using System; using ImGui; using GlitchyEngine; using GlitchyEditor.EditWindows; using GlitchyEngine.Events; 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; namespace GlitchyEditor { class EditorLayer : Layer { RasterizerState _rasterizerState ~ _?.ReleaseRef(); RasterizerState _rasterizerStateClockWise ~ _?.ReleaseRef(); GraphicsContext _context ~ _.ReleaseRef(); BlendState _alphaBlendState ~ _.ReleaseRef(); BlendState _opaqueBlendState ~ _.ReleaseRef(); DepthStencilState _depthStencilState ~ _.ReleaseRef(); Scene _scene = new Scene() ~ delete _; String _sceneFilePath = new String() ~ delete _; public String SceneFilePath { get => _sceneFilePath; set { _sceneFilePath.Clear(); if (value != null) _sceneFilePath.Append(value); } } Editor _editor ~ delete _; RenderTarget2D _cameraTarget ~ _.ReleaseRef(); RenderTarget2D _viewportTarget ~ _.ReleaseRef(); SettingsWindow _settingsWindow = new .() ~ delete _; Entity _cameraEntity; Entity _otherCameraEntity; class CameraController : ScriptableEntity { protected override void OnCreate() { Log.EngineLogger.Trace("Cam controller created!"); } protected override void OnUpdate(GameTime gameTime) { var transformCmp = GetComponent(); Vector3 position = transformCmp.Position; if (Input.IsKeyPressed(Key.A)) { position.X -= gameTime.DeltaTime; } if (Input.IsKeyPressed(Key.D)) { position.X += gameTime.DeltaTime; } if (Input.IsKeyPressed(Key.W)) { position.Y += gameTime.DeltaTime; } if (Input.IsKeyPressed(Key.S)) { position.Y -= gameTime.DeltaTime; } transformCmp.Position = position; } protected override void OnDestroy() { Log.EngineLogger.Trace("Cam controller destroyed!"); } } public this() : base("Example") { Application.Get().Window.IsVSync = false; InitGraphics(); NewScene(); InitEditor(); } private void InitGraphics() { _context = Application.Get().Window.Context..AddRef(); RasterizerStateDescription rsDesc = .(.Solid, .Back, true); _rasterizerState = new RasterizerState(rsDesc); rsDesc.FrontCounterClockwise = false; _rasterizerStateClockWise = new RasterizerState(rsDesc); BlendStateDescription blendDesc = .(); blendDesc.RenderTarget[0] = .(true, .SourceAlpha, .InvertedSourceAlpha, .Add, .SourceAlpha, .InvertedSourceAlpha, .Add, .All); _alphaBlendState = new BlendState(blendDesc); _opaqueBlendState = new BlendState(.Default); DepthStencilStateDescription dsDesc = .(); _depthStencilState = new DepthStencilState(dsDesc); _cameraTarget = new RenderTarget2D(RenderTarget2DDescription(.R16G16B16A16_Float, 100, 100) {DepthStencilFormat = .D32_Float}); _cameraTarget.SamplerState = SamplerStateManager.LinearClamp; _viewportTarget = new RenderTarget2D(RenderTarget2DDescription(.R8G8B8A8_UNorm, 100, 100)); _viewportTarget.SamplerState = SamplerStateManager.LinearClamp; } private void InitEditor() { _editor = new Editor(_scene); _editor.SceneViewportWindow.ViewportSizeChangedEvent.Add(new (s, e) => ViewportSizeChanged(s, e)); } public override void Update(GameTime gameTime) { // Clear the swapchain-buffer RenderCommand.Clear(null, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0); RenderCommand.Clear(_viewportTarget, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0); RenderCommand.SetRenderTarget(_viewportTarget, 0, true); RenderCommand.BindRenderTargets(); RenderCommand.SetViewport(Viewport(0, 0, _viewportTarget.Width, _viewportTarget.Height)); RenderCommand.SetBlendState(_alphaBlendState); RenderCommand.SetDepthStencilState(_depthStencilState); _scene.Update(gameTime, _viewportTarget); RenderCommand.UnbindRenderTargets(); RenderCommand.SetRenderTarget(null, 0, true); RenderCommand.BindRenderTargets(); RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport); } public override void OnEvent(Event event) { EventDispatcher dispatcher = EventDispatcher(event); dispatcher.Dispatch(scope (e) => OnImGuiRender(e)); dispatcher.Dispatch(scope (e) => OnWindowResize(e)); dispatcher.Dispatch(scope (e) => OnKeyPressed(e)); } ImGui.ID _mainDockspaceId; TextureViewer viewer = new TextureViewer() ~ delete _; private bool OnImGuiRender(ImGuiRenderEvent event) { viewer.ViewTexture(_cameraTarget); /*ImGui.Begin("Test"); static bool cameraA = true; if (ImGui.Checkbox("Camera A", &cameraA)) { _cameraEntity.GetComponent().Primary = cameraA; _otherCameraEntity.GetComponent().Primary = !cameraA; } ImGui.End();*/ ImGui.Viewport* viewport = ImGui.GetMainViewport(); ImGui.DockSpaceOverViewport(viewport); DrawMainMenuBar(); _editor.SceneViewportWindow.RenderTarget = _viewportTarget; _editor.Update(); _settingsWindow.Show(); return false; } // Just for testing private void TestEntitiesWithModels() { { var lightNtt = _scene.CreateEntity("My Sexy Sun 2"); let transform = lightNtt.GetComponent(); transform.Position = .(0, 0, 0); transform.RotationEuler = .(MathHelper.ToRadians(70), MathHelper.ToRadians(-30), 0); let light = lightNtt.AddComponent(); light.SceneLight.Illuminance = 10.0f; light.SceneLight.Color = .(1.0f, 0.95f, 0.8f); } { var lightNtt = _scene.CreateEntity("My Sexy Sun 3"); let transform = lightNtt.GetComponent(); transform.Position = .(0, 0, 0); transform.RotationEuler = .(MathHelper.ToRadians(20), MathHelper.ToRadians(-55), 0); let light = lightNtt.AddComponent(); light.SceneLight.Illuminance = 10.0f; light.SceneLight.Color = .(1.0f, 0.95f, 0.8f); } var fxLib = Application.Get().EffectLibrary; using (Effect myEffect = fxLib.Load("content/Shaders/myEffect.hlsl")) using (Texture2D albedo = new Texture2D("Textures/White.png", true)) using (Texture2D normal = new Texture2D("Textures/White.png")) using (Texture2D rough = new Texture2D("Textures/White.png")) using (Texture2D metal = new Texture2D("Textures/White.png")) /*using (Texture2D albedo = new Texture2D("Textures/TestMat/rustediron2_albedo.png", true)) using (Texture2D normal = new Texture2D("Textures/TestMat/rustediron2_normal.png")) using (Texture2D rough = new Texture2D("Textures/TestMat/rustediron2_roughness.png")) using (Texture2D metal = new Texture2D("Textures/TestMat/rustediron2_metallic.png"))*/ { albedo.SamplerState = SamplerStateManager.AnisotropicWrap; normal.SamplerState = SamplerStateManager.AnisotropicWrap; rough.SamplerState = SamplerStateManager.AnisotropicWrap; metal.SamplerState = SamplerStateManager.AnisotropicWrap; List clips = scope .(); using (Material mat = new .(myEffect)) { mat.SetTexture("AlbedoTexture", albedo); mat.SetTexture("NormalTexture", normal); mat.SetTexture("MetallicTexture", metal); mat.SetTexture("RoughnessTexture", rough); mat.SetVariable("AlbedoColor", ColorRGBA.White); mat.SetVariable("NormalScaling", Vector2.One); mat.SetVariable("MetallicFactor", 1.0f); mat.SetVariable("RoughnessFactor", 1.0f); EcsEntity e = ModelLoader.LoadModel("content/Models/sphere.glb", myEffect, mat, _scene.[Friend]_ecsWorld, clips, "Sphere 1"); Entity entity = .(e, _scene); var transform = entity.GetComponent(); transform.Position = .(5, 0, 5); } /*using (Material mat = new .(myEffect)) { mat.SetTexture("AlbedoTexture", albedo); mat.SetTexture("NormalTexture", normal); mat.SetTexture("MetallicTexture", metal); mat.SetTexture("RoughnessTexture", rough); //mat.SetVariable("BaseColor", Vector4(1, 1, 0, 1)); //mat.SetVariable("LightDir", Vector3(0, 1, 0).Normalized()); ModelLoader.LoadModel("content/Models/sphere.glb", myEffect, mat, _scene.[Friend]_ecsWorld, clips); }*/ ClearAndReleaseItems!(clips); } using (Effect myEffect = fxLib.Get("myEffect")) using (Texture2D white = new Texture2D("Textures/White.png")) using (Texture2D normal = new Texture2D("Textures/DefaultNormal.png")) { white.SamplerState = SamplerStateManager.PointClamp; normal.SamplerState = SamplerStateManager.PointClamp; List clips = scope .(); for (int x < 10) for (int y < 10) { using (Material mat = new .(myEffect)) { mat.SetTexture("AlbedoTexture", white); mat.SetTexture("NormalTexture", normal); mat.SetTexture("MetallicTexture", white); mat.SetTexture("RoughnessTexture", white); mat.SetVariable("AlbedoColor", Vector4(1, 0, 0, 1)); mat.SetVariable("NormalScaling", Vector2(1.0f)); mat.SetVariable("RoughnessFactor", (x + 1) / 10.0f); mat.SetVariable("MetallicFactor", y / 9.0f); EcsEntity e = ModelLoader.LoadModel("content/Models/sphere.glb", myEffect, mat, _scene.[Friend]_ecsWorld, clips, scope $"Sphere {x} {y}"); Entity entity = .(e, _scene); var transform = entity.GetComponent(); transform.Position = .(x * 1.5f, y * 1.5f, 0); } } ClearAndReleaseItems!(clips); } } private void PrepareSceneForEditor() { // Create the editor camera { _cameraEntity = _scene.CreateEntity("Editor Camera"); // Add EditorComponent so that the engine knows that this is not part of the game. _cameraEntity.AddComponent(); // Script for controlling the camera. _cameraEntity.AddComponent().Bind(); let camera = _cameraEntity.AddComponent(); camera.Camera.SetPerspective(MathHelper.ToRadians(75), 0.1f, 10000.0f); camera.Primary = true; camera.RenderTarget = _cameraTarget; let transform = _cameraEntity.GetComponent(); //transform.Position = .(-1.5f, 1.5f, -2.5f); transform.Position = .(3.5f, 1.25f, 2.75f); //transform.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(35), 0); transform.RotationEuler = .(MathHelper.ToRadians(25), MathHelper.ToRadians(40), 0); } } /// Creates a new scene. private void NewScene() { SceneFilePath = null; // Create the default light source { var lightNtt = _scene.CreateEntity("Light"); let transform = lightNtt.GetComponent(); transform.Position = .(0, 0, 0); transform.RotationEuler = .(MathHelper.ToRadians(45), MathHelper.ToRadians(-100), 0); let light = lightNtt.AddComponent(); light.SceneLight.Illuminance = 10.0f; light.SceneLight.Color = .(1.0f, 0.95f, 0.8f); } TestEntitiesWithModels(); PrepareSceneForEditor(); } /// 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 (String.IsNullOrWhiteSpace(SceneFilePath)) { SaveSceneAs(); return; } SceneSerializer serializer = scope .(_scene); 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) { SceneFilePath = ofd.FileNames[0]; delete _scene; _scene = new Scene(); SceneSerializer serializer = scope .(_scene); serializer.Deserialize(SceneFilePath); PrepareSceneForEditor(); _editor.CurrentScene = _scene; } } } private void DrawMainMenuBar() { ImGui.BeginMainMenuBar(); 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)) { _editor.SceneViewportWindow.Open = true; } ImGui.EndMenu(); } ImGui.EndMainMenuBar(); } private bool OnWindowResize(WindowResizeEvent e) { return false; } private void ViewportSizeChanged(Object sender, Vector2 viewportSize) { uint32 sizeX = (uint32)viewportSize.X; uint32 sizeY = (uint32)viewportSize.Y; if(sizeX == 0 || sizeY == 0) return; _viewportTarget.Resize(sizeX, sizeY); _cameraTarget.Resize(sizeX, sizeY); _scene.OnViewportResize(sizeX, sizeY); } private bool OnKeyPressed(KeyPressedEvent e) { bool control = Input.IsKeyPressed(Key.Control); bool shift = Input.IsKeyPressed(Key.Shift); if (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; } } }