Files
glitchy-engine-beef/GlitchyEditor/src/EditorLayer.bf
T

210 lines
5.5 KiB
Beef

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();
DepthStencilTarget _swapchainDepthBuffer ~ _?.ReleaseRef();
BlendState _alphaBlendState ~ _?.ReleaseRef();
BlendState _opaqueBlendState ~ _?.ReleaseRef();
EcsWorld _world = new EcsWorld() ~ delete _;
Editor _editor ~ delete _;
PerspectiveCameraController _cameraController ~ delete _;
RenderTarget2D _renderTarget2D ~ _?.ReleaseRef();
public this() : base("Example")
{
Application.Get().Window.IsVSync = false;
InitGraphics();
InitEcs();
InitEditor();
}
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);
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);
_renderTarget2D = new RenderTarget2D(RenderTarget2DDescription(.R8G8B8A8_UNorm, 100, 100) {DepthStencilFormat = .D32_Float});
SamplerStateDescription desc = .();
SamplerState sampler = new SamplerState(desc);
_renderTarget2D.SamplerState = sampler;
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>();
}
private void InitEditor()
{
_editor = new Editor(_world);
_editor.SceneViewportWindow.ViewportSizeChangedEvent.Add(new (s, e) => ViewportSizeChanged(s, e));
_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;
}
public override void Update(GameTime gameTime)
{
if(_editor.SceneViewportWindow.HasFocus && Input.IsMouseButtonPressed(.RightButton))
_cameraController.Update(gameTime);
TransformSystem.Update(_world);
RenderCommand.Clear(_renderTarget2D, .(0.2f, 0.2f, 0.2f));
RenderCommand.Clear(_renderTarget2D, 1.0f, 0, .Depth);
_context.SetRenderTarget(_renderTarget2D);
_context.BindRenderTargets();
RenderCommand.SetViewport(Viewport(0, 0, _renderTarget2D.Width, _renderTarget2D.Height));
_opaqueBlendState.Bind();
Renderer.BeginScene(_cameraController.Camera);
DebugRenderer.Render(_world);
Renderer.EndScene();
RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
RenderCommand.Clear(_swapchainDepthBuffer, 1.0f, 0, .Depth);
_context.SetRenderTarget(null);
_context.SetDepthStencilTarget(_swapchainDepthBuffer);
_context.BindRenderTargets();
RenderCommand.SetViewport(_context.SwapChain.BackbufferViewport);
}
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));
}
ImGui.ID _mainDockspaceId;
private bool OnImGuiRender(ImGuiRenderEvent event)
{
ImGui.Viewport* viewport = ImGui.GetMainViewport();
ImGui.DockSpaceOverViewport(viewport);
DrawMainMenuBar();
_editor.SceneViewportWindow.RenderTarget = _renderTarget2D;
_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)
{
_swapchainDepthBuffer.ReleaseRef();
_swapchainDepthBuffer = new DepthStencilTarget(_context.SwapChain.Width, _context.SwapChain.Height);
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;
_renderTarget2D.Resize(sizeX, sizeY);
_cameraController.AspectRatio = (float)sizeX / (float)sizeY;
}
}
}