mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
91 lines
2.4 KiB
Beef
91 lines
2.4 KiB
Beef
using GlitchyEditor.EditWindows;
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using GlitchyEngine;
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using GlitchyEngine.Events;
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using GlitchyEngine.ImGui;
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using GlitchyEngine.Renderer;
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using GlitchyEngine.World;
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using ImGui;
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namespace GlitchyEditor
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{
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class EditorLayer : Layer
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{
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RasterizerState _rasterizerState ~ _?.ReleaseRef();
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RasterizerState _rasterizerStateClockWise ~ _?.ReleaseRef();
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GraphicsContext _context ~ _?.ReleaseRef();
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DepthStencilTarget _depthTarget ~ _?.ReleaseRef();
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BlendState _alphaBlendState ~ _?.ReleaseRef();
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BlendState _opaqueBlendState ~ _?.ReleaseRef();
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EcsWorld _world = new EcsWorld() ~ delete _;
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Editor _editor = new Editor(_world) ~ delete _;
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public this() : base("Example")
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{
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Application.Get().Window.IsVSync = false;
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InitGraphics();
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InitEcs();
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}
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private void InitGraphics()
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{
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_context = Application.Get().Window.Context..AddRef();
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_depthTarget = new DepthStencilTarget(_context, _context.SwapChain.Width, _context.SwapChain.Height);
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RasterizerStateDescription rsDesc = .(.Solid, .Back, true);
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_rasterizerState = new RasterizerState(_context, rsDesc);
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rsDesc.FrontCounterClockwise = false;
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_rasterizerStateClockWise = new RasterizerState(_context, rsDesc);
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BlendStateDescription blendDesc = .();
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blendDesc.RenderTarget[0] = .(true, .SourceAlpha, .InvertedSourceAlpha, .Add, .SourceAlpha, .InvertedSourceAlpha, .Add, .All);
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_alphaBlendState = new BlendState(_context, blendDesc);
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_opaqueBlendState = new BlendState(_context, .Default);
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}
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private void InitEcs()
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{
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_world.Register<DebugNameComponent>();
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_world.Register<TransformComponent>();
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_world.Register<ParentComponent>();
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_world.Register<MeshComponent>();
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_world.Register<MeshRendererComponent>();
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_world.Register<SkinnedMeshRendererComponent>();
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_world.Register<CameraComponent>();
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_world.Register<AnimationComponent>();
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}
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public override void Update(GameTime gameTime)
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{
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RenderCommand.Clear(null, .(0.2f, 0.2f, 0.2f));
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_depthTarget.Clear(1.0f, 0, .Depth);
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_context.SetRenderTarget(null);
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_depthTarget.Bind();
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_context.BindRenderTargets();
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_context.SetViewport(_context.SwapChain.BackbufferViewport);
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}
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public override void OnEvent(Event event)
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{
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EventDispatcher dispatcher = EventDispatcher(event);
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dispatcher.Dispatch<ImGuiRenderEvent>(scope (e) => OnImGuiRender(e));
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}
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private bool OnImGuiRender(ImGuiRenderEvent event)
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{
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_editor.Update();
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return false;
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}
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}
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}
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