using System; using ImGui; using GlitchyEngine; using GlitchyEditor.EditWindows; using GlitchyEngine.Events; using GlitchyEngine.ImGui; using GlitchyEngine.Math; using GlitchyEngine.Renderer; using GlitchyEngine.World; 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 _; Editor _editor ~ delete _; PerspectiveCameraController _cameraController ~ delete _; RenderTarget2D _viewportTarget ~ _?.ReleaseRef(); 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(); if (Input.IsKeyPressed(Key.A)) { transformCmp.Transform.Translation.X -= gameTime.DeltaTime; } if (Input.IsKeyPressed(Key.D)) { transformCmp.Transform.Translation.X += gameTime.DeltaTime; } if (Input.IsKeyPressed(Key.W)) { transformCmp.Transform.Translation.Y += gameTime.DeltaTime; } if (Input.IsKeyPressed(Key.S)) { transformCmp.Transform.Translation.Y -= gameTime.DeltaTime; } } protected override void OnDestroy() { Log.EngineLogger.Trace("Cam controller destroyed!"); } } public this() : base("Example") { Application.Get().Window.IsVSync = false; InitGraphics(); //InitEcs(); InitEditor(); { _cameraEntity = _scene.CreateEntity("Camera Entity"); let camera = _cameraEntity.AddComponent(); camera.Camera.SetPerspective(MathHelper.ToRadians(75), 0.1f, 10000.0f); camera.Primary = true; camera.FixedAspectRatio = false; let transform = _cameraEntity.GetComponent(); transform.Transform = Matrix.Translation(0, 0, -5); _cameraEntity.AddComponent().Bind(); _cameraEntity.AddComponent(); } { _otherCameraEntity = _scene.CreateEntity("Other Camera Entity"); let camera = _otherCameraEntity.AddComponent(); camera.Camera.SetPerspective(MathHelper.ToRadians(45), 0.1f, 1000.0f); camera.Primary = false; camera.FixedAspectRatio = false; let transform = _otherCameraEntity.GetComponent(); transform.Transform = Matrix.Translation(0, 0, -5); _otherCameraEntity.AddComponent().Bind(); _otherCameraEntity.AddComponent(); } } 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); _viewportTarget = new RenderTarget2D(RenderTarget2DDescription(.R8G8B8A8_UNorm, 100, 100) {DepthStencilFormat = .D32_Float}); _viewportTarget.SamplerState = SamplerStateManager.LinearClamp; } private void InitEditor() { _editor = new Editor(_scene); _editor.SceneViewportWindow.ViewportSizeChangedEvent.Add(new (s, e) => ViewportSizeChanged(s, e)); _cameraController = new .(_context.SwapChain.AspectRatio); _cameraController.CameraPosition = .(0, 0, -5); _cameraController.TranslationSpeed = 10; //_editor.[Friend]CreateEntityWithTransform(); _editor.SceneViewportWindow._camera = _cameraController.Camera; } public override void Update(GameTime gameTime) { if(_editor.SceneViewportWindow.HasFocus && Input.IsMouseButtonPressed(.RightButton)) _cameraController.Update(gameTime); //TransformSystem.Update(_world); 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); //Renderer.BeginScene(_cameraController.Camera); //DebugRenderer.Render(_scene.[Friend]_ecsWorld); //Renderer.EndScene(); _scene.Update(gameTime); RenderCommand.Clear(null, .Color | .Depth, .(0.2f, 0.2f, 0.2f), 1.0f, 0); RenderCommand.SetRenderTarget(null, 0, true); RenderCommand.BindRenderTargets(); RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport); } public override void OnEvent(Event event) { _cameraController.OnEvent(event); EventDispatcher dispatcher = EventDispatcher(event); dispatcher.Dispatch(scope (e) => OnImGuiRender(e)); dispatcher.Dispatch(scope (e) => OnWindowResize(e)); } ImGui.ID _mainDockspaceId; private bool OnImGuiRender(ImGuiRenderEvent event) { 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(); return false; } private void DrawMainMenuBar() { ImGui.BeginMainMenuBar(); if(ImGui.BeginMenu("File", false)) { 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); _cameraController.AspectRatio = (float)sizeX / (float)sizeY; _scene.OnViewportResize(sizeX, sizeY); } } }