainsKey(newIdentifier), "An asset with the same identifier is already managed by this content manager.");
// Since all we do in order to track assets is add them to a dictionary we can simply unmanage and manage it again.
//UnmanageAsset(asset);
//ManageAsset(asset);
}
}
+61
View File
@@ -0,0 +1,61 @@
using System;
using GlitchyEngine.Renderer;
using GlitchyEngine.Math;
using GlitchyEngine;
using GlitchyEngine.Content;
namespace GlitchyEditor
{
class EditorIcons : RefCounted
{
AssetHandle<Texture2D> _texture;
public SubTexture2D DirectionalLight ~ _.ReleaseRef();
public SubTexture2D Camera ~ _.ReleaseRef();
public SubTexture2D Folder ~ _.ReleaseRef();
public SubTexture2D File ~ _.ReleaseRef();
public SubTexture2D Play ~ _.ReleaseRef();
public SubTexture2D Stop ~ _.ReleaseRef();
public SubTexture2D Simulate ~ _.ReleaseRef();
public SubTexture2D Pause ~ _.ReleaseRef();
public SamplerState SamplerState
{
get => _texture.Get().SamplerState;
set => _texture.Get().SamplerState = value;
}
public this(String texturePath, Vector2 iconSize)
{
_texture = Content.LoadAsset(texturePath, null, true);
Vector2 pen = .();
DirectionalLight = GetNextGridTexture(ref pen, iconSize);
Camera = GetNextGridTexture(ref pen, iconSize);
Folder = GetNextGridTexture(ref pen, iconSize);
File = GetNextGridTexture(ref pen, iconSize);
Play = GetNextGridTexture(ref pen, iconSize);
Stop = GetNextGridTexture(ref pen, iconSize);
Simulate = GetNextGridTexture(ref pen, iconSize);
Pause = GetNextGridTexture(ref pen, iconSize);
}
private SubTexture2D GetNextGridTexture(ref Vector2 pen, Vector2 iconSize)
{
SubTexture2D subTexture = .CreateFromGrid(_texture, pen, iconSize);
pen.X += 1.0f;
if (pen.X >= (_texture.Width / iconSize.X))
{
pen.X = 0;
pen.Y += 1.0f;
}
Log.EngineLogger.AssertDebug(pen.Y <=(_texture.Height / iconSize.Y));
return subTexture;
}
}
}
+624 -76
View File
@@ -7,43 +7,108 @@ using GlitchyEngine.ImGui;
using GlitchyEngine.Math;
using GlitchyEngine.Renderer;
using GlitchyEngine.World;
using GlitchyEngine.Content;
using System.Collections;
using GlitchyEngine.Renderer.Animation;
using System.IO;
using GlitchyEngine.Core;
using GlitchyEditor.Assets;
namespace GlitchyEditor
{
class EditorLayer : Layer
{
enum SceneState
{
Edit,
Play,
Simulate
}
RasterizerState _rasterizerState ~ _?.ReleaseRef();
RasterizerState _rasterizerStateClockWise ~ _?.ReleaseRef();
GraphicsContext _context ~ _?.ReleaseRef();
DepthStencilTarget _swapchainDepthBuffer ~ _?.ReleaseRef();
// TODO: we shouldn't hold a reference to the context
GraphicsContext _context ~ _.ReleaseRef();
BlendState _alphaBlendState ~ _?.ReleaseRef();
BlendState _opaqueBlendState ~ _?.ReleaseRef();
BlendState _alphaBlendState ~ _.ReleaseRef();
BlendState _opaqueBlendState ~ _.ReleaseRef();
DepthStencilState _depthStencilState ~ _.ReleaseRef();
/// Reference to the scene that is currently being played and worked on.
Scene _activeScene ~ _?.ReleaseRef();
EcsWorld _world = new EcsWorld() ~ delete _;
/**
* Referece to the editor scene.
* We hold a reference to the editor scene because we need it in order
* to restore the original state once we stop the game/simulation.
* Before starting the simulation the editor scene will be copied and
* the reference in _activeScene will be replaced with the new scene.
*/
Scene _editorScene ~ _?.ReleaseRef();
SceneRenderer _gameSceneRenderer ~ delete _;
SceneRenderer _editorSceneRenderer ~ delete _;
/// Path of the current scene.
append String _sceneFilePath = .();
Editor _editor ~ delete _;
PerspectiveCameraController _cameraController ~ delete _;
RenderTarget2D _renderTarget2D ~ _?.ReleaseRef();
RenderTargetGroup _cameraTarget ~ _.ReleaseRef();
RenderTargetGroup _editorViewportTarget ~ _.ReleaseRef();
RenderTargetGroup _gameViewportTarget ~ _.ReleaseRef();
public this() : base("Example")
SettingsWindow _settingsWindow = new .() ~ delete _;
EditorCamera _camera ~ _.Dispose();
EditorIcons _editorIcons ~ _.ReleaseRef();
EditorContentManager _contentManager;
SceneState _sceneState = .Edit;
bool _isPaused = false;
/// Gets or sets the path of the current scene.
public StringView SceneFilePath
{
get => _sceneFilePath;
set
{
_sceneFilePath.Clear();
if (!value.IsWhiteSpace)
_sceneFilePath.Append(value);
}
}
public this(EditorContentManager contentManager) : base("Editor")
{
Application.Get().Window.IsVSync = false;
_contentManager = contentManager;
InitGraphics();
InitEcs();
_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;
InitEditor();
NewScene();
}
private void InitGraphics()
{
_context = Application.Get().Window.Context..AddRef();
_swapchainDepthBuffer = new DepthStencilTarget(_context.SwapChain.Width, _context.SwapChain.Height);
RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
_rasterizerState = new RasterizerState(rsDesc);
@@ -55,144 +120,572 @@ namespace GlitchyEditor
_alphaBlendState = new BlendState(blendDesc);
_opaqueBlendState = new BlendState(.Default);
_renderTarget2D = new RenderTarget2D(RenderTarget2DDescription(.R8G8B8A8_UNorm, 100, 100) {DepthStencilFormat = .D32_Float});
DepthStencilStateDescription dsDesc = .();
_depthStencilState = new DepthStencilState(dsDesc);
_cameraTarget = new RenderTargetGroup(.(){
Width = 100,
Height = 100,
ColorTargetDescriptions = TargetDescription[](
.(.R16G16B16A16_Float),
.(.R32_UInt)
),
DepthTargetDescription = .(.D24_UNorm_S8_UInt)
});
SamplerStateDescription desc = .();
_editorViewportTarget = new RenderTargetGroup(.()
{
Width = 100,
Height = 100,
ColorTargetDescriptions = TargetDescription[](
.(.R8G8B8A8_UNorm))
});
SamplerState sampler = new SamplerState(desc);
_gameViewportTarget = new RenderTargetGroup(.()
{
Width = 100,
Height = 100,
ColorTargetDescriptions = TargetDescription[](
.(.R8G8B8A8_UNorm))
});
_renderTarget2D.SamplerState = sampler;
_editorIcons = new EditorIcons("Textures/EditorIcons.dds", .(64, 64));
_editorIcons.SamplerState = SamplerStateManager.AnisotropicClamp;
sampler.ReleaseRef();
}
private void InitEcs()
{
_world.Register<DebugNameComponent>();
_world.Register<TransformComponent>();
_world.Register<ParentComponent>();
_world.Register<MeshComponent>();
_world.Register<MeshRendererComponent>();
_world.Register<SkinnedMeshRendererComponent>();
_world.Register<CameraComponent>();
_world.Register<AnimationComponent>();
ContentBrowserWindow.s_FolderTexture = _editorIcons.Folder;
ContentBrowserWindow.s_FileTexture = _editorIcons.File;
}
private void InitEditor()
{
_editor = new Editor(_world);
_editor.SceneViewportWindow.ViewportSizeChangedEvent.Add(new (s, e) => ViewportSizeChanged(s, e));
_editor = new Editor(_editorScene, _contentManager);
_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;
_cameraController = new .(Application.Get().Window.Context.SwapChain.BackbufferViewport.Width /
Application.Get().Window.Context.SwapChain.BackbufferViewport.Height);
_cameraController.CameraPosition = .(0, 0, -5);
_cameraController.TranslationSpeed = 10;
_editor.[Friend]CreateEntityWithTransform();
_editor.SceneViewportWindow._camera = _cameraController.Camera;
_editor.RequestOpenScene.Add(new (s, fileName) => {
LoadSceneFile(fileName);
});
}
public override void Update(GameTime gameTime)
{
if(_editor.SceneViewportWindow.HasFocus && Input.IsMouseButtonPressed(.RightButton))
_cameraController.Update(gameTime);
Debug.Profiler.ProfileFunction!();
TransformSystem.Update(_world);
_editor.CurrentScene = _activeScene;
RenderCommand.Clear(_renderTarget2D, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
Scene.UpdateMode updateMode;
_context.SetRenderTarget(_renderTarget2D);
_context.BindRenderTargets();
switch (_sceneState)
{
case .Edit:
updateMode = .Editor;
case .Play:
updateMode = .Runtime;
case .Simulate:
updateMode = .Physics;
}
RenderCommand.SetViewport(Viewport(0, 0, _renderTarget2D.Width, _renderTarget2D.Height));
if (_sceneState != .Edit && _isPaused)
updateMode = .None;
RenderCommand.SetBlendState(_opaqueBlendState);
Renderer.BeginScene(_cameraController.Camera);
_activeScene.Update(gameTime, updateMode);
DebugRenderer.Render(_world);
// Clear the swapchain-buffer
RenderCommand.Clear(null, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0);
Renderer.EndScene();
RenderCommand.SetBlendState(_alphaBlendState);
RenderCommand.SetDepthStencilState(_depthStencilState);
if (_editor.SceneViewportWindow.Visible)
{
_camera.Update(gameTime);
RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
RenderCommand.Clear(_swapchainDepthBuffer, .Depth, 1.0f, 0);
_editorSceneRenderer.Scene = _activeScene;
_context.SetRenderTarget(null);
_context.SetDepthStencilTarget(_swapchainDepthBuffer);
_context.BindRenderTargets();
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 (_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);
RenderCommand.BindRenderTargets();
RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport);
}
private void DebugDraw3D()
{
/*for (var (entity, transform, camera) in _scene.[Friend]_ecsWorld.Enumerate<TransformComponent, CameraComponent>())
{
if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _scene)))
{
DebugRenderer.DrawViewFrustum(transform.WorldTransform, camera.Camera.Projection);
}
}*/
}
private void DebugDraw2D()
{
RenderCommand.SetBlendState(_alphaBlendState);
Matrix billboard = _camera.View.Invert();
billboard.Translation = .Zero;
Matrix Billboard(Matrix transform)
{
Vector3 worldPos = transform.Translation;
return Matrix.Translation(worldPos) * billboard;
}
float CalculateAlpha(Vector3 pos)
{
return Math.Clamp(1.5f - Vector3.Distance(_editor.CurrentCamera.Position, pos) / 50, 0, 1);
}
for (var (entity, transform, camera) in _activeScene.GetEntities<TransformComponent, CameraComponent>())
{
if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _activeScene)))
{
DebugRenderer.DrawViewFrustum(transform.WorldTransform, camera.Camera.Projection, .White);
}
Matrix world = Billboard(transform.WorldTransform);
float alpha = CalculateAlpha(transform.WorldTransform.Translation);
Renderer2D.DrawQuad(world, _editorIcons.Camera, ColorRGBA(alpha, alpha, alpha, alpha), .(0, 0, 1, 1), entity.Index);
//Renderer2D.DrawQuad(world, _iconCamera, .White, .(0, 0, 1, 1), entity.Index);
}
for (var (entity, transform, light) in _activeScene.GetEntities<TransformComponent, LightComponent>())
{
if (_editor.EntityHierarchyWindow.SelectedEntities.Contains(.(entity, _activeScene)))
{
Renderer.DrawRay(.Zero, .(0, 0, 20), ColorRGBA(light.SceneLight.Color, 1.0f), transform.WorldTransform);
for (float angle = 0; angle < MathHelper.TwoPi; angle += MathHelper.TwoPi / 5.0f)
{
Vector2 pos = MathHelper.CirclePoint(angle, 0.5f);
Renderer.DrawRay(.(pos, 0), .(pos, 20), .White, transform.WorldTransform);
}
}
Matrix world = Billboard(transform.WorldTransform);
float alpha = CalculateAlpha(transform.WorldTransform.Translation);
Renderer2D.DrawQuad(world, _editorIcons.DirectionalLight, ColorRGBA(light.SceneLight.Color.R * alpha, light.SceneLight.Color.G * alpha, light.SceneLight.Color.B * alpha, alpha), .(0, 0, 1, 1), entity.Index);
}
for (var (entity, transform, collider) in _activeScene.GetEntities<TransformComponent, BoxCollider2DComponent>())
{
Renderer2D.DrawRect(transform.WorldTransform * Matrix.Translation(collider.Offset.X, collider.Offset.Y, 0) * Matrix.Scaling(collider.Size.X * 2, collider.Size.Y * 2, 0));
}
for (var (entity, transform, collider) in _activeScene.GetEntities<TransformComponent, CircleCollider2DComponent>())
{
Renderer2D.DrawCircle(transform.WorldTransform * Matrix.Translation(collider.Offset.X, collider.Offset.Y, 0) * Matrix.Scaling(collider.Radius * 2), (Texture2D)null, ColorRGBA(0f, 1f, 0f), 0.01f);
}
}
public override void OnEvent(Event event)
{
_cameraController.OnEvent(event);
EventDispatcher dispatcher = EventDispatcher(event);
dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
dispatcher.Dispatch<WindowResizeEvent>(scope (e) => OnWindowResize(e));
dispatcher.Dispatch<KeyPressedEvent>(scope (e) => OnKeyPressed(e));
dispatcher.Dispatch<MouseScrolledEvent>(scope (e) => OnMouseScrolled(e));
}
ImGui.ID _mainDockspaceId;
TextureViewer viewer = new TextureViewer() ~ delete _;
private bool OnImGuiRender(ImGuiRenderEvent event)
{
Input.ImGuiDebugDraw();
//viewer.ViewTexture(Renderer.[Friend]_gBuffer.Target);
ImGui.Viewport* viewport = ImGui.GetMainViewport();
ImGui.DockSpaceOverViewport(viewport);
DrawMainMenuBar();
_editor.SceneViewportWindow.RenderTarget = _renderTarget2D;
_editor.SceneViewportWindow.RenderTarget = _editorViewportTarget;
_editor.GameViewportWindow.RenderTarget = _gameViewportTarget;
_editor.Update();
_settingsWindow.Show();
UI_Toolbar();
return false;
}
private void UI_Toolbar()
{
ImGui.PushStyleVar(.WindowPadding, ImGui.Vec2(0, 2));
ImGui.PushStyleVar(.ItemInnerSpacing, ImGui.Vec2(0, 0));
ImGui.PushStyleColor(.Button, ImGui.Vec4(0, 0, 0, 0));
let colors = ImGui.GetStyle().Colors;
ImGui.Vec4 hoveredColor = colors[(int)ImGui.Col.ButtonHovered];
hoveredColor.w = 0.5f;
ImGui.Vec4 activeColor = colors[(int)ImGui.Col.ButtonActive];
activeColor.w = 0.5f;
ImGui.PushStyleColor(.ButtonHovered, hoveredColor);
ImGui.PushStyleColor(.ButtonActive, activeColor);
ImGui.Begin("##toolbar", null, .NoDecoration | .NoScrollbar | .NoScrollWithMouse);
float padding = 2.0f;
float size = ImGui.GetWindowHeight() - 2 * padding;
float centerX = ImGui.GetContentRegionMax().x / 2;
if (_sceneState == .Edit)
EditorButtons:
{
// Display the buttons for edit state
float totalWidth = size * 3 + padding * 4;
ImGui.SameLine();
ImGui.SetCursorPosX(centerX - totalWidth / 2);
if (ImGui.ImageButton(_editorIcons.Play, .(size, size), .Zero, .Ones, 0))
OnScenePlay();
ImGui.AttachTooltip("Play the game.");
ImGui.SameLine();
ImGui.PushID(1);
if (ImGui.ImageButton(_editorIcons.Simulate, .(size, size), .Zero, .Ones, 0))
OnSceneSimulate();
ImGui.PopID();
ImGui.AttachTooltip("Enter simulation mode.\nThis only runs the physics engine.");
if (_isPaused)
{
ImGui.PushStyleColor(.Button, *ImGui.GetStyleColorVec4(.ButtonActive));
defer:EditorButtons { ImGui.PopStyleColor(); }
}
ImGui.PushID(2);
//ImGui.SameLine(penX += size + 2 * padding);
ImGui.SameLine();
if (ImGui.ImageButton(_editorIcons.Pause, .(size, size), .Zero, .Ones, 0))
_isPaused = !_isPaused;
ImGui.PopID();
ImGui.AttachTooltip("If enabled the game or simulation will be started in paused state.");
}
else
{
// Display the buttons for play/simulation state
ImGui.SameLine();
ImGui.SetCursorPosX(centerX - size - padding);
SubTexture2D pauseButtonIcon = _isPaused ? _editorIcons.Play : _editorIcons.Pause;
if (ImGui.ImageButton(pauseButtonIcon, .(size, size), .Zero, .Ones, 0))
{
if (_isPaused)
OnSceneResume();
else
OnScenePause();
}
ImGui.AttachTooltip(_isPaused ? "Resume" : "Pause");
ImGui.SameLine();
ImGui.PushID(1);
if (ImGui.ImageButton(_editorIcons.Stop, .(size, size), .Zero, .Ones, 0))
OnSceneStop();
ImGui.PopID();
ImGui.AttachTooltip("Stop");
}
ImGui.End();
ImGui.PopStyleColor(3);
ImGui.PopStyleVar(2);
}
private void OnScenePlay()
{
_editor.SceneViewportWindow.EditorMode = false;
_sceneState = .Play;
using (Scene runtimeScene = new Scene())
{
_editorScene.CopyTo(runtimeScene);
runtimeScene.OnRuntimeStart();
SetReference!(_activeScene, runtimeScene);
}
_editor.CurrentScene = _activeScene;
}
private void OnSceneSimulate()
{
_editor.SceneViewportWindow.EditorMode = false;
_sceneState = .Simulate;
using (Scene simulationScene = new Scene())
{
_editorScene.CopyTo(simulationScene);
simulationScene.OnSimulationStart();
SetReference!(_activeScene, simulationScene);
}
_editor.CurrentScene = _activeScene;
}
private void OnScenePause()
{
_isPaused = true;
}
private void OnSceneResume()
{
_isPaused = false;
}
private void OnSceneStop()
{
if (_sceneState == .Play)
_activeScene.OnRuntimeStop();
else
_activeScene.OnSimulationStop();
SetReference!(_activeScene, _editorScene);
_editor.SceneViewportWindow.EditorMode = true;
_sceneState = .Edit;
_editor.CurrentScene = _activeScene;
_isPaused = false;
/*
* 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);
}
/// Creates a new scene.
private void NewScene()
{
OnSceneStop();
SceneFilePath = null;
Scene newScene = new Scene();
_camera.Position = .(-1.5f, 1.5f, -2.5f);
_camera.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(35), 0);
// Create a default camera
{
let cameraEntity = newScene.CreateEntity("Camera");
let transform = cameraEntity.Transform;
transform.Position = Vector3(0, 2, -5);
transform.RotationEuler = Vector3(0, MathHelper.ToRadians(25), 0);
let camera = cameraEntity.AddComponent<CameraComponent>();
camera.Primary = true;
camera.Camera.ProjectionType = .InfinitePerspective;
camera.Camera.PerspectiveFovY = MathHelper.ToRadians(75);
camera.Camera.PerspectiveNearPlane = 0.1f;
}
// Create a default light source
{
let lightEntity = newScene.CreateEntity("Light");
let transform = lightEntity.Transform;
transform.Position = .(-3, 4, -1.5f);
transform.RotationEuler = .(MathHelper.ToRadians(20), MathHelper.ToRadians(75), MathHelper.ToRadians(20));
let light = lightEntity.AddComponent<LightComponent>();
light.SceneLight.Illuminance = 10.0f;
light.SceneLight.Color = .(1.0f, 0.95f, 0.8f);
}
_editorScene.ReleaseRef();
_editorScene = newScene;
_editor.CurrentScene = _editorScene;
var vpSize = _editor.SceneViewportWindow.ViewportSize;
_editorScene.OnViewportResize((.)vpSize.X, (.)vpSize.Y);
SetReference!(_activeScene, _editorScene);
}
/// Saves the scene in the file that is was loaded from or saved to last. If there is no such path (i.e. it is a new scene) the save file dialog will open.
private void SaveScene()
{
if (SceneFilePath.IsWhiteSpace)
{
SaveSceneAs();
return;
}
SceneSerializer serializer = scope .(_editorScene);
serializer.Serialize(SceneFilePath);
}
/// Opens a save file dialog and saves the scene at the user specified location.
private void SaveSceneAs()
{
SaveFileDialog sfd = scope .();
if (sfd.ShowDialog() case .Ok(let val))
{
if (val == .OK)
{
SceneFilePath = sfd.FileNames[0];
SaveScene();
}
}
}
/// Opens a open file dialog and load the scene selected by the user specified.
private void OpenScene()
{
OpenFileDialog ofd = scope .();
if (ofd.ShowDialog() case .Ok(let val))
{
if (val == .OK)
{
LoadSceneFile(ofd.FileNames[0]);
}
}
}
/// Loads the given scene file.
private void LoadSceneFile(StringView filename)
{
OnSceneStop();
SceneFilePath = scope String(filename);
_editorScene.ReleaseRef();
_editorScene = new Scene();
_editor.CurrentScene = _editorScene;
var vpSize = _editor.SceneViewportWindow.ViewportSize;
_editorScene.OnViewportResize((.)vpSize.X, (.)vpSize.Y);
SceneSerializer serializer = scope .(_editorScene);
serializer.Deserialize(SceneFilePath);
SetReference!(_activeScene, _editorScene);
}
private void DrawMainMenuBar()
{
ImGui.BeginMainMenuBar();
if(ImGui.BeginMenu("File", false))
if(ImGui.BeginMenu("File", true))
{
if (ImGui.MenuItem("New", "Ctrl+N"))
NewScene();
if (ImGui.MenuItem("Save", "Ctrl+S"))
SaveScene();
if (ImGui.MenuItem("Save as...", "Ctrl+Shift+N"))
SaveSceneAs();
if (ImGui.MenuItem("Open...", "Ctrl+O"))
OpenScene();
ImGui.Separator();
if (ImGui.MenuItem("Settings"))
_settingsWindow.Open = true;
ImGui.Separator();
if (ImGui.MenuItem("Exit"))
Application.Get().Close();
ImGui.EndMenu();
}
if(ImGui.BeginMenu("View", true))
{
if(ImGui.MenuItem(EntityHierarchyWindow.s_WindowTitle))
{
_editor.EntityHierarchyWindow.Open = true;
}
if(ImGui.MenuItem(ComponentEditWindow.s_WindowTitle))
{
_editor.ComponentEditWindow.Open = true;
}
if(ImGui.MenuItem(SceneViewportWindow.s_WindowTitle))
{
if(ImGui.MenuItem(ContentBrowserWindow.s_WindowTitle))
_editor.ComponentEditWindow.Open = true;
if(ImGui.MenuItem(EditorViewportWindow.s_WindowTitle))
_editor.SceneViewportWindow.Open = true;
}
if(ImGui.MenuItem(EntityHierarchyWindow.s_WindowTitle))
_editor.EntityHierarchyWindow.Open = true;
if(ImGui.MenuItem(GameViewportWindow.s_WindowTitle))
_editor.GameViewportWindow.Open = true;
if(ImGui.MenuItem(PropertiesWindow.s_WindowTitle))
_editor.PropertiesWindow.Open = true;
ImGui.EndMenu();
}
ImGui.EndMainMenuBar();
}
private bool OnWindowResize(WindowResizeEvent e)
{
_swapchainDepthBuffer.ReleaseRef();
_swapchainDepthBuffer = new DepthStencilTarget(_context.SwapChain.Width, _context.SwapChain.Height);
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;
@@ -200,9 +693,64 @@ namespace GlitchyEditor
if(sizeX == 0 || sizeY == 0)
return;
_renderTarget2D.Resize(sizeX, sizeY);
_editorViewportTarget.Resize(sizeX, sizeY);
_cameraTarget.Resize(sizeX, sizeY);
_cameraController.AspectRatio = (float)sizeX / (float)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)
{
bool control = Input.IsKeyPressed(Key.Control);
bool shift = Input.IsKeyPressed(Key.Shift);
if (!_camera.[Friend]BindMouse && control)
{
switch (e.KeyCode)
{
case .N:
NewScene();
return true;
case .O:
OpenScene();
return true;
case .S:
if (shift)
SaveSceneAs();
else
SaveScene();
return true;
default:
}
}
return false;
}
private bool OnMouseScrolled(MouseScrolledEvent e)
{
if (_camera.OnMouseScrolled(e))
return true;
return false;
}
}
}
+253
View File
@@ -0,0 +1,253 @@
using GlitchyEditor.EditWindows;
using ImGui;
using GlitchyEngine;
using System;
using System.Collections;
using System.Reflection;
namespace GlitchyEditor
{
class SettingsWindow : EditorWindow
{
class Binding
{
public Object SettingsObject;
public String Name ~ delete _;
public String FieldName ~ delete _;
public this(StringView name, StringView fieldName, Object settingsObject)
{
Name = new String(name);
FieldName = new String(fieldName);
SettingsObject = settingsObject;
}
}
class Category
{
public List<Binding> _bindings = new .() ~ DeleteContainerAndItems!(_);
public String Header ~ delete _;
public Object SettingsObject;
public this(String header)
{
Header = new String(header);
}
public void AddSetting(StringView name, StringView fieldName, Object settingsObject = null)
{
Binding binding = new .(name, fieldName, settingsObject ?? SettingsObject);
_bindings.Add(binding);
}
}
Settings _settings;
bool _settingsChanged = false;
private Dictionary<String, Category> _categories = new .() ~ DeleteDictionaryAndValues!(_);
public this()
{
_open = false;
_settings = Application.Get().Settings;
Create();
}
void Create()
{
ScanForSettings(_settings);
/*for (ISettings settings in _settings.[Friend]_userSettings)
{
ScanForSettings(settings);
}*/
}
Category AddCategory(String header)
{
if (_categories.TryGetValue(header, let category))
return category;
Category newCat = new Category(header);
_categories.Add(newCat.Header, newCat);
return newCat;
}
void ScanForSettings(Object container)
{
Type type = container.GetType();
for (var field in type.GetFields())
{
Result<SettingAttribute> settingResult = field.GetCustomAttribute<SettingAttribute>();
if (settingResult case .Ok(let settingInfo))
{
AddSetting(settingInfo.Category, settingInfo.Name, field.Name, container);
}
Result<SettingContainerAttribute> containerResult = field.GetCustomAttribute<SettingContainerAttribute>();
if (containerResult case .Ok(let containerInfo))
{
var res = field.GetValue<Object>(container, let childContainer);
if (res case .Err(let error))
{
Log.EngineLogger.Error($"Failed to get settings container. Error: {error}");
continue;
}
ScanForSettings(childContainer);
}
}
}
void AddSetting(String categoryName, String name, StringView fieldName, Object container)
{
Category category = AddCategory(categoryName);
category.AddSetting(name, fieldName, container);
}
protected override void InternalShow()
{
ImGui.Begin("Settings", &_open, .NoDocking);
defer ImGui.End();
// Leave room for 1 line below us
ImGui.BeginChild("item view", ImGui.Vec2(0, -ImGui.GetFrameHeightWithSpacing()));
ImGui.BeginTabBar("##Tabs");
for (Category category in _categories.Values)
{
if (ImGui.BeginTabItem(category.Header))
{
ImGui.Columns(2);
defer ImGui.Columns(1);
ImGui.SetColumnWidth(0, 100);
for (Binding setting in category._bindings)
{
ImGui.TextUnformatted(setting.Name);
ImGui.NextColumn();
Type settingsObjectType = setting.SettingsObject.GetType();
Result<FieldInfo> result = settingsObjectType.GetField(setting.FieldName);
if (result case .Err)
{
ImGui.PushStyleColor(.Text, ImGui.Vec4(1f, 0f, 0f, 1f));
ImGui.Text($"Field {setting.FieldName} not found.");
ImGui.PopStyleColor();
continue;
}
FieldInfo fieldInfo = result.Get();
Type fieldType = fieldInfo.FieldType;
mixin GetSettingValue<T>()
{
var error = fieldInfo.GetValue<T>(setting.SettingsObject, var value);
if (error case .Err(let err))
{
Log.EngineLogger.Error($"Could not get value of setting {setting.FieldName}. Error: {err}");
ImGui.PushStyleColor(.Text, ImGui.Vec4(1f, 0f, 0f, 1f));
ImGui.Text($"Could not get value of setting {setting.FieldName}. Error: {err}");
ImGui.PopStyleColor();
break;
}
value
}
mixin SetSettingValue<T>(T value)
{
var error = fieldInfo.SetValue(setting.SettingsObject, value);
if (error case .Err(let err))
{
Log.EngineLogger.Error($"Could not set value of setting {setting.FieldName}. Error: {err}");
}
}
switch (fieldType)
{
case typeof(int32):
int32 value = GetSettingValue!<int32>();
if (!ImGui.InputInt(scope $"##{setting.Name}", &value))
break;
SetSettingValue!(value);
_settingsChanged = true;
case typeof(String):
String value = GetSettingValue!<String>();
char8[256] buffer = .();
value.CopyTo(buffer);
if (ImGui.InputText(scope $"##{setting.Name}", &buffer, buffer.Count))
{
value..Clear().Append(&buffer);
_settingsChanged = true;
}
}
ImGui.NextColumn();
}
ImGui.EndTabItem();
}
}
ImGui.EndTabBar();
ImGui.EndChild();
ImGui.BeginDisabled(!_settingsChanged);
if (ImGui.Button("Save"))
{
_settings.Save();
_settings.Apply();
_open = false;
}
ImGui.SameLine();
if (ImGui.Button("Apply"))
{
_settings.Apply();
}
ImGui.EndDisabled();
ImGui.SameLine();
if (ImGui.Button("Cancel"))
{
Settings.Load();
_open = false;
}
}
}
}
+246
View File
@@ -0,0 +1,246 @@
using GlitchyEngine.Renderer;
using GlitchyEngine;
using ImGui;
using GlitchyEngine.Math;
using System;
namespace GlitchyEditor
{
class TextureViewer
{
enum BackgroundMode : int32
{
White,
Black,
Checkerboard
}
enum SampleMode : int32
{
Point,
Linear
}
GraphicsContext _context ~ _.ReleaseRef();
Effect _effect ~ _.ReleaseRef();
float _zoom = 1.0f;
BackgroundMode _backgroundMode = .Checkerboard;
SampleMode _sampleMode = .Linear;
RenderTarget2D _target ~ _?.ReleaseRef();
// TODO: we don't need depth!
DepthStencilTarget _depth ~ _?.ReleaseRef();
SamplerState _samplerPoint ~ _.ReleaseRef();
SamplerState _samplerLinear ~ _.ReleaseRef();
public this()
{
_context = Application.Get().Window.Context..AddRef();
InitEffect();
InitState();
// TODO: rasterizerstate and depthstencilstate
}
private void InitEffect()
{
_effect = new Effect("content\\Shaders\\textureViewerShader.hlsl");
}
private void InitState()
{
SamplerStateDescription desc = .();
desc.MagFilter = .Linear;
desc.MinFilter = .Linear;
_samplerLinear = SamplerStateManager.GetSampler(desc);
desc.MagFilter = .Point;
desc.MinFilter = .Point;
_samplerPoint = SamplerStateManager.GetSampler(desc);
}
Vector2 _position;
bool _moving;
float _colorOffset = 0;
float _colorScale = 1;
float _alphaOffset = 0;
float _alphaScale = 1;
public void ViewTexture(Texture viewedTexture)
{
ImGui.Begin("Texture Viewer");
ImGui.SliderFloat("Zoom", &_zoom, 0.01f, 100.0f);
char8*[] items = scope .("White", "Black", "Checkerboard");
ImGui.Combo("Background", (.)&_backgroundMode, items.Ptr, (.)items.Count);
items = scope .("Point", "Linear");
ImGui.Combo("Sampler", (.)&_sampleMode, items.Ptr, (.)items.Count);
ImGui.SliderFloat2("Color offset and scale", *(float[2]*)&_colorOffset, -1.0f, 1.0f);
ImGui.SliderFloat2("Alpha offset and scale", *(float[2]*)&_alphaOffset, -1.0f, 1.0f);
ImGui.SliderFloat2("Position", *(float[2]*)&_position, 2 * -Math.Max(viewedTexture.Width, viewedTexture.Height) * _zoom, 2 * Math.Max(viewedTexture.Width, viewedTexture.Height) * _zoom);
ImGui.BeginChild("imageChild");
UpdateInput();
var viewportSize = ImGui.GetContentRegionAvail();
viewportSize.x = Math.Max(viewportSize.x, 1);
viewportSize.y = Math.Max(viewportSize.y, 1);
if(_target == null || viewportSize.x != _target.Width || viewportSize.y != _target.Height)
{
_target?.ReleaseRef();
_target = new RenderTarget2D(.(.R8G8B8A8_UNorm, (.)viewportSize.x, (.)viewportSize.y));
_depth?.ReleaseRef();
_depth = new DepthStencilTarget((.)viewportSize.x, (.)viewportSize.y, .D16_UNorm);
}
RenderTexture(viewedTexture);
ImGui.Image(_target, viewportSize);
ImGui.EndChild();
ImGui.End();
}
float lastWheel;
private void UpdateInput()
{
var windowPos = ImGui.GetWindowPos();
var mousePos = ImGui.GetIO().MousePos;
Vector2 mouseInWindow = .(mousePos.x - windowPos.x, mousePos.y - windowPos.y);
bool windowHovered = ImGui.IsWindowHovered();
if(windowHovered && Input.IsMouseButtonPressing(.MiddleButton))
{
_moving = true;
}
else if(Input.IsMouseButtonReleased(.MiddleButton))
{
_moving = false;
}
if(windowHovered || _moving)
{
float mouseWheel = ImGui.GetIO().MouseWheel;
float delta = mouseWheel - lastWheel;
if(delta != 0)
{
_position -= mouseInWindow;
_position /= _zoom;
_zoom *= Math.Pow(1.1f, delta);
_position *= _zoom;
_position += mouseInWindow;
}
}
if(_moving)
{
Int2 movement = Input.GetMouseMovement();
_position.X += movement.X;
_position.Y += movement.Y;
}
}
OrthographicCamera _camera = new OrthographicCamera() ~ delete _;
private void RenderTexture(Texture viewedTexture)
{
Viewport vp = .(0, 0, _target.Width, _target.Height);
RenderCommand.SetViewport(vp);
// TODO: don't clear pink!
RenderCommand.Clear(_target, .Pink);
RenderCommand.Clear(_depth, .Depth, 1.0f, 0);
//_target.Bind();
_context.SetRenderTarget(_target);
_context.SetDepthStencilTarget(_depth);
_context.BindRenderTargets();
Vector2 textureSize = Vector2(viewedTexture.Width, viewedTexture.Height);
Vector2 zoomedTextureSize = textureSize * _zoom;
Vector2 targetSize = Vector2(_target.Width, _target.Height);
_effect.Variables["ColorOffset"].SetData(_colorOffset);
_effect.Variables["ColorScale"].SetData(_colorScale);
_effect.Variables["AlphaOffset"].SetData(_alphaOffset);
_effect.Variables["AlphaScale"].SetData(_alphaScale);
_camera.Left = 0;
_camera.Top = 0;
_camera.Right = targetSize.X;
_camera.Bottom = -targetSize.Y;
_camera.NearPlane = -5;
_camera.FarPlane = 5;
_camera.Update();
Renderer2D.BeginScene(_camera);
switch(_backgroundMode)
{
case .Black:
Renderer2D.DrawQuadPivotCorner(Vector3(0, 0, 1), targetSize, 0, .Black);
case .White:
Renderer2D.DrawQuadPivotCorner(Vector3(0, 0, 1), targetSize, 0, .White);
case .Checkerboard:
float quadSize = 50.0f;
Vector2 numQuads = (targetSize / 500f) * 10f;
for(float x = 0; x < numQuads.X; x++)
{
for(float y = 0; y < numQuads.Y; y++)
{
Renderer2D.DrawQuadPivotCorner(Vector3(x * quadSize, -y * quadSize, 1), quadSize.XX, 0, ((x + y) % 2 == 0) ? .White : .Gray);
}
}
break;
}
Renderer2D.EndScene();
var sampler = viewedTexture.SamplerState;
switch(_sampleMode)
{
case .Point:
viewedTexture.SamplerState = _samplerPoint;
case .Linear:
viewedTexture.SamplerState = _samplerLinear;
}
Renderer2D.BeginScene(_camera, .SortByTexture, _effect);
Renderer2D.DrawQuad(Vector3(_position * .(1, -1), 0), zoomedTextureSize, 0, viewedTexture);
Renderer2D.EndScene();
viewedTexture.SamplerState = sampler;
}
}
}
+3 -3
View File
@@ -1,5 +1,5 @@
FileVersion = 1
Dependencies = {GlitchLog = "*", corlib = "*", DirectX = "*", DirectXTK = "*", FreeType = "*", cgltf-beef = "*", msdfgen-beef = "*", ImGui = "*", ImGuiImplDX11 = "*", ImGuiImplWin32 = "*", ImGuizmo = "*", Beefy2D = "*", LodePng = "*"}
Dependencies = {GlitchLog = "*", corlib = "*", DirectX = "*", FreeType = "*", cgltf-beef = "*", msdfgen-beef = "*", ImGui = "*", ImGuiImplDX11 = "*", ImGuiImplWin32 = "*", ImGuizmo = "*", Beefy2D = "*", LodePng = "*", GlitchyEngineHelper = "*", bon = "*", box2d-beef = "*", "Beef.Linq" = "*"}
[Project]
Name = "GlitchyEngine"
@@ -15,7 +15,7 @@ PreprocessorMacros = ["DEBUG", "PARANOID", "GE_WINDOWS"]
PreprocessorMacros = ["RELEASE", "GE_WINDOWS"]
[Configs.Release.Win64]
PreprocessorMacros = ["RELEASE", "GE_PROFILE"]
PreprocessorMacros = ["IMGUI", "RELEASE", "GE_PROFILE"]
[Configs.Test.Win32]
PreprocessorMacros = ["TEST", "GE_WINDOWS"]
@@ -24,4 +24,4 @@ PreprocessorMacros = ["TEST", "GE_WINDOWS"]
PreprocessorMacros = ["TEST", "GE_WINDOWS"]
[Configs.Debug.Win64]
PreprocessorMacros = ["DEBUG", "GE_PROFILE", "GE_PROFILE_RENDERER", "GE_PROFILE_RESOURCES"]
PreprocessorMacros = ["DEBUG", "GE_PROFILE", "GE_PROFILE_RENDERER", "GE_PROFILE_RESOURCES", "IMGUI"]
+52 -11
View File
@@ -3,36 +3,44 @@ using GlitchyEngine.Events;
using GlitchyEngine.ImGui;
using GlitchyEngine.Renderer;
using GlitchyEngine.Debug;
using GlitchyEngine.Content;
namespace GlitchyEngine
{
public class Application
public abstract class Application
{
static Application s_Instance = null;
private Window _window ~ delete _;
private RendererAPI _rendererApi ~ delete _;
private EffectLibrary _effectLibrary ~ delete _;
private Window _window;
private RendererAPI _rendererApi;
private bool _running = true;
private bool _isMinimized = false;
private LayerStack _layerStack = new LayerStack();
private LayerStack _layerStack;
#if IMGUI
private ImGuiLayer _imGuiLayer;
#endif
private GameTime _gameTime = new GameTime(true);
private GameTime _gameTime;
private IContentManager _contentManager;
public bool IsRunning => _running;
public Window Window => _window;
public EffectLibrary EffectLibrary => _effectLibrary;
public IContentManager ContentManager => _contentManager;
public bool IsMinimized => _isMinimized;
public GameTime GameTime => _gameTime;
[Inline]
public static Application Get() => s_Instance;
public Settings Settings {get; private set;} = new .() ~ delete _;
public this()
{
Profiler.ProfileFunction!();
@@ -40,32 +48,57 @@ namespace GlitchyEngine
Log.EngineLogger.Assert(s_Instance == null, "Tried to create a second application.");
s_Instance = this;
_layerStack = new LayerStack();
_gameTime = new GameTime(true);
_window = new Window(.Default);
_window.EventCallback = new => OnEvent;
Input.Init();
_contentManager = InitContentManager();
// TODO: RenderAPI in RenderCommand initialisieren?
_rendererApi = new RendererAPI();
_rendererApi.Context = _window.Context;
SamplerStateManager.Init();
// TODO: Rendercommmand in Renderer initialisieren?
RenderCommand.RendererAPI = _rendererApi;
_effectLibrary = new EffectLibrary();
Renderer.Init(_window.Context, _effectLibrary);
Renderer.Init();
#if IMGUI
_imGuiLayer = new ImGuiLayer();
PushOverlay(_imGuiLayer);
#endif
GlitchyEngine.Settings.Load();
Settings.Apply();
}
/// Initializes the content manager.
protected abstract IContentManager InitContentManager();
//{
// TODO: init default content manager?
//_contentManager = new ContentManager("./content");
//}
public ~this()
{
Profiler.ProfileFunction!();
delete _layerStack;
SamplerStateManager.Uninit();
Renderer.Deinit();
delete _contentManager;
delete _rendererApi;
delete _window;
delete _gameTime;
delete _layerStack;
}
public void OnEvent(Event e)
@@ -131,13 +164,21 @@ namespace GlitchyEngine
if(allowFrame)
{
#if IMGUI
_imGuiLayer.ImGuiRender();
#endif
_window.Context.SwapChain.Present();
}
}
}
/// Closes the applcation.
public void Close()
{
_running = false;
}
public void PushLayer(Layer ownLayer)
{
Profiler.ProfileFunction!();
+34
View File
@@ -2,10 +2,16 @@ using System.Collections;
namespace GlitchyEngine.Collections
{
// TODO: TreeNode is very bare minimum
// Destructor?
// RemoveChild?
// Remove in enumerator?
public class TreeNode<T>
{
public T Value;
public Self Parent;
public List<Self> Children = new .() ~ DeleteContainerAndItems!(_);
public this() {}
@@ -24,6 +30,7 @@ namespace GlitchyEngine.Collections
}
Self newChild = new .(value);
newChild.Parent = this;
Children.Add(newChild);
@@ -44,5 +51,32 @@ namespace GlitchyEngine.Collections
return null;
}
public static ref T operator ->(TreeNode<T> node)
{
return ref node.Value;
}
}
static
{
public static mixin DeleteTreeAndChildren<T>(TreeNode<T> tree) where T : class, delete
{
InternalDeleteTreeAndChildren(tree);
}
private static void InternalDeleteTreeAndChildren<T>(TreeNode<T> tree) where T : class, delete
{
for (var child in tree.Children)
{
InternalDeleteTreeAndChildren(child);
}
delete tree.Value;
tree.Children.Clear();
delete tree;
}
}
}
+92
View File
@@ -0,0 +1,92 @@
using GlitchyEngine.Core;
using System;
using Bon;
using Bon.Integrated;
using System.Reflection;
using System.IO;
namespace GlitchyEngine.Content;
[BonTarget]
abstract class Asset : RefCounter
{
internal AssetHandle _handle = .Invalid;
private append String _identifier;
internal IContentManager _contentManager;
/// Gets the identifier of this asset.
/// @remarks The identifier is the name with which the asset was registered in the content manager.
/// This identifier can be used to request the Asset from the content manager.
public StringView Identifier
{
get => _identifier;
internal set => _identifier.Set(value);
}
/// If true the asset is completely loaded. If false it is only partially loaded (if at all).
public bool Complete { get; internal set; }
// TODO: do we need unmanaged assets? Probably not...
/// Gets the content manager that manages this asset; or null if this asset isn't managed.
public IContentManager ContentManager => _contentManager;
public AssetHandle Handle => _handle;
static this
{
gBonEnv.typeHandlers.Add(typeof(Asset),
((.)new => AssetSerialize, new => AssetDeserialize));
}
protected ~this()
{
// TODO: crash when _contentManager is deleted first...
// TODO: unregister from content manager
//_contentManager?.UnmanageAsset(this);
}
static void AssetSerialize(BonWriter writer, ValueView value, BonEnvironment environment, SerializeValueState state)
{
Log.EngineLogger.Assert(value.type == typeof(Asset));
let identifier = value.Get<Asset>().Identifier;
writer.String(identifier);
}
static Result<void> AssetDeserialize(BonReader reader, ValueView value, BonEnvironment environment, DeserializeValueState state)
{
Log.EngineLogger.Assert(value.type == typeof(Asset));
String identifier = scope .();
Deserialize.String!(reader, ref identifier, environment);
AssetHandle handle = Content.LoadAsset(identifier);
if (handle == .Invalid)
{
value.Assign<Asset>(null);
return .Ok;
}
Asset asset = Content.GetAsset<Asset>(handle);
if (asset != null)
{
Asset oldAsset = value.Get<Asset>();
oldAsset.ReleaseRef();
value.Assign(asset);
return .Ok;
}
else
{
Deserialize.Error!("Invalid resource path", reader, value.type);
}
}
//gBonEnv.typeHandlers.Add(typeof(Resource<>),
// ((.)new => ResourceSerialize, (.)new => ResourceDeserialize));
}
+336
View File
@@ -0,0 +1,336 @@
using Bon;
using Bon.Integrated;
using System;
using xxHash;
using System.Collections;
using System.Reflection;
using System.Diagnostics;
using GlitchyEngine.Core;
namespace GlitchyEngine.Content;
struct AssetHandle : IHashable
{
private UUID _uuid;
/// Defines an asset that is invalid.
public const AssetHandle Invalid = .(UUID(0));
public bool IsValid => this != .Invalid;
public bool IsInvalid => this == .Invalid;
/// Create a new random AssetHandle
public this()
{
_uuid = UUID();
}
private this(UUID uuid)
{
_uuid = uuid;
}
static this
{
gBonEnv.typeHandlers.Add(typeof(AssetHandle),
((.)new => AssetSerialize, new => AssetDeserialize));
}
[Inline]
public T Get<T>(IContentManager contentManager = null) where T : Asset
{
return Content.GetAsset<T>(this, contentManager);
}
public int GetHashCode() => _uuid.GetHashCode();
static void AssetSerialize(BonWriter writer, ValueView value, BonEnvironment environment, SerializeValueState state)
{
Log.EngineLogger.Assert(value.type == typeof(AssetHandle));
AssetHandle handle = value.Get<AssetHandle>();
if (handle.IsInvalid)
writer.String("");
else
{
let identifier = handle.Get<Asset>().Identifier;
writer.String(identifier);
}
}
static Result<void> AssetDeserialize(BonReader reader, ValueView value, BonEnvironment environment, DeserializeValueState state)
{
Log.EngineLogger.Assert(value.type == typeof(AssetHandle));
String identifier = scope .();
Deserialize.String!(reader, ref identifier, environment);
AssetHandle handle = Content.LoadAsset(identifier);
value.Assign<AssetHandle>(handle);
return .Ok;
}
}
struct AssetHandle<T> where T : Asset
{
private AssetHandle _handle;
private IContentManager _contentManager;
/*
* We don't increment/decrement the reference counter since we guarantee that we query for the asset every frame.
*/
private T _asset;
//private uint8 _currentFrame;
//private uint64 _actualCurrentFrame = 0;
public const Self Invalid = .();
public bool IsValid => this != .Invalid;
public bool IsInvalid => this == .Invalid;
public this(AssetHandle handle, IContentManager contentManager = null)
{
_handle = handle;
_asset = handle.Get<T>(contentManager);
_contentManager = _asset?.ContentManager;
if (_contentManager == null)
_contentManager = contentManager;
//_currentFrame = (uint8)Application.Get().GameTime.FrameCount;
}
// Creates a new invalid asset handle
private this()
{
_handle = .Invalid;
//_currentFrame = 0;
_contentManager = null;
_asset = null;
}
static this
{
gBonEnv.typeHandlers.Add(typeof(AssetHandle<T>),
((.)new => AssetSerialize, new => AssetDeserialize));
}
public static implicit operator Self(AssetHandle handle)
{
return Self(handle);
}
public static implicit operator AssetHandle(Self handle)
{
return handle._handle;
}
public static implicit operator T(ref Self handle)
{
return handle.Get();
}
public T Get(IContentManager contentManager = null)
{
return Content.GetAsset<T>(_handle, contentManager == null ? _contentManager : contentManager);
}
[Comptime, OnCompile(.TypeInit)]
static void Init()
{
for (var field in typeof(T).GetFields(BindingFlags.FlattenHierarchy))
{
if (field.IsStatic || !field.IsPublic)
continue;
String modifier = field.IsPublic ? "public" : "private";
String code = scope $"""
{modifier} {field.FieldType} {field.Name}
{{
get mut
{{
return Get().{field.Name};
}}
set mut
{{
Get().{field.Name} = value;
}}
}}
""";
Compiler.EmitTypeBody(typeof(Self), code);
}
Dictionary<StringView, (MethodInfo? Getter, MethodInfo? Setter)> properties = scope .();
for (var method in typeof(T).GetMethods(BindingFlags.FlattenHierarchy | BindingFlags.Public))
{
if (method.IsStatic || !method.IsPublic || method.IsConstructor || method.IsDestructor)
continue;
// Filter out destructors
if (method.Name == "~this")
continue;
if (method.Name.StartsWith("get__"))
{
StringView name = method.Name;
name.RemoveFromStart(5);
if (!properties.TryGetValue(name, var propertyInfo))
{
propertyInfo = default;
}
propertyInfo.Getter = method;
properties[name] = propertyInfo;
continue;
}
if (method.Name.StartsWith("set__"))
{
StringView name = method.Name;
name.RemoveFromStart(5);
if (!properties.TryGetValue(name, var propertyInfo))
{
propertyInfo = default;
}
propertyInfo.Setter = method;
properties[name] = propertyInfo;
continue;
}
String modifier = method.IsPublic ? "public" : "private";
String parameters = scope String();
String arguments = scope String();
for (int param < method.ParamCount)
{
Type paramType = method.GetParamType(param);
StringView paramName = method.GetParamName(param);
/*String buffer = scope .();
method.GetParamsDecl(buffer);*/
if (param != 0)
{
parameters.Append(", ");
arguments.Append(", ");
}
// TODO: Default value
parameters.AppendF($"{paramType} {paramName}");
/*if (!buffer.IsEmpty)
{
parameters.AppendF($"/*{buffer}*/");
}*/
arguments.AppendF($" {paramName}");
}
String code = scope $"""
{modifier} {method.ReturnType} {method.Name}({parameters}) mut
{{
return Get().{method.Name}({arguments});
}}
""";
Compiler.EmitTypeBody(typeof(Self), code);
}
for (var (propertyName, property) in properties)
{
Type propertyType = property.Getter?.ReturnType ?? property.Setter?.GetParamType(0);
String getter = scope .();
String setter = scope .();
if (property.Getter != null)
{
getter.AppendF($"""
get mut
{{
return Get().{propertyName};
}}
""");
}
if (property.Setter != null)
{
getter.AppendF($"""
set mut
{{
Get().{propertyName} = value;
}}
""");
}
String code = scope $"""
public {propertyType} {propertyName}
{{
{getter}{setter}
}}
""";
Compiler.EmitTypeBody(typeof(Self), code);
}
}
public AssetHandle<NewT> Cast<NewT>()
where NewT : Asset
where T : NewT
{
return AssetHandle<NewT>(this._handle, this._contentManager);
}
// TODO: Cast up?
public AssetHandle<NewT> Cast<NewT>() where NewT : T
{
return AssetHandle<NewT>(this._handle, this._contentManager);
}
static void AssetSerialize(BonWriter writer, ValueView value, BonEnvironment environment, SerializeValueState state)
{
Log.EngineLogger.Assert(value.type == typeof(AssetHandle<T>));
AssetHandle handle = value.Get<AssetHandle<T>>();
if (handle.IsInvalid)
writer.String("");
else
{
let identifier = handle.Get<Asset>().Identifier;
writer.String(identifier);
}
}
static Result<void> AssetDeserialize(BonReader reader, ValueView value, BonEnvironment environment, DeserializeValueState state)
{
Log.EngineLogger.Assert(value.type == typeof(AssetHandle<T>));
String identifier = scope .();
Deserialize.String!(reader, ref identifier, environment);
AssetHandle<T> handle = Content.LoadAsset(identifier);
value.Assign<AssetHandle<T>>(handle);
return .Ok;
}
}

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