Merge branch 'main' into SP3-17-animation-system

This commit is contained in:
Xiao Qi 2022-11-22 13:55:17 +08:00
commit 3b6d1c815d
59 changed files with 852 additions and 259 deletions

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@ -14,7 +14,3 @@
13 14 13 14
14 15 14 15
15 16 15 16
note:
All collision tags should follow the above format "index<space>tag name".
If it fails to follow this, the default tag names will be used.

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@ -3,17 +3,12 @@
#extension GL_ARB_shading_language_420pack : enable #extension GL_ARB_shading_language_420pack : enable
#extension GL_EXT_nonuniform_qualifier : require #extension GL_EXT_nonuniform_qualifier : require
layout (input_attachment_index = 0, set = 4, binding = 0) uniform subpassInput vec4 sceneTexture; layout (input_attachment_index = 0, set = 4, binding = 0) uniform subpassInput sceneTexture;
layout(location = 0) in struct
{
vec2 uv; // location = 0
} In;
layout(location = 0) out vec4 fragColor; layout(location = 0) out vec4 fragColor;
void main() void main()
{ {
fragColor = vec4 (texture (sceneTexture, In.uv).rgb, 1.0f); fragColor = vec4 (subpassLoad(sceneTexture).rgb, 1.0f);
} }

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@ -0,0 +1,3 @@
Name: ToSwapchain_FS
ID: 36869006
Type: 2

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@ -1,11 +1,6 @@
#version 450 #version 450
#extension GL_KHR_vulkan_glsl : enable #extension GL_KHR_vulkan_glsl : enable
layout(location = 0) out struct
{
vec2 uv; // location = 0
} Out;
vec2 CreateQuad(in uint vertexID) vec2 CreateQuad(in uint vertexID)
{ {
@ -15,7 +10,6 @@ vec2 CreateQuad(in uint vertexID)
void main() void main()
{ {
vec2 texCoord = CreateQuad (gl_VertexIndex); vec2 vertexPos = 2 * (CreateQuad(gl_VertexIndex) - vec2(0.5f));
vec2 vertexPos = texCoord - vec2(0.5f);
gl_Position = vec4 (vertexPos, 0.0f, 1.0f); gl_Position = vec4 (vertexPos, 0.0f, 1.0f);
} }

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@ -0,0 +1,3 @@
Name: ToSwapchain_VS
ID: 48082949
Type: 2

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@ -78,7 +78,10 @@ project "SHADE_Application"
"26451", "26451",
"26437", "26437",
"4275", "4275",
"4635" "4633",
"4634",
"4635",
"4638"
} }
linkoptions { "-IGNORE:4006" } linkoptions { "-IGNORE:4006" }

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@ -80,11 +80,12 @@ namespace Sandbox
SHSystemManager::CreateSystem<SHCameraSystem>(); SHSystemManager::CreateSystem<SHCameraSystem>();
SHSystemManager::CreateSystem<SHUISystem>(); SHSystemManager::CreateSystem<SHUISystem>();
std::system("FontCompiler.exe ../../Assets/Fonts/SegoeUI.ttf"); //std::system("FontCompiler.exe ../../Assets/Fonts/SegoeUI.ttf");
std::system("FontCompiler.exe ../../Assets/Fonts/ALGER.ttf"); //std::system("FontCompiler.exe ../../Assets/Fonts/ALGER.ttf");
SHSystemManager::CreateSystem<SHGraphicsSystem>(); SHSystemManager::CreateSystem<SHGraphicsSystem>();
SHGraphicsSystem* graphicsSystem = static_cast<SHGraphicsSystem*>(SHSystemManager::GetSystem<SHGraphicsSystem>()); SHGraphicsSystem* graphicsSystem = static_cast<SHGraphicsSystem*>(SHSystemManager::GetSystem<SHGraphicsSystem>());
SHPhysicsSystem* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
// Link up SHDebugDraw // Link up SHDebugDraw
SHSystemManager::CreateSystem<SHDebugDrawSystem>(); SHSystemManager::CreateSystem<SHDebugDrawSystem>();
@ -176,11 +177,15 @@ namespace Sandbox
#ifdef SHEDITOR #ifdef SHEDITOR
if(editor->editorState == SHEditor::State::PLAY) if(editor->editorState == SHEditor::State::PLAY)
SHSceneManager::SceneUpdate(0.016f);
SHSystemManager::RunRoutines(editor->editorState != SHEditor::State::PLAY, 0.016f);
editor->PollPicking();
#endif
#endif
SHSceneManager::SceneUpdate(0.016f);
#ifdef SHEDITOR
SHSystemManager::RunRoutines(editor->editorState != SHEditor::State::PLAY, SHFrameRateController::GetRawDeltaTime());
editor->PollPicking();
#else
SHSystemManager::RunRoutines(false, SHFrameRateController::GetRawDeltaTime());
#endif
// TODO: Move into an Editor menu // TODO: Move into an Editor menu
static bool drawColliders = false; static bool drawColliders = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F10)) if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F10))
@ -194,6 +199,13 @@ namespace Sandbox
drawRays = !drawRays; drawRays = !drawRays;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS, drawRays); SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::RAYCASTS, drawRays);
} }
static bool drawContacts = false;
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F9))
{
drawContacts = !drawContacts;
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACT_POINTS, drawContacts);
SHSystemManager::GetSystem<SHPhysicsDebugDrawSystem>()->SetDebugDrawFlag(SHPhysicsDebugDrawSystem::DebugDrawFlags::CONTACT_NORMALS, drawContacts);
}
} }
// Finish all graphics jobs first // Finish all graphics jobs first
graphicsSystem->AwaitGraphicsExecution(); graphicsSystem->AwaitGraphicsExecution();

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@ -7,13 +7,14 @@
#include "Graphics/MiddleEnd/Interface/SHRenderable.h" #include "Graphics/MiddleEnd/Interface/SHRenderable.h"
#include "Scene/SHSceneManager.h" #include "Scene/SHSceneManager.h"
#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h" #include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
#include "Physics/System/SHPhysicsSystem.h"
#include "Scripting/SHScriptEngine.h" #include "Scripting/SHScriptEngine.h"
#include "Math/Transform/SHTransformComponent.h" #include "Math/Transform/SHTransformComponent.h"
#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h" #include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
#include "Physics/Interface/SHRigidBodyComponent.h" #include "Physics/Interface/SHRigidBodyComponent.h"
#include "Physics/Interface/SHColliderComponent.h" #include "Physics/Interface/SHColliderComponent.h"
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h" #include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
#include "Graphics/MiddleEnd/TextRendering/SHTextRendererComponent.h" #include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h"
#include "Assets/SHAssetManager.h" #include "Assets/SHAssetManager.h"
#include "Camera/SHCameraComponent.h" #include "Camera/SHCameraComponent.h"
@ -42,6 +43,28 @@ namespace Sandbox
void SBMainScene::Init() void SBMainScene::Init()
{ {
sceneName = SHSerialization::DeserializeSceneFromFile(sceneAssetID); sceneName = SHSerialization::DeserializeSceneFromFile(sceneAssetID);
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (!physicsSystem)
{
SHLOGV_CRITICAL("Failed to get the physics system for building the scene!")
return;
}
physicsSystem->BuildScene(SHSceneManager::GetCurrentSceneGraph());
/*-----------------------------------------------------------------------*/
/* TESTING CODE */
/*-----------------------------------------------------------------------*/
//testText = SHEntityManager::CreateEntity<SHTransformComponent, SHTextRendererComponent>(MAX_EID, "Test Text");
//auto gfxSystem =SHSystemManager::GetSystem<SHGraphicsSystem>();
//auto textComp = SHComponentManager::GetComponent<SHTextRendererComponent>(testText);
//textComp->SetFont(gfxSystem->GetFontLibrary().GetFonts()[0]);
/*-----------------------------------------------------------------------*/
/* TESTING CODE */
/*-----------------------------------------------------------------------*/
} }
void SBMainScene::Update(float dt) void SBMainScene::Update(float dt)

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@ -79,7 +79,10 @@ project "SHADE_Engine"
"26451", "26451",
"26437", "26437",
"4275", "4275",
"4635" "4633",
"4634",
"4635",
"4638"
} }
linkoptions { "-IGNORE:4006" } linkoptions { "-IGNORE:4006" }

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@ -43,7 +43,9 @@ namespace SHADE
if (!camComponent) if (!camComponent)
{ {
SHLOG_WARNING("Camera Director warning: Entity does not have a camera"); SHLOG_WARNING("Camera Director warning: Entity does not have a camera");
return nullptr;
} }
return camComponent;
} }

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@ -146,7 +146,7 @@ namespace SHADE
//Call all the children to Destroy themselves first before the parent is destroyed. //Call all the children to Destroy themselves first before the parent is destroyed.
if (entityVec[eIndex]) if (entityVec[eIndex])
{ {
auto& children = SHSceneManager::GetCurrentSceneGraph().GetChildren(eID); auto children = SHSceneManager::GetCurrentSceneGraph().GetChildren(eID);
for (auto& child : children) for (auto& child : children)
{ {
DestroyEntity(child->GetEntityID()); DestroyEntity(child->GetEntityID());

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@ -252,7 +252,7 @@ namespace SHADE
if(rbType == SHRigidBodyComponent::Type::DYNAMIC) //Dynamic only fields if(rbType == SHRigidBodyComponent::Type::DYNAMIC) //Dynamic only fields
{ {
SHEditorWidgets::CheckBox("Use Gravity", [component]{return component->IsGravityEnabled();}, [component](bool const& value){component->SetGravityEnabled(value);}, "Gravity"); SHEditorWidgets::CheckBox("Use Gravity", [component]{return component->IsGravityEnabled();}, [component](bool const& value){component->SetGravityEnabled(value);}, "Gravity");
SHEditorWidgets::DragFloat("Mass", [component] {return component->GetMass(); }, [component](float const& value) {component->SetMass(value); }, "Mass"); //SHEditorWidgets::DragFloat("Mass", [component] {return component->GetMass(); }, [component](float const& value) {component->SetMass(value); }, "Mass");
} }
if (rbType == SHRigidBodyComponent::Type::DYNAMIC || rbType == SHRigidBodyComponent::Type::KINEMATIC) //Dynamic or Kinematic only fields if (rbType == SHRigidBodyComponent::Type::DYNAMIC || rbType == SHRigidBodyComponent::Type::KINEMATIC) //Dynamic or Kinematic only fields
{ {
@ -284,6 +284,7 @@ namespace SHADE
//Debug Info (Read-Only) //Debug Info (Read-Only)
if(ImGui::CollapsingHeader("Debug Information", ImGuiTreeNodeFlags_DefaultOpen))//Dynamic or Kinematic only fields if(ImGui::CollapsingHeader("Debug Information", ImGuiTreeNodeFlags_DefaultOpen))//Dynamic or Kinematic only fields
{ {
SHEditorWidgets::DragFloat("Mass", [component] { return component->GetMass(); }, [](float value){}, "Mass", 0.1f, 0.0f, std::numeric_limits<float>::infinity(), "%.3f", ImGuiSliderFlags_ReadOnly);
SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [component] {return component->GetPosition(); }, [](SHVec3 const& value) {}, false, "Position", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly); SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [component] {return component->GetPosition(); }, [](SHVec3 const& value) {}, false, "Position", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" }, [component] {return component->GetRotation(); }, [](SHVec3 const& value) {}, false, "Rotation", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly); SHEditorWidgets::DragVec3("Rotation", { "X", "Y", "Z" }, [component] {return component->GetRotation(); }, [](SHVec3 const& value) {}, false, "Rotation", 0.1f, "%.3f", 0.0f, 0.0f, ImGuiSliderFlags_ReadOnly);
if (rbType == SHRigidBodyComponent::Type::DYNAMIC || rbType == SHRigidBodyComponent::Type::KINEMATIC) //Dynamic or Kinematic only fields if (rbType == SHRigidBodyComponent::Type::DYNAMIC || rbType == SHRigidBodyComponent::Type::KINEMATIC) //Dynamic or Kinematic only fields
@ -497,11 +498,11 @@ namespace SHADE
} }
template<> template<>
static void DrawComponent(SHTextRendererComponent* component) static void DrawComponent(SHTextRenderableComponent* component)
{ {
if (!component) if (!component)
return; return;
ImGui::PushID(SHFamilyID<SHComponent>::GetID<SHTextRendererComponent>()); ImGui::PushID(SHFamilyID<SHComponent>::GetID<SHTextRenderableComponent>());
const auto componentType = rttr::type::get(*component); const auto componentType = rttr::type::get(*component);
SHEditorWidgets::CheckBox("##IsActive", [component]() {return component->isActive; }, [component](bool const& active) {component->isActive = active; }, "Is Component Active"); SHEditorWidgets::CheckBox("##IsActive", [component]() {return component->isActive; }, [component](bool const& active) {component->isActive = active; }, "Is Component Active");
ImGui::SameLine(); ImGui::SameLine();

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@ -22,7 +22,7 @@
#include "UI/SHCanvasComponent.h" #include "UI/SHCanvasComponent.h"
#include "SHEditorComponentView.h" #include "SHEditorComponentView.h"
#include "AudioSystem/SHAudioListenerComponent.h" #include "AudioSystem/SHAudioListenerComponent.h"
#include "Graphics/MiddleEnd/TextRendering/SHTextRendererComponent.h" #include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h"
namespace SHADE namespace SHADE
{ {
@ -145,7 +145,7 @@ namespace SHADE
{ {
DrawComponent(uiComponent); DrawComponent(uiComponent);
} }
if (auto textRendererComponent = SHComponentManager::GetComponent_s<SHTextRendererComponent>(eid)) if (auto textRendererComponent = SHComponentManager::GetComponent_s<SHTextRenderableComponent>(eid))
{ {
DrawComponent(textRendererComponent); DrawComponent(textRendererComponent);
} }
@ -167,7 +167,7 @@ namespace SHADE
DrawAddComponentWithEnforcedComponentButton<SHRenderable, SHTransformComponent>(eid); DrawAddComponentWithEnforcedComponentButton<SHRenderable, SHTransformComponent>(eid);
DrawAddComponentWithEnforcedComponentButton<SHRigidBodyComponent, SHTransformComponent>(eid); DrawAddComponentWithEnforcedComponentButton<SHRigidBodyComponent, SHTransformComponent>(eid);
DrawAddComponentWithEnforcedComponentButton<SHColliderComponent, SHTransformComponent>(eid); DrawAddComponentWithEnforcedComponentButton<SHColliderComponent, SHTransformComponent>(eid);
DrawAddComponentWithEnforcedComponentButton<SHTextRendererComponent, SHTransformComponent>(eid); DrawAddComponentWithEnforcedComponentButton<SHTextRenderableComponent, SHTransformComponent>(eid);
ImGui::EndMenu(); ImGui::EndMenu();

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@ -155,16 +155,23 @@ namespace SHADE
} }
bool SHEditorUI::InputCheckbox(const std::string& label, bool& value, bool* isHovered) bool SHEditorUI::InputCheckbox(const std::string& label, bool& value, bool* isHovered)
{
if (!label.empty())
{ {
ImGui::Text(label.c_str()); ImGui::Text(label.c_str());
ImGui::SameLine();
}
if (isHovered) if (isHovered)
*isHovered = ImGui::IsItemHovered(); *isHovered = ImGui::IsItemHovered();
ImGui::SameLine();
return ImGui::Checkbox("##", &value); return ImGui::Checkbox("##", &value);
} }
bool SHEditorUI::InputInt(const std::string& label, int& value, bool* isHovered) bool SHEditorUI::InputInt(const std::string& label, int& value, bool* isHovered)
{
if (!label.empty())
{ {
ImGui::Text(label.c_str()); ImGui::Text(label.c_str());
ImGui::SameLine();
}
if (isHovered) if (isHovered)
*isHovered = ImGui::IsItemHovered(); *isHovered = ImGui::IsItemHovered();
ImGui::SameLine(); ImGui::SameLine();
@ -177,7 +184,11 @@ namespace SHADE
bool SHEditorUI::InputUnsignedInt(const std::string& label, unsigned int& value, bool* isHovered) bool SHEditorUI::InputUnsignedInt(const std::string& label, unsigned int& value, bool* isHovered)
{ {
int signedVal = static_cast<int>(value); int signedVal = static_cast<int>(value);
if (!label.empty())
{
ImGui::Text(label.c_str()); ImGui::Text(label.c_str());
ImGui::SameLine();
}
if (isHovered) if (isHovered)
*isHovered = ImGui::IsItemHovered(); *isHovered = ImGui::IsItemHovered();
ImGui::SameLine(); ImGui::SameLine();
@ -190,8 +201,12 @@ namespace SHADE
return CHANGED; return CHANGED;
} }
bool SHEditorUI::InputFloat(const std::string& label, float& value, bool* isHovered) bool SHEditorUI::InputFloat(const std::string& label, float& value, bool* isHovered)
{
if (!label.empty())
{ {
ImGui::Text(label.c_str()); ImGui::Text(label.c_str());
ImGui::SameLine();
}
if (isHovered) if (isHovered)
*isHovered = ImGui::IsItemHovered(); *isHovered = ImGui::IsItemHovered();
ImGui::SameLine(); ImGui::SameLine();
@ -212,8 +227,12 @@ namespace SHADE
return CHANGED; return CHANGED;
} }
bool SHEditorUI::InputSlider(const std::string& label, int min, int max, int& value, bool* isHovered /*= nullptr*/) bool SHEditorUI::InputSlider(const std::string& label, int min, int max, int& value, bool* isHovered /*= nullptr*/)
{
if (!label.empty())
{ {
ImGui::Text(label.c_str()); ImGui::Text(label.c_str());
ImGui::SameLine();
}
if (isHovered) if (isHovered)
*isHovered = ImGui::IsItemHovered(); *isHovered = ImGui::IsItemHovered();
ImGui::SameLine(); ImGui::SameLine();
@ -235,8 +254,12 @@ namespace SHADE
} }
bool SHEditorUI::InputSlider(const std::string& label, float min, float max, float& value, bool* isHovered) bool SHEditorUI::InputSlider(const std::string& label, float min, float max, float& value, bool* isHovered)
{
if (!label.empty())
{ {
ImGui::Text(label.c_str()); ImGui::Text(label.c_str());
ImGui::SameLine();
}
if (isHovered) if (isHovered)
*isHovered = ImGui::IsItemHovered(); *isHovered = ImGui::IsItemHovered();
ImGui::SameLine(); ImGui::SameLine();
@ -272,7 +295,11 @@ namespace SHADE
{ {
std::array<char, TEXT_FIELD_MAX_LENGTH> buffer = { '\0' }; std::array<char, TEXT_FIELD_MAX_LENGTH> buffer = { '\0' };
strcpy_s(buffer.data(), TEXT_FIELD_MAX_LENGTH, value.c_str()); strcpy_s(buffer.data(), TEXT_FIELD_MAX_LENGTH, value.c_str());
if (!label.empty())
{
ImGui::Text(label.c_str()); ImGui::Text(label.c_str());
ImGui::SameLine();
}
if (isHovered) if (isHovered)
*isHovered = ImGui::IsItemHovered(); *isHovered = ImGui::IsItemHovered();
ImGui::SameLine(); ImGui::SameLine();
@ -285,8 +312,12 @@ namespace SHADE
} }
bool SHEditorUI::InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered, bool alwaysNull) bool SHEditorUI::InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered, bool alwaysNull)
{
if (!label.empty())
{ {
ImGui::Text(label.c_str()); ImGui::Text(label.c_str());
ImGui::SameLine();
}
if (isHovered) if (isHovered)
*isHovered = ImGui::IsItemHovered(); *isHovered = ImGui::IsItemHovered();
ImGui::SameLine(); ImGui::SameLine();
@ -326,7 +357,11 @@ namespace SHADE
const std::string& INITIAL_NAME = v >= static_cast<int>(enumNames.size()) ? "Unknown" : enumNames[v]; const std::string& INITIAL_NAME = v >= static_cast<int>(enumNames.size()) ? "Unknown" : enumNames[v];
bool b = false; bool b = false;
if (!label.empty())
{
ImGui::Text(label.c_str()); ImGui::Text(label.c_str());
ImGui::SameLine();
}
if (isHovered) if (isHovered)
*isHovered = ImGui::IsItemHovered(); *isHovered = ImGui::IsItemHovered();
ImGui::SameLine(); ImGui::SameLine();

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@ -55,7 +55,7 @@ namespace SHADE
void SHSuperBatch::Remove(const SHRenderable* renderable) noexcept void SHSuperBatch::Remove(const SHRenderable* renderable) noexcept
{ {
Handle<SHMaterial> baseMat = renderable->GetMaterial()->GetBaseMaterial(); Handle<SHMaterial> baseMat = (renderable->HasMaterialChanged() ? renderable->GetPrevMaterial() : renderable->GetMaterial())->GetBaseMaterial();
const Handle<SHVkPipeline> PIPELINE = baseMat->HasPipelineChanged() ? baseMat->GetPrevPipeline() : baseMat->GetPipeline(); const Handle<SHVkPipeline> PIPELINE = baseMat->HasPipelineChanged() ? baseMat->GetPrevPipeline() : baseMat->GetPipeline();
// Check if we have a Batch with the same pipeline yet // Check if we have a Batch with the same pipeline yet

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@ -84,7 +84,7 @@ namespace SHADE
if (width == 0 || height == 0) if (width == 0 || height == 0)
return; return;
PrepareResize(resizeWidth, resizeHeight); PrepareResize(width, height);
}); });
window->RegisterWindowCloseCallback([&](void) window->RegisterWindowCloseCallback([&](void)
@ -125,6 +125,8 @@ namespace SHADE
//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_VS.glsl", false); //SHAssetManager::CompileAsset("../../Assets/Shaders/UI_VS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false); //SHAssetManager::CompileAsset("../../Assets/Shaders/UI_FS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Models/Quad.gltf", false); //SHAssetManager::CompileAsset("../../Assets/Models/Quad.gltf", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/ToSwapchain_VS.glsl", false);
//SHAssetManager::CompileAsset("../../Assets/Shaders/ToSwapchain_FS.glsl", false);
// Load Built In Shaders // Load Built In Shaders
static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT); static constexpr AssetID VS_DEFAULT = 39210065; defaultVertShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(VS_DEFAULT);
@ -136,6 +138,8 @@ namespace SHADE
static constexpr AssetID SSAO_BLUR = 39760835; ssaoBlurShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(SSAO_BLUR); static constexpr AssetID SSAO_BLUR = 39760835; ssaoBlurShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(SSAO_BLUR);
static constexpr AssetID TEXT_VS = 39816727; textVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TEXT_VS); static constexpr AssetID TEXT_VS = 39816727; textVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TEXT_VS);
static constexpr AssetID TEXT_FS = 38024754; textFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TEXT_FS); static constexpr AssetID TEXT_FS = 38024754; textFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(TEXT_FS);
static constexpr AssetID RENDER_SC_VS = 48082949; renderToSwapchainVS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_VS);
static constexpr AssetID RENDER_SC_FS = 36869006; renderToSwapchainFS = SHResourceManager::LoadOrGet<SHVkShaderModule>(RENDER_SC_FS);
} }
void SHGraphicsSystem::InitSceneRenderGraph(void) noexcept void SHGraphicsSystem::InitSceneRenderGraph(void) noexcept
@ -299,6 +303,7 @@ namespace SHADE
textRenderingSubSystem->Render(cmdBuffer, frameIndex); textRenderingSubSystem->Render(cmdBuffer, frameIndex);
}); });
#ifdef SHEDITOR
{ {
// Dummy Node to transition scene render graph resource // Dummy Node to transition scene render graph resource
auto dummyNode = screenRenderGraph->AddNode("Dummy Pass", { "Scene" }, { "Screen Space Pass" }); // no predecessors auto dummyNode = screenRenderGraph->AddNode("Dummy Pass", { "Scene" }, { "Screen Space Pass" }); // no predecessors
@ -306,7 +311,9 @@ namespace SHADE
dummySubpass->AddInput("Scene"); dummySubpass->AddInput("Scene");
} }
//screenRenderGraph->AddRenderToSwapchainNode ("Scene", "Present", ) #else
screenRenderGraph->AddRenderToSwapchainNode("Scene", "Present", {"Screen Space Pass"}, {renderToSwapchainVS, renderToSwapchainFS});
#endif
screenRenderGraph->Generate(); screenRenderGraph->Generate();

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@ -444,6 +444,8 @@ namespace SHADE
Handle<SHVkShaderModule> ssaoBlurShader; Handle<SHVkShaderModule> ssaoBlurShader;
Handle<SHVkShaderModule> textVS; Handle<SHVkShaderModule> textVS;
Handle<SHVkShaderModule> textFS; Handle<SHVkShaderModule> textFS;
Handle<SHVkShaderModule> renderToSwapchainVS;
Handle<SHVkShaderModule> renderToSwapchainFS;
// Fonts // Fonts
Handle<SHFont> testFont; Handle<SHFont> testFont;

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@ -1,15 +1,15 @@
#include "SHpch.h" #include "SHpch.h"
#include "SHTextRendererComponent.h" #include "SHTextRenderableComponent.h"
namespace SHADE namespace SHADE
{ {
void SHTextRendererComponent::MakeDirty(void) noexcept void SHTextRenderableComponent::MakeDirty(void) noexcept
{ {
requiresRecompute = true; requiresRecompute = true;
} }
void SHTextRendererComponent::Clean(void) noexcept void SHTextRenderableComponent::Clean(void) noexcept
{ {
requiresRecompute = false; requiresRecompute = false;
} }
@ -22,7 +22,7 @@ namespace SHADE
*/ */
/***************************************************************************/ /***************************************************************************/
void SHTextRendererComponent::OnCreate(void) void SHTextRenderableComponent::OnCreate(void)
{ {
text = "My name is Brandon."; text = "My name is Brandon.";
requiresRecompute = true; requiresRecompute = true;
@ -31,7 +31,7 @@ namespace SHADE
color = SHColour::WHITE; color = SHColour::WHITE;
} }
void SHTextRendererComponent::OnDestroy(void) void SHTextRenderableComponent::OnDestroy(void)
{ {
} }
@ -49,13 +49,13 @@ namespace SHADE
*/ */
/***************************************************************************/ /***************************************************************************/
void SHTextRendererComponent::SetText(std::string_view newText) noexcept void SHTextRenderableComponent::SetText(std::string_view newText) noexcept
{ {
text = newText; text = newText;
MakeDirty(); MakeDirty();
} }
void SHTextRendererComponent::SetFont(Handle<SHFont> font) noexcept void SHTextRenderableComponent::SetFont(Handle<SHFont> font) noexcept
{ {
fontHandle = font; fontHandle = font;
MakeDirty(); MakeDirty();
@ -72,12 +72,12 @@ namespace SHADE
*/ */
/***************************************************************************/ /***************************************************************************/
std::string const& SHTextRendererComponent::GetText(void) const noexcept std::string const& SHTextRenderableComponent::GetText(void) const noexcept
{ {
return text; return text;
} }
Handle<SHFont> SHTextRendererComponent::GetFont(void) const noexcept Handle<SHFont> SHTextRenderableComponent::GetFont(void) const noexcept
{ {
return fontHandle; return fontHandle;
} }
@ -90,6 +90,6 @@ namespace rttr
{ {
using namespace SHADE; using namespace SHADE;
registration::class_<SHTextRendererComponent>("Text Renderer Component"); registration::class_<SHTextRenderableComponent>("Text Renderer Component");
}; };
} }

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@ -13,7 +13,7 @@ namespace SHADE
class SHVkDescriptorSetGroup; class SHVkDescriptorSetGroup;
class SHVkBuffer; class SHVkBuffer;
class SH_API SHTextRendererComponent final : public SHComponent class SH_API SHTextRenderableComponent final : public SHComponent
{ {
public: public:
static constexpr uint32_t MAX_CHARACTERS = 500; static constexpr uint32_t MAX_CHARACTERS = 500;

View File

@ -1,6 +1,6 @@
#include "SHpch.h" #include "SHpch.h"
#include "SHTextRenderingSubSystem.h" #include "SHTextRenderingSubSystem.h"
#include "Graphics/MiddleEnd/TextRendering/SHTextRendererComponent.h" #include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h"
#include "ECS_Base/Managers/SHComponentManager.h" #include "ECS_Base/Managers/SHComponentManager.h"
#include "Math/Vector/SHVec4.h" #include "Math/Vector/SHVec4.h"
#include "Graphics/Devices/SHVkLogicalDevice.h" #include "Graphics/Devices/SHVkLogicalDevice.h"
@ -14,20 +14,20 @@
namespace SHADE namespace SHADE
{ {
void SHTextRenderingSubSystem::RecomputePositions(SHTextRendererComponent& textComp) noexcept void SHTextRenderingSubSystem::RecomputePositions(SHTextRenderableComponent& textComp) noexcept
{ {
if (textComp.text.empty() || !textComp.fontHandle) if (textComp.text.empty() || !textComp.fontHandle)
return; return;
// Create the buffer // Create the buffer
if (!textComp.indexingDataBuffer) if (!textComp.indexingDataBuffer)
textComp.indexingDataBuffer = logicalDevice->CreateBuffer(SHTextRendererComponent::MAX_CHARACTERS * sizeof(uint32_t), nullptr, SHTextRendererComponent::MAX_CHARACTERS * sizeof(uint32_t), vk::BufferUsageFlagBits::eVertexBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT); textComp.indexingDataBuffer = logicalDevice->CreateBuffer(SHTextRenderableComponent::MAX_CHARACTERS * sizeof(uint32_t), nullptr, SHTextRenderableComponent::MAX_CHARACTERS * sizeof(uint32_t), vk::BufferUsageFlagBits::eVertexBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT);
if (!textComp.charPositionDataBuffer) if (!textComp.charPositionDataBuffer)
textComp.charPositionDataBuffer = logicalDevice->CreateBuffer(SHTextRendererComponent::MAX_CHARACTERS * sizeof(SHVec4), nullptr, SHTextRendererComponent::MAX_CHARACTERS * sizeof(SHVec4), vk::BufferUsageFlagBits::eVertexBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT); textComp.charPositionDataBuffer = logicalDevice->CreateBuffer(SHTextRenderableComponent::MAX_CHARACTERS * sizeof(SHVec4), nullptr, SHTextRenderableComponent::MAX_CHARACTERS * sizeof(SHVec4), vk::BufferUsageFlagBits::eVertexBuffer, VMA_MEMORY_USAGE_AUTO, VMA_ALLOCATION_CREATE_HOST_ACCESS_SEQUENTIAL_WRITE_BIT | VMA_ALLOCATION_CREATE_MAPPED_BIT);
// For indexing font transformation in the shader // For indexing font transformation in the shader
std::vector <SHTextRendererComponent::TextIndexingType> indexingData; std::vector <SHTextRenderableComponent::TextIndexingType> indexingData;
// For placing glyphs correctly // For placing glyphs correctly
std::vector <SHVec4> charPositionData; std::vector <SHVec4> charPositionData;
@ -49,7 +49,7 @@ namespace SHADE
// for every character // for every character
for (uint32_t i = 0; i < numChars; ++i) for (uint32_t i = 0; i < numChars; ++i)
{ {
SHTextRendererComponent::TextIndexingType index = glyphTransformIndices.at(textComp.text[i]); SHTextRenderableComponent::TextIndexingType index = glyphTransformIndices.at(textComp.text[i]);
// Copy baseline // Copy baseline
SHVec4 characterPos = baselineOrigin; SHVec4 characterPos = baselineOrigin;
@ -83,7 +83,7 @@ namespace SHADE
//} //}
} }
textComp.indexingDataBuffer->WriteToMemory(indexingData.data(), static_cast<uint32_t>(indexingData.size()) * sizeof (SHTextRendererComponent::TextIndexingType),0, 0); textComp.indexingDataBuffer->WriteToMemory(indexingData.data(), static_cast<uint32_t>(indexingData.size()) * sizeof (SHTextRenderableComponent::TextIndexingType),0, 0);
textComp.charPositionDataBuffer->WriteToMemory(charPositionData.data(), static_cast<uint32_t>(charPositionData.size()) * sizeof (SHVec4), 0, 0); textComp.charPositionDataBuffer->WriteToMemory(charPositionData.data(), static_cast<uint32_t>(charPositionData.size()) * sizeof (SHVec4), 0, 0);
indexingData.clear(); indexingData.clear();
@ -93,7 +93,7 @@ namespace SHADE
void SHTextRenderingSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkDescriptorPool> descPool, Handle<SHVkShaderModule> textVS, Handle<SHVkShaderModule> textFS, std::function<void(Handle<SHVkCommandBuffer>, uint32_t)> const& bindFunction) noexcept void SHTextRenderingSubSystem::Init(Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkDescriptorPool> descPool, Handle<SHVkShaderModule> textVS, Handle<SHVkShaderModule> textFS, std::function<void(Handle<SHVkCommandBuffer>, uint32_t)> const& bindFunction) noexcept
{ {
SHComponentManager::CreateComponentSparseSet<SHTextRendererComponent>(); SHComponentManager::CreateComponentSparseSet<SHTextRenderableComponent>();
cameraDescSetBind = bindFunction; cameraDescSetBind = bindFunction;
@ -179,7 +179,7 @@ namespace SHADE
void SHTextRenderingSubSystem::Run(uint32_t frameIndex) noexcept void SHTextRenderingSubSystem::Run(uint32_t frameIndex) noexcept
{ {
auto& textRendererComps = SHComponentManager::GetDense<SHTextRendererComponent>(); auto& textRendererComps = SHComponentManager::GetDense<SHTextRenderableComponent>();
for (auto& comp : textRendererComps) for (auto& comp : textRendererComps)
{ {
@ -194,7 +194,7 @@ namespace SHADE
void SHTextRenderingSubSystem::Render(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept void SHTextRenderingSubSystem::Render(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) noexcept
{ {
auto& textRendererComps = SHComponentManager::GetDense<SHTextRendererComponent>(); auto& textRendererComps = SHComponentManager::GetDense<SHTextRenderableComponent>();
for (auto& comp : textRendererComps) for (auto& comp : textRendererComps)
{ {
auto* transform = SHComponentManager::GetComponent<SHTransformComponent>(comp.GetEID()); auto* transform = SHComponentManager::GetComponent<SHTransformComponent>(comp.GetEID());

View File

@ -14,7 +14,7 @@ namespace SHADE
class SHVkBuffer; class SHVkBuffer;
class SHLightComponent; class SHLightComponent;
class SHVkCommandBuffer; class SHVkCommandBuffer;
class SHTextRendererComponent; class SHTextRenderableComponent;
class SHVkPipeline; class SHVkPipeline;
class SHVkPipelineLayout; class SHVkPipelineLayout;
class SHVkRenderpass; class SHVkRenderpass;
@ -48,7 +48,7 @@ namespace SHADE
std::function<void(Handle<SHVkCommandBuffer>, uint32_t)> cameraDescSetBind; std::function<void(Handle<SHVkCommandBuffer>, uint32_t)> cameraDescSetBind;
private: private:
void RecomputePositions(SHTextRendererComponent& textComp) noexcept; void RecomputePositions(SHTextRenderableComponent& textComp) noexcept;
public: public:
void Init(Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkDescriptorPool> descPool, Handle<SHVkShaderModule> textVS, Handle<SHVkShaderModule> textFS, std::function<void(Handle<SHVkCommandBuffer>, uint32_t)> const& bindFunction) noexcept; void Init(Handle<SHVkLogicalDevice> device, Handle<SHVkRenderpass> compatibleRenderpass, Handle<SHSubpass> subpass, Handle<SHVkDescriptorPool> descPool, Handle<SHVkShaderModule> textVS, Handle<SHVkShaderModule> textFS, std::function<void(Handle<SHVkCommandBuffer>, uint32_t)> const& bindFunction) noexcept;

View File

@ -565,8 +565,10 @@ namespace SHADE
{ {
cmdBuffer->BindPipeline(renderToSwapchainImageSystem->GetPipeline()); cmdBuffer->BindPipeline(renderToSwapchainImageSystem->GetPipeline());
newSubpass->BindDescriptorInputDescriptorSets (cmdBuffer, frameIndex);
// draw a quad. // draw a quad.
cmdBuffer->DrawIndexed(4, 0, 0); cmdBuffer->DrawArrays(4, 1, 0, 0);
}); });
} }
} }

View File

@ -3,6 +3,8 @@
#include "Graphics/Devices/SHVkLogicalDevice.h" #include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/GlobalData/SHGraphicsGlobalData.h" #include "Graphics/MiddleEnd/GlobalData/SHGraphicsGlobalData.h"
#include "Graphics/RenderGraph/SHRenderGraphNode.h" #include "Graphics/RenderGraph/SHRenderGraphNode.h"
#include "Graphics/RenderGraph/SHSubpass.h"
#include "Graphics/SHVkUtil.h"
namespace SHADE namespace SHADE
{ {
@ -25,14 +27,34 @@ namespace SHADE
.globalDescSetLayouts = SHGraphicsGlobalData::GetDescSetLayouts(), .globalDescSetLayouts = SHGraphicsGlobalData::GetDescSetLayouts(),
}); });
auto newPipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, renderGraphNode->GetRenderpass(), subpass); pipeline = logicalDevice->CreateGraphicsPipeline(pipelineLayout, nullptr, renderGraphNode->GetRenderpass(), subpass);
SHInputAssemblyState inputAssembly{}; SHInputAssemblyState inputAssembly{};
inputAssembly.topology = vk::PrimitiveTopology::eTriangleFan; inputAssembly.topology = vk::PrimitiveTopology::eTriangleFan;
newPipeline->GetPipelineState().SetInputAssemblyState(inputAssembly); pipeline->GetPipelineState().SetInputAssemblyState(inputAssembly);
newPipeline->ConstructPipeline(); SHColorBlendState colorBlendState{};
colorBlendState.logic_op_enable = VK_FALSE;
colorBlendState.logic_op = vk::LogicOp::eCopy;
auto const& subpassColorReference = subpass->GetColorAttachmentReferences()[0];
colorBlendState.attachments.push_back(vk::PipelineColorBlendAttachmentState
{
.blendEnable = SHVkUtil::IsBlendCompatible(subpass->GetFormatFromAttachmentReference(subpassColorReference.attachment)),
.srcColorBlendFactor = vk::BlendFactor::eSrcAlpha,
.dstColorBlendFactor = vk::BlendFactor::eOneMinusSrcAlpha,
.colorBlendOp = vk::BlendOp::eAdd,
.srcAlphaBlendFactor = vk::BlendFactor::eOne,
.dstAlphaBlendFactor = vk::BlendFactor::eZero,
.alphaBlendOp = vk::BlendOp::eAdd,
.colorWriteMask = vk::ColorComponentFlagBits::eR | vk::ColorComponentFlagBits::eG | vk::ColorComponentFlagBits::eB | vk::ColorComponentFlagBits::eA,
}
);
pipeline->GetPipelineState().SetColorBlenState(colorBlendState);
pipeline->ConstructPipeline();
} }

View File

@ -40,7 +40,7 @@ namespace SHADE
, inputReferences{} , inputReferences{}
, name { name } , name { name }
, graphStorage{ renderGraphStorage } , graphStorage{ renderGraphStorage }
, inputImageDescriptors {SHGraphicsConstants::NUM_FRAME_BUFFERS} , inputImageDescriptorSets{}
{ {
} }
@ -67,7 +67,7 @@ namespace SHADE
, exteriorDrawCalls{ std::move(rhs.exteriorDrawCalls) } , exteriorDrawCalls{ std::move(rhs.exteriorDrawCalls) }
, graphStorage{ rhs.graphStorage } , graphStorage{ rhs.graphStorage }
, inputNames{ std::move(rhs.inputNames) } , inputNames{ std::move(rhs.inputNames) }
, inputImageDescriptors{ std::move(rhs.inputImageDescriptors) } , inputImageDescriptorSets{ std::move(rhs.inputImageDescriptorSets) }
, inputDescriptorLayout{ rhs.inputDescriptorLayout } , inputDescriptorLayout{ rhs.inputDescriptorLayout }
, inputSamplers{ rhs.inputSamplers } , inputSamplers{ rhs.inputSamplers }
, name { rhs.name } , name { rhs.name }
@ -102,7 +102,7 @@ namespace SHADE
exteriorDrawCalls = std::move(rhs.exteriorDrawCalls); exteriorDrawCalls = std::move(rhs.exteriorDrawCalls);
graphStorage = rhs.graphStorage; graphStorage = rhs.graphStorage;
inputNames = std::move(rhs.inputNames); inputNames = std::move(rhs.inputNames);
inputImageDescriptors = std::move(rhs.inputImageDescriptors); inputImageDescriptorSets = std::move(rhs.inputImageDescriptorSets);
inputDescriptorLayout = rhs.inputDescriptorLayout; inputDescriptorLayout = rhs.inputDescriptorLayout;
inputSamplers = rhs.inputSamplers; inputSamplers = rhs.inputSamplers;
name = std::move(rhs.name); name = std::move(rhs.name);
@ -202,6 +202,8 @@ namespace SHADE
void SHSubpass::Execute(Handle<SHVkCommandBuffer>& commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept void SHSubpass::Execute(Handle<SHVkCommandBuffer>& commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept
{ {
commandBuffer->BeginLabeledSegment(name); commandBuffer->BeginLabeledSegment(name);
// Ensure correct transforms are provided // Ensure correct transforms are provided
superBatch->UpdateBuffers(frameIndex, descPool); superBatch->UpdateBuffers(frameIndex, descPool);
@ -221,6 +223,14 @@ namespace SHADE
UpdateWriteDescriptors(); UpdateWriteDescriptors();
} }
void SHSubpass::BindDescriptorInputDescriptorSets(Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) const noexcept
{
if (!inputImageDescriptorSets.empty())
{
cmdBuffer->BindDescriptorSet(inputImageDescriptorSets[frameIndex], SH_PIPELINE_TYPE::GRAPHICS, SHGraphicsConstants::DescriptorSetIndex::RENDERGRAPH_RESOURCE, { });
}
}
void SHSubpass::AddExteriorDrawCalls(std::function<void(Handle<SHVkCommandBuffer>&, uint32_t)> const& newDrawCall) noexcept void SHSubpass::AddExteriorDrawCalls(std::function<void(Handle<SHVkCommandBuffer>&, uint32_t)> const& newDrawCall) noexcept
{ {
exteriorDrawCalls.push_back(newDrawCall); exteriorDrawCalls.push_back(newDrawCall);
@ -237,6 +247,8 @@ namespace SHADE
if (inputNames.empty()) if (inputNames.empty())
return; return;
inputImageDescriptorSets.resize(SHGraphicsConstants::NUM_FRAME_BUFFERS);
std::vector<SHVkDescriptorSetLayout::Binding> bindings{}; std::vector<SHVkDescriptorSetLayout::Binding> bindings{};
for (auto& input : inputReferences) for (auto& input : inputReferences)
@ -280,8 +292,8 @@ namespace SHADE
} }
} }
//// maybe do this in handle resize? // maybe do this in handle resize?
//UpdateWriteDescriptors(); UpdateWriteDescriptors();
} }
void SHSubpass::UpdateWriteDescriptors(void) noexcept void SHSubpass::UpdateWriteDescriptors(void) noexcept
@ -296,7 +308,7 @@ namespace SHADE
// For every frame's descriptor set // For every frame's descriptor set
for (auto& group : inputImageDescriptors) for (auto& group : inputImageDescriptorSets)
{ {
if (group) if (group)
group.Free(); group.Free();

View File

@ -55,8 +55,11 @@ namespace SHADE
//! For getting attachment reference indices using handles //! For getting attachment reference indices using handles
std::unordered_map<uint64_t, uint32_t> const* resourceAttachmentMapping; std::unordered_map<uint64_t, uint32_t> const* resourceAttachmentMapping;
//! Descriptor set group to hold the images for input //! Descriptor set group to hold the images for input. We have 3 here just in case
std::vector<Handle<SHVkDescriptorSetGroup>> inputImageDescriptors; //! one of the images is a swapchain image. Practically speaking its not likely not
//! swapchain images will end up being images used in descriptor sets, but this is
//! to have the support for it. The cost is not much.
std::vector<Handle<SHVkDescriptorSetGroup>> inputImageDescriptorSets;
//! Descriptor set layout for allocating descriptor set for inputs //! Descriptor set layout for allocating descriptor set for inputs
Handle<SHVkDescriptorSetLayout> inputDescriptorLayout; Handle<SHVkDescriptorSetLayout> inputDescriptorLayout;
@ -104,6 +107,7 @@ namespace SHADE
// Runtime functions // Runtime functions
void Execute(Handle<SHVkCommandBuffer>& commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept; void Execute(Handle<SHVkCommandBuffer>& commandBuffer, Handle<SHVkDescriptorPool> descPool, uint32_t frameIndex) noexcept;
void HandleResize (void) noexcept; void HandleResize (void) noexcept;
void BindDescriptorInputDescriptorSets (Handle<SHVkCommandBuffer> cmdBuffer, uint32_t frameIndex) const noexcept;
void Init(SHResourceHub& resourceManager) noexcept; void Init(SHResourceHub& resourceManager) noexcept;

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@ -80,6 +80,14 @@ namespace SHADE
} }
system = physicsSystem; system = physicsSystem;
// Sync with transform if one already exists
if (auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(GetEID()); transformComponent)
{
position = transformComponent->GetWorldPosition();
orientation = transformComponent->GetWorldOrientation();
scale = transformComponent->GetWorldScale();
}
} }
void SHColliderComponent::OnDestroy() void SHColliderComponent::OnDestroy()

View File

@ -322,25 +322,25 @@ namespace SHADE
// dirtyFlags |= 1U << FLAG_POS; // dirtyFlags |= 1U << FLAG_POS;
//} //}
void SHRigidBodyComponent::SetMass(float newMass) noexcept //void SHRigidBodyComponent::SetMass(float newMass) noexcept
{ //{
static constexpr int FLAG_POS = 9; // static constexpr int FLAG_POS = 9;
if (newMass < 0.0f) // if (newMass < 0.0f)
return; // return;
if (type != Type::DYNAMIC) // if (type != Type::DYNAMIC)
{ // {
SHLOG_WARNING("Cannot set mass of a non-dynamic object {}", GetEID()) // SHLOG_WARNING("Cannot set mass of a non-dynamic object {}", GetEID())
return; // return;
} // }
dirtyFlags |= 1U << FLAG_POS; // dirtyFlags |= 1U << FLAG_POS;
mass = newMass; // mass = newMass;
// Turn off automass // // Turn off automass
flags &= ~(1U << FLAG_POS); // flags &= ~(1U << FLAG_POS);
} //}
void SHRigidBodyComponent::SetDrag(float newDrag) noexcept void SHRigidBodyComponent::SetDrag(float newDrag) noexcept
{ {
@ -411,6 +411,13 @@ namespace SHADE
} }
system = physicsSystem; system = physicsSystem;
// Sync with transform if one already exists
if (auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(GetEID()); transformComponent)
{
position = transformComponent->GetWorldPosition();
orientation = transformComponent->GetWorldOrientation();
}
} }
void SHRigidBodyComponent::AddForce(const SHVec3& force) const noexcept void SHRigidBodyComponent::AddForce(const SHVec3& force) const noexcept
@ -489,7 +496,7 @@ RTTR_REGISTRATION
registration::class_<SHRigidBodyComponent>("RigidBody Component") registration::class_<SHRigidBodyComponent>("RigidBody Component")
.property("Type" , &SHRigidBodyComponent::GetType , &SHRigidBodyComponent::SetType ) .property("Type" , &SHRigidBodyComponent::GetType , &SHRigidBodyComponent::SetType )
.property("Mass" , &SHRigidBodyComponent::GetMass , &SHRigidBodyComponent::SetMass ) //.property("Mass" , &SHRigidBodyComponent::GetMass , &SHRigidBodyComponent::SetMass )
.property("Drag" , &SHRigidBodyComponent::GetDrag , &SHRigidBodyComponent::SetDrag ) .property("Drag" , &SHRigidBodyComponent::GetDrag , &SHRigidBodyComponent::SetDrag )
.property("Angular Drag" , &SHRigidBodyComponent::GetAngularDrag , &SHRigidBodyComponent::SetAngularDrag ) .property("Angular Drag" , &SHRigidBodyComponent::GetAngularDrag , &SHRigidBodyComponent::SetAngularDrag )
.property("Use Gravity" , &SHRigidBodyComponent::IsGravityEnabled , &SHRigidBodyComponent::SetGravityEnabled ) .property("Use Gravity" , &SHRigidBodyComponent::IsGravityEnabled , &SHRigidBodyComponent::SetGravityEnabled )

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@ -114,7 +114,7 @@ namespace SHADE
void SetInterpolate (bool allowInterpolation) noexcept; void SetInterpolate (bool allowInterpolation) noexcept;
//void SetAutoMass (bool autoMass) noexcept; //void SetAutoMass (bool autoMass) noexcept;
void SetMass (float newMass) noexcept; //void SetMass (float newMass) noexcept;
void SetDrag (float newDrag) noexcept; void SetDrag (float newDrag) noexcept;
void SetAngularDrag (float newAngularDrag) noexcept; void SetAngularDrag (float newAngularDrag) noexcept;

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@ -94,7 +94,7 @@ namespace SHADE
/* Public Function Member Definitions */ /* Public Function Member Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
int SHPhysicsObject::AddCollisionShape(int index) const int SHPhysicsObject::AddCollisionShape(int index)
{ {
// Get collider component // Get collider component
auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(entityID); auto* colliderComponent = SHComponentManager::GetComponent_s<SHColliderComponent>(entityID);
@ -123,13 +123,19 @@ namespace SHADE
default: break; default: break;
} }
rp3dBody->updateLocalCenterOfMassFromColliders(); if (rp3dBody->getType() == rp3d::BodyType::DYNAMIC)
rp3dBody->updateLocalInertiaTensorFromColliders(); {
rp3dBody->updateMassPropertiesFromColliders();
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(entityID);
if (rigidBodyComponent)
rigidBodyComponent->mass = rp3dBody->getMass();
}
return index; return index;
} }
void SHPhysicsObject::RemoveCollisionShape(int index) const void SHPhysicsObject::RemoveCollisionShape(int index)
{ {
const int NUM_COLLIDERS = static_cast<int>(rp3dBody->getNbColliders()); const int NUM_COLLIDERS = static_cast<int>(rp3dBody->getNbColliders());
if (NUM_COLLIDERS == 0) if (NUM_COLLIDERS == 0)
@ -140,6 +146,15 @@ namespace SHADE
auto* collider = rp3dBody->getCollider(index); auto* collider = rp3dBody->getCollider(index);
rp3dBody->removeCollider(collider); rp3dBody->removeCollider(collider);
if (rp3dBody->getType() == rp3d::BodyType::DYNAMIC)
{
rp3dBody->updateMassPropertiesFromColliders();
auto* rigidBodyComponent = SHComponentManager::GetComponent_s<SHRigidBodyComponent>(entityID);
if (rigidBodyComponent)
rigidBodyComponent->mass = rp3dBody->getMass();
}
} }
void SHPhysicsObject::RemoveAllCollisionShapes() const noexcept void SHPhysicsObject::RemoveAllCollisionShapes() const noexcept
@ -254,9 +269,7 @@ namespace SHADE
} }
case 9: // Mass case 9: // Mass
{ {
rp3dBody->setMass(component.mass); //rp3dBody->setMass(component.mass);
rp3dBody->updateLocalCenterOfMassFromColliders();
rp3dBody->updateLocalInertiaTensorFromColliders();
//if (component.GetAutoMass()) //if (component.GetAutoMass())
//{ //{

View File

@ -71,8 +71,8 @@ namespace SHADE
/* Function Members */ /* Function Members */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
int AddCollisionShape (int index) const; int AddCollisionShape (int index);
void RemoveCollisionShape (int index) const; void RemoveCollisionShape (int index);
void RemoveAllCollisionShapes () const noexcept; void RemoveAllCollisionShapes () const noexcept;
void SyncRigidBody (SHRigidBodyComponent& component) const noexcept; void SyncRigidBody (SHRigidBodyComponent& component) const noexcept;

View File

@ -15,6 +15,7 @@
// Project Headers // Project Headers
#include "ECS_Base/Managers/SHSystemManager.h" #include "ECS_Base/Managers/SHSystemManager.h"
#include "Editor/SHEditor.h"
#include "Scene/SHSceneManager.h" #include "Scene/SHSceneManager.h"
namespace SHADE namespace SHADE
@ -118,11 +119,22 @@ namespace SHADE
return; return;
} }
rp3d::DebugRenderer* rp3dRenderer = nullptr;
#ifdef SHEDITOR
const auto* EDITOR = SHSystemManager::GetSystem<SHEditor>();
if (EDITOR && EDITOR->editorState != SHEditor::State::STOP)
{
rp3dRenderer = &system->physicsSystem->worldState.world->getDebugRenderer();
rp3dRenderer->setIsDebugItemDisplayed(rp3d::DebugRenderer::DebugItem::CONTACT_POINT, false);
rp3dRenderer->setIsDebugItemDisplayed(rp3d::DebugRenderer::DebugItem::CONTACT_NORMAL, false);
}
#endif
for (int i = 0; i < SHUtilities::ConvertEnum(DebugDrawFlags::NUM_FLAGS); ++i) for (int i = 0; i < SHUtilities::ConvertEnum(DebugDrawFlags::NUM_FLAGS); ++i)
{ {
const bool DRAW = (system->debugDrawFlags & (1U << i)) > 0; const bool DRAW = (system->debugDrawFlags & (1U << i)) > 0;
if (DRAW) if (DRAW)
drawFunctions[i](debugDrawSystem); drawFunctions[i](debugDrawSystem, rp3dRenderer);
} }
// Automatically clear the container of raycasts despite debug drawing state // Automatically clear the container of raycasts despite debug drawing state
@ -134,7 +146,7 @@ namespace SHADE
/* Private Function Member Definitions */ /* Private Function Member Definitions */
/*-----------------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------------*/
void SHPhysicsDebugDrawSystem::drawColliders(SHDebugDrawSystem* debugRenderer) noexcept void SHPhysicsDebugDrawSystem::drawColliders(SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept
{ {
const auto& COLLIDER_SET = SHComponentManager::GetDense<SHColliderComponent>(); const auto& COLLIDER_SET = SHComponentManager::GetDense<SHColliderComponent>();
for (const auto& COLLIDER : COLLIDER_SET) for (const auto& COLLIDER : COLLIDER_SET)
@ -155,27 +167,53 @@ namespace SHADE
} }
} }
void SHPhysicsDebugDrawSystem::drawColliderAABBs(SHDebugDrawSystem* debugRenderer) noexcept void SHPhysicsDebugDrawSystem::drawColliderAABBs(SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept
{ {
} }
void SHPhysicsDebugDrawSystem::drawBroadPhaseAABBs(SHDebugDrawSystem* debugRenderer) noexcept void SHPhysicsDebugDrawSystem::drawBroadPhaseAABBs(SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept
{ {
} }
void SHPhysicsDebugDrawSystem::drawContactPoints(SHDebugDrawSystem* debugRenderer) noexcept void SHPhysicsDebugDrawSystem::drawContactPoints(SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept
{ {
#ifdef SHEDITOR
const auto* EDITOR = SHSystemManager::GetSystem<SHEditor>();
if (EDITOR && EDITOR->editorState != SHEditor::State::STOP)
{
rp3dRenderer->setIsDebugItemDisplayed(rp3d::DebugRenderer::DebugItem::CONTACT_POINT, true);
const int NUM_TRIS = static_cast<int>(rp3dRenderer->getNbTriangles());
if (NUM_TRIS == 0)
return;
const auto& TRI_ARRAY = rp3dRenderer->getTrianglesArray();
for (int i = 0; i < NUM_TRIS; ++i)
debugRenderer->DrawTri(SHColour::RED, TRI_ARRAY[i].point1, TRI_ARRAY[i].point2, TRI_ARRAY[i].point3);
}
#endif
} }
void SHPhysicsDebugDrawSystem::drawContactNormals(SHDebugDrawSystem* debugRenderer) noexcept void SHPhysicsDebugDrawSystem::drawContactNormals(SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept
{ {
#ifdef SHEDITOR
const auto* EDITOR = SHSystemManager::GetSystem<SHEditor>();
if (EDITOR && EDITOR->editorState != SHEditor::State::STOP)
{
rp3dRenderer->setIsDebugItemDisplayed(rp3d::DebugRenderer::DebugItem::CONTACT_NORMAL, true);
const int NUM_LINES = static_cast<int>(rp3dRenderer->getNbLines());
if (NUM_LINES == 0)
return;
const auto& LINE_ARRAY = rp3dRenderer->getLinesArray();
for (int i = 0; i < NUM_LINES; ++i)
debugRenderer->DrawLine(SHColour::RED, LINE_ARRAY[i].point1, LINE_ARRAY[i].point2);
}
#endif
} }
void SHPhysicsDebugDrawSystem::drawRaycasts(SHDebugDrawSystem* debugRenderer) noexcept void SHPhysicsDebugDrawSystem::drawRaycasts(SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept
{ {
auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>(); auto* physicsSystem = SHSystemManager::GetSystem<SHPhysicsSystem>();
if (!physicsSystem) if (!physicsSystem)

View File

@ -93,7 +93,7 @@ namespace SHADE
/* Type Definitions */ /* Type Definitions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
using DebugDrawFunction = void(*)(SHDebugDrawSystem*) noexcept; using DebugDrawFunction = void(*)(SHDebugDrawSystem*, rp3d::DebugRenderer*) noexcept;
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Data Members */ /* Data Members */
@ -118,12 +118,12 @@ namespace SHADE
// Generic Draw Functions // Generic Draw Functions
static void drawColliders (SHDebugDrawSystem* debugRenderer) noexcept; static void drawColliders (SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept;
static void drawColliderAABBs (SHDebugDrawSystem* debugRenderer) noexcept; static void drawColliderAABBs (SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept;
static void drawBroadPhaseAABBs (SHDebugDrawSystem* debugRenderer) noexcept; static void drawBroadPhaseAABBs (SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept;
static void drawContactPoints (SHDebugDrawSystem* debugRenderer) noexcept; static void drawContactPoints (SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept;
static void drawContactNormals (SHDebugDrawSystem* debugRenderer) noexcept; static void drawContactNormals (SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept;
static void drawRaycasts (SHDebugDrawSystem* debugRenderer) noexcept; static void drawRaycasts (SHDebugDrawSystem* debugRenderer, rp3d::DebugRenderer* rp3dRenderer) noexcept;
// Shape Generation Functions // Shape Generation Functions

View File

@ -97,6 +97,13 @@ namespace SHADE
defaultCollisionTagNameFilePath.append("CollisionTags.SHConfig"); defaultCollisionTagNameFilePath.append("CollisionTags.SHConfig");
SHCollisionTagMatrix::Init(defaultCollisionTagNameFilePath); SHCollisionTagMatrix::Init(defaultCollisionTagNameFilePath);
// Link Physics Object Manager with System & Raycaster
objectManager.SetFactory(factory);
raycaster.SetObjectManager(&objectManager);
// Link Collision Listener with System
collisionListener.BindToSystem(this);
// Subscribe to component events // Subscribe to component events
const std::shared_ptr ADD_COMPONENT_RECEIVER { std::make_shared<SHEventReceiverSpec<SHPhysicsSystem>>(this, &SHPhysicsSystem::addPhysicsComponent) }; const std::shared_ptr ADD_COMPONENT_RECEIVER { std::make_shared<SHEventReceiverSpec<SHPhysicsSystem>>(this, &SHPhysicsSystem::addPhysicsComponent) };
const ReceiverPtr ADD_COMPONENT_RECEIVER_PTR = std::dynamic_pointer_cast<SHEventReceiver>(ADD_COMPONENT_RECEIVER); const ReceiverPtr ADD_COMPONENT_RECEIVER_PTR = std::dynamic_pointer_cast<SHEventReceiver>(ADD_COMPONENT_RECEIVER);
@ -118,12 +125,7 @@ namespace SHADE
SHEventManager::SubscribeTo(SH_EDITOR_ON_STOP_EVENT, ON_STOP_RECEIVER_PTR); SHEventManager::SubscribeTo(SH_EDITOR_ON_STOP_EVENT, ON_STOP_RECEIVER_PTR);
#endif #endif
// Link Physics Object Manager with System & Raycaster
objectManager.SetFactory(factory);
raycaster.SetObjectManager(&objectManager);
// Link Collision Listener with System
collisionListener.BindToSystem(this);
} }
void SHPhysicsSystem::Exit() void SHPhysicsSystem::Exit()
@ -136,6 +138,55 @@ namespace SHADE
SHCollisionTagMatrix::Exit(defaultCollisionTagNameFilePath); SHCollisionTagMatrix::Exit(defaultCollisionTagNameFilePath);
} }
void SHPhysicsSystem::BuildScene(SHSceneGraph& sceneGraph)
{
static const auto BUILD_NEW_SCENE_PHYSICS_OBJECT = [&](SHSceneNode* node)
{
const EntityID EID = node->GetEntityID();
if (SHComponentManager::HasComponent<SHRigidBodyComponent>(EID))
objectManager.AddRigidBody(EID);
if (SHComponentManager::HasComponent<SHColliderComponent>(EID))
objectManager.AddCollider(EID);
};
////////////////////////////////
// Destroy an existing world
if (worldState.world != nullptr)
{
objectManager.RemoveAllObjects();
objectManager.SetWorld(nullptr);
collisionListener.ClearContainers();
raycaster.ClearFrame();
worldState.DestroyWorld(factory);
}
worldState.CreateWorld(factory);
#ifdef _PUBLISH
worldState.world->setIsDebugRenderingEnabled(false);
#else
worldState.world->setIsDebugRenderingEnabled(true);
#endif
// Link Collision Listener & Raycaster
collisionListener.BindToWorld(worldState.world);
raycaster.BindToWorld(worldState.world);
// Link with object manager & create all physics objects
objectManager.SetWorld(worldState.world);
// When building a scene, clear the object manager command queue and build scene objects again.
// This is done to avoid duplicate adds.
while (!objectManager.commandQueue.empty())
objectManager.commandQueue.pop();
sceneGraph.Traverse(BUILD_NEW_SCENE_PHYSICS_OBJECT);
}
void SHPhysicsSystem::ForceUpdate() void SHPhysicsSystem::ForceUpdate()
{ {
if (!worldState.world) if (!worldState.world)
@ -228,10 +279,13 @@ namespace SHADE
{ {
objectManager.AddCollisionShape(entityID, index); objectManager.AddCollisionShape(entityID, index);
auto* colliderComponent = SHComponentManager::GetComponent<SHColliderComponent>(entityID);
auto& collisionShape = colliderComponent->GetCollisionShape(index);
const SHPhysicsColliderAddedEvent COLLIDER_ADDED_EVENT_DATA const SHPhysicsColliderAddedEvent COLLIDER_ADDED_EVENT_DATA
{ {
.entityID = entityID .entityID = entityID
, .colliderType = SHComponentManager::GetComponent<SHColliderComponent>(entityID)->GetCollisionShape(index).GetType() , .colliderType = collisionShape.GetType()
, .colliderIndex = index , .colliderIndex = index
}; };
@ -367,6 +421,11 @@ namespace SHADE
return onPlayEvent->handle; return onPlayEvent->handle;
worldState.CreateWorld(factory); worldState.CreateWorld(factory);
#ifdef _PUBLISH
worldState.world->setIsDebugRenderingEnabled(false);
#else
worldState.world->setIsDebugRenderingEnabled(true);
#endif
// Link Collision Listener & Raycaster // Link Collision Listener & Raycaster
collisionListener.BindToWorld(worldState.world); collisionListener.BindToWorld(worldState.world);
@ -375,8 +434,8 @@ namespace SHADE
// Link with object manager & create all physics objects // Link with object manager & create all physics objects
objectManager.SetWorld(worldState.world); objectManager.SetWorld(worldState.world);
const auto& SCENE_GRAPH = SHSceneManager::GetCurrentSceneGraph(); // Build scene
SCENE_GRAPH.Traverse(BUILD_PHYSICS_OBJECT); SHSceneManager::GetCurrentSceneGraph().Traverse(BUILD_PHYSICS_OBJECT);
return onPlayEvent->handle; return onPlayEvent->handle;
} }
@ -390,11 +449,11 @@ namespace SHADE
// Clear all collision info // Clear all collision info
// Collision listener is automatically unbound when world is destroyed // Collision listener is automatically unbound when world is destroyed
collisionListener.ClearContainers(); collisionListener.ClearContainers();
raycaster.ClearFrame();
// Destroy the world // Destroy the world
worldState.DestroyWorld(factory); worldState.DestroyWorld(factory);
return onStopEvent->handle; return onStopEvent->handle;
} }
} // namespace SHADE } // namespace SHADE

View File

@ -27,7 +27,7 @@
#include "Physics/Interface/SHColliderComponent.h" #include "Physics/Interface/SHColliderComponent.h"
#include "Physics/PhysicsObject/SHPhysicsObjectManager.h" #include "Physics/PhysicsObject/SHPhysicsObjectManager.h"
#include "Physics/SHPhysicsWorld.h" #include "Physics/SHPhysicsWorld.h"
#include "Scene/SHSceneGraph.h"
namespace SHADE namespace SHADE
{ {
@ -77,8 +77,10 @@ namespace SHADE
void Init () override; void Init () override;
void Exit () override; void Exit () override;
void BuildScene (SHSceneGraph& sceneGraph);
void ForceUpdate (); void ForceUpdate ();
/** /**
* @brief Casts a ray into the world. * @brief Casts a ray into the world.
* @param ray The ray to cast. * @param ray The ray to cast.
@ -285,6 +287,6 @@ namespace SHADE
SHEventHandle onPlay (SHEventPtr onPlayEvent); SHEventHandle onPlay (SHEventPtr onPlayEvent);
SHEventHandle onStop (SHEventPtr onStopEvent); SHEventHandle onStop (SHEventPtr onStopEvent);
SHEventHandle buildScene (SHEventPtr onSceneChangeEvent);
}; };
} // namespace SHADE } // namespace SHADE

View File

@ -1,7 +1,7 @@
/**************************************************************************************** /****************************************************************************************
* \file SHSceneGraphEvents.h * \file SHSceneEvents.h
* \author Diren D Bharwani, diren.dbharwani, 390002520 * \author Diren D Bharwani, diren.dbharwani, 390002520
* \brief Interface for Scene Graph Events. * \brief Interface for Scene Events.
* *
* \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or * \copyright Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
* disclosure of this file or its contents without the prior written consent * disclosure of this file or its contents without the prior written consent
@ -21,21 +21,21 @@ namespace SHADE
struct SHSceneGraphChangeParentEvent struct SHSceneGraphChangeParentEvent
{ {
SHSceneNode* node; SHSceneNode* node = nullptr;
SHSceneNode* oldParent; SHSceneNode* oldParent = nullptr;
SHSceneNode* newParent; SHSceneNode* newParent = nullptr;
}; };
struct SHSceneGraphAddChildEvent struct SHSceneGraphAddChildEvent
{ {
SHSceneNode* parent; SHSceneNode* parent = nullptr;
SHSceneNode* childAdded; SHSceneNode* childAdded = nullptr;
}; };
struct SHSceneGraphRemoveChildEvent struct SHSceneGraphRemoveChildEvent
{ {
SHSceneNode* parent; SHSceneNode* parent = nullptr;
SHSceneNode* childRemoved; SHSceneNode* childRemoved = nullptr;
}; };
} // namespace SHADE } // namespace SHADE

View File

@ -16,7 +16,7 @@
#include "ECS_Base/Entity/SHEntity.h" #include "ECS_Base/Entity/SHEntity.h"
#include "SH_API.h" #include "SH_API.h"
#include "SHSceneNode.h" #include "SHSceneNode.h"
#include "SHSceneGraphEvents.h" #include "SHSceneEvents.h"
namespace SHADE namespace SHADE
{ {

View File

@ -85,7 +85,6 @@ namespace SHADE
currentScene->Load(); currentScene->Load();
currentScene->Init(); currentScene->Init();
} }
} }
else // restarting scene else // restarting scene
{ {

View File

@ -27,7 +27,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Events/SHEventManager.hpp" #include "Events/SHEventManager.hpp"
#include "Physics/System/SHPhysicsSystem.h" #include "Physics/System/SHPhysicsSystem.h"
#include "Physics/SHPhysicsEvents.h" #include "Physics/SHPhysicsEvents.h"
#include "Scene/SHSceneGraphEvents.h" #include "Scene/SHSceneEvents.h"
#include "Assets/SHAssetMacros.h" #include "Assets/SHAssetMacros.h"

View File

@ -211,7 +211,7 @@ namespace SHADE
AddComponentToComponentNode<SHLightComponent>(components, eid); AddComponentToComponentNode<SHLightComponent>(components, eid);
AddComponentToComponentNode<SHRigidBodyComponent>(components, eid); AddComponentToComponentNode<SHRigidBodyComponent>(components, eid);
AddConvComponentToComponentNode<SHColliderComponent>(components, eid); AddConvComponentToComponentNode<SHColliderComponent>(components, eid);
AddConvComponentToComponentNode<SHTextRendererComponent>(components, eid); AddConvComponentToComponentNode<SHTextRenderableComponent>(components, eid);
node[ComponentsNode] = components; node[ComponentsNode] = components;
@ -263,7 +263,7 @@ namespace SHADE
AddComponentID<SHRigidBodyComponent>(componentIDList, componentsNode); AddComponentID<SHRigidBodyComponent>(componentIDList, componentsNode);
AddComponentID<SHLightComponent>(componentIDList, componentsNode); AddComponentID<SHLightComponent>(componentIDList, componentsNode);
AddComponentID<SHColliderComponent>(componentIDList, componentsNode); AddComponentID<SHColliderComponent>(componentIDList, componentsNode);
AddComponentID<SHTextRendererComponent>(componentIDList, componentsNode); AddComponentID<SHTextRenderableComponent>(componentIDList, componentsNode);
return componentIDList; return componentIDList;
} }
@ -340,7 +340,7 @@ namespace SHADE
SHSerializationHelper::InitializeComponentFromNode<SHRigidBodyComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHRigidBodyComponent>(componentsNode, eid);
SHSerializationHelper::ConvertNodeToComponent<SHRenderable>(componentsNode, eid); SHSerializationHelper::ConvertNodeToComponent<SHRenderable>(componentsNode, eid);
SHSerializationHelper::ConvertNodeToComponent<SHColliderComponent>(componentsNode, eid); SHSerializationHelper::ConvertNodeToComponent<SHColliderComponent>(componentsNode, eid);
SHSerializationHelper::ConvertNodeToComponent<SHTextRendererComponent>(componentsNode, eid); SHSerializationHelper::ConvertNodeToComponent<SHTextRenderableComponent>(componentsNode, eid);
SHSerializationHelper::InitializeComponentFromNode<SHLightComponent>(componentsNode, eid); SHSerializationHelper::InitializeComponentFromNode<SHLightComponent>(componentsNode, eid);
} }
} }

View File

@ -12,7 +12,7 @@
#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h" #include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
#include "SHSerializationTools.h" #include "SHSerializationTools.h"
#include "Physics/Interface/SHColliderComponent.h" #include "Physics/Interface/SHColliderComponent.h"
#include "Graphics/MiddleEnd/TextRendering/SHTextRendererComponent.h" #include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h"
#include "Graphics/MiddleEnd/TextRendering/SHFont.h" #include "Graphics/MiddleEnd/TextRendering/SHFont.h"
namespace YAML namespace YAML
@ -116,6 +116,7 @@ namespace YAML
static constexpr const char* Bounciness = "Bounciness"; static constexpr const char* Bounciness = "Bounciness";
static constexpr const char* Density = "Density"; static constexpr const char* Density = "Density";
static constexpr const char* PositionOffset = "Position Offset"; static constexpr const char* PositionOffset = "Position Offset";
static constexpr const char* RotationOffset = "Rotation Offset";
static Node encode(SHCollisionShape& rhs) static Node encode(SHCollisionShape& rhs)
{ {
@ -151,6 +152,7 @@ namespace YAML
node[Bounciness] = rhs.GetBounciness(); node[Bounciness] = rhs.GetBounciness();
node[Density] = rhs.GetDensity(); node[Density] = rhs.GetDensity();
node[PositionOffset] = rhs.GetPositionOffset(); node[PositionOffset] = rhs.GetPositionOffset();
node[RotationOffset] = rhs.GetRotationOffset();
return node; return node;
} }
@ -191,6 +193,8 @@ namespace YAML
rhs.SetDensity(node[Density].as<float>()); rhs.SetDensity(node[Density].as<float>());
if (node[PositionOffset].IsDefined()) if (node[PositionOffset].IsDefined())
rhs.SetPositionOffset(node[PositionOffset].as<SHVec3>()); rhs.SetPositionOffset(node[PositionOffset].as<SHVec3>());
if (node[RotationOffset].IsDefined())
rhs.SetRotationOffset(node[RotationOffset].as<SHVec3>());
return true; return true;
} }
@ -327,12 +331,12 @@ namespace YAML
}; };
template<> template<>
struct convert<SHTextRendererComponent> struct convert<SHTextRenderableComponent>
{ {
static constexpr std::string_view TEXT_YAML_TAG = "Text"; static constexpr std::string_view TEXT_YAML_TAG = "Text";
static constexpr std::string_view FONT_YAML_TAG = "Font"; static constexpr std::string_view FONT_YAML_TAG = "Font";
static YAML::Node encode(SHTextRendererComponent const& rhs) static YAML::Node encode(SHTextRenderableComponent const& rhs)
{ {
YAML::Node node; YAML::Node node;
node[TEXT_YAML_TAG.data()] = rhs.GetText(); node[TEXT_YAML_TAG.data()] = rhs.GetText();
@ -347,7 +351,7 @@ namespace YAML
} }
return node; return node;
} }
static bool decode(YAML::Node const& node, SHTextRendererComponent& rhs) static bool decode(YAML::Node const& node, SHTextRenderableComponent& rhs)
{ {
if (node[TEXT_YAML_TAG.data()].IsDefined()) if (node[TEXT_YAML_TAG.data()].IsDefined())
{ {

View File

@ -33,6 +33,8 @@ project "SHADE_Managed"
"%{IncludeDir.imgui}", "%{IncludeDir.imgui}",
"%{IncludeDir.imguizmo}", "%{IncludeDir.imguizmo}",
"%{IncludeDir.imnodes}", "%{IncludeDir.imnodes}",
"%{IncludeDir.msdf_atlas_gen}",
"%{IncludeDir.msdfgen}",
"%{IncludeDir.yamlcpp}", "%{IncludeDir.yamlcpp}",
"%{IncludeDir.SDL}\\include", "%{IncludeDir.SDL}\\include",
"%{IncludeDir.RTTR}/include", "%{IncludeDir.RTTR}/include",
@ -53,6 +55,8 @@ project "SHADE_Managed"
links links
{ {
"yaml-cpp", "yaml-cpp",
"msdfgen",
"msdf-atlas-gen",
"imgui", "imgui",
"SDL2.lib", "SDL2.lib",
"SDL2main.lib", "SDL2main.lib",
@ -62,7 +66,11 @@ project "SHADE_Managed"
disablewarnings disablewarnings
{ {
"4251" "4251",
"4633",
"4634",
"4635",
"4638"
} }
defines defines
@ -85,6 +93,8 @@ project "SHADE_Managed"
dependson dependson
{ {
"yaml-cpp", "yaml-cpp",
"msdfgen",
"msdf-atlas-gen",
"imgui", "imgui",
"SHADE_Engine" "SHADE_Engine"
} }

View File

@ -0,0 +1,32 @@
/************************************************************************************//*!
\file Font.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the implementation of the functions of the managed Font class.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "Font.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Explicit Template Instantiation */
/*---------------------------------------------------------------------------------*/
template ref class NativeAsset<SHFont>;
/*---------------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*---------------------------------------------------------------------------------*/
Font::Font(Handle<SHFont> font)
: NativeAsset<SHFont> { font }
{}
}

View File

@ -0,0 +1,41 @@
/************************************************************************************//*!
\file Font.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the definition of the managed Font class.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// External Dependencies
#include "Resource/SHHandle.h"
#include "Graphics/MiddleEnd/TextRendering/SHFont.h"
// Project Includes
#include "NativeAsset.hxx"
#include "Engine/GenericHandle.hxx"
namespace SHADE
{
/// <summary>
/// Managed counterpart of the native Font object that can be fed to TextRenderables
/// for rendering.
/// </summary>
public ref class Font : public NativeAsset<SHFont>
{
internal:
/*-----------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructor for the Font.
/// </summary>
/// <param name="font">Handle to the font object.</param>
Font(Handle<SHFont> font);
};
}

View File

@ -21,6 +21,17 @@ of DigiPen Institute of Technology is prohibited.
namespace SHADE namespace SHADE
{ {
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Explicit Tempalte Instantiations */ /* Properties */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
GenericHandle Asset::NativeObjectHandle::get()
{
return nativeObjHandle;
}
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
Asset::Asset(Handle<void> nativeHandle)
: nativeObjHandle { Convert::ToCLI(Handle<void>(nativeHandle)) }
{}
} }

View File

@ -16,6 +16,7 @@ of DigiPen Institute of Technology is prohibited.
// Primary Include // Primary Include
#include "NativeAsset.hxx" #include "NativeAsset.hxx"
#include "Utility/Convert.hxx"
namespace SHADE namespace SHADE
{ {
@ -23,11 +24,6 @@ namespace SHADE
/* Properties */ /* Properties */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
template <typename NativeAssetType> template <typename NativeAssetType>
GenericHandle NativeAsset<NativeAssetType>::NativeObjectHandle::get()
{
return nativeObjHandle;
}
template <typename NativeAssetType>
Handle<NativeAssetType> NativeAsset<NativeAssetType>::NativeObject::get() Handle<NativeAssetType> NativeAsset<NativeAssetType>::NativeObject::get()
try try
{ {
@ -43,7 +39,6 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
template <typename NativeAssetType> template <typename NativeAssetType>
NativeAsset<NativeAssetType>::NativeAsset(Handle<NativeAssetType> nativeObj) NativeAsset<NativeAssetType>::NativeAsset(Handle<NativeAssetType> nativeObj)
: nativeObjHandle{ Convert::ToCLI(Handle<void>(nativeObj)) } : Asset { Handle<void>(nativeObj) }
{} {}
} }

View File

@ -19,13 +19,9 @@ of DigiPen Institute of Technology is prohibited.
namespace SHADE namespace SHADE
{ {
/// <summary> /// <summary>
/// Generalised template class for a managed representation of a native asset /// Abstract base class that all Native Assets will inherit from.
/// </summary> /// </summary>
/// <typeparam name="NativeAssetType"> public ref class Asset abstract
/// The type of the asset's native representation.
/// </typeparam>
template<typename NativeAssetType>
public ref class NativeAsset
{ {
internal: internal:
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
@ -38,6 +34,36 @@ namespace SHADE
{ {
GenericHandle get(); GenericHandle get();
} }
/*-----------------------------------------------------------------------------*/
/* Constructors/Destructor */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructor for the asset.
/// </summary>
/// <param name="ptr">Native asset object handle.</param>
Asset(Handle<void> nativeHandle);
protected:
/*-----------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------*/
GenericHandle nativeObjHandle;
};
/// <summary>
/// Generalised template class for a managed representation of a native asset
/// </summary>
/// <typeparam name="NativeAssetType">
/// The type of the asset's native representation.
/// </typeparam>
template<typename NativeAssetType>
public ref class NativeAsset abstract : Asset
{
internal:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary> /// <summary>
/// Copy of the Handle to the native object. /// Copy of the Handle to the native object.
/// </summary> /// </summary>
@ -52,14 +78,8 @@ namespace SHADE
/// <summary> /// <summary>
/// Constructor for the native asset /// Constructor for the native asset
/// </summary> /// </summary>
/// <param name="ptr">Native asset object.</param> /// <param name="ptr">Native asset object handle.</param>
NativeAsset(Handle<NativeAssetType> ptr); NativeAsset(Handle<NativeAssetType> ptr);
protected:
/*-----------------------------------------------------------------------------*/
/* Data Members */
/*-----------------------------------------------------------------------------*/
GenericHandle nativeObjHandle;
}; };
} }

View File

@ -58,7 +58,7 @@ namespace SHADE
} }
void RigidBody::Mass::set(float value) void RigidBody::Mass::set(float value)
{ {
return GetNativeComponent()->SetMass(value); /*return GetNativeComponent()->SetMass(value);*/
} }
float RigidBody::Drag::get() float RigidBody::Drag::get()
{ {

View File

@ -0,0 +1,57 @@
/************************************************************************************//*!
\file TextRenderable.cxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Oct 28, 2022
\brief Contains the definition of the functions of the managed TextRenderable
class.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
// Precompiled Headers
#include "SHpch.h"
// Primary Header
#include "TextRenderable.hxx"
#include "Assets/NativeAsset.hxx"
#include "Utility/Convert.hxx"
namespace SHADE
{
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
TextRenderable::TextRenderable(Entity entity)
: Component(entity)
{}
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
System::String^ TextRenderable::Text::get()
{
return Convert::ToCLI(GetNativeComponent()->GetText());
}
void TextRenderable::Text::set(System::String^ value)
{
GetNativeComponent()->SetText(Convert::ToNative(value));
}
SHADE::Font^ TextRenderable::Font::get()
{
return gcnew SHADE::Font(GetNativeComponent()->GetFont());
}
void TextRenderable::Font::set(SHADE::Font^ value)
{
if (value == nullptr)
{
GetNativeComponent()->SetFont(Handle<SHFont>());
}
else
{
GetNativeComponent()->SetFont(Handle<SHFont>(Convert::ToNative(value->NativeObjectHandle)));
}
}
}

View File

@ -0,0 +1,65 @@
/************************************************************************************//*!
\file TextRenderable.hxx
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 21, 2022
\brief Contains the definition of the managed TextRenderable class with the
declaration of functions for working with it.
Note: This file is written in C++17/CLI.
Copyright (C) 2022 DigiPen Institute of Technology.
Reproduction or disclosure of this file or its contents without the prior written consent
of DigiPen Institute of Technology is prohibited.
*//*************************************************************************************/
#pragma once
// External Dependencies
#include "Graphics/MiddleEnd/TextRendering/SHTextRenderableComponent.h"
// Project Includes
#include "Components/Component.hxx"
#include "Math/Vector3.hxx"
#include "Math/Quaternion.hxx"
#include "Assets/Font.hxx"
namespace SHADE
{
/// <summary>
/// CLR version of the SHADE Engine's SHTextRenderableComponent.
/// </summary>
public ref class TextRenderable : public Component<SHTextRenderableComponent>
{
internal:
/*-----------------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Constructs a TextRenderable Component that represents a native TextRenderable
/// component tied to the specified Entity.
/// </summary>
/// <param name="entity">Entity that this Component will be tied to.</param>
TextRenderable(Entity entity);
public:
/*-----------------------------------------------------------------------------*/
/* Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Text to render using this TextRenderable.
/// </summary>
property System::String^ Text
{
System::String^ get();
void set(System::String^ value);
}
/// <summary>
/// Font to use to render using this TextRenderable.
/// </summary>
property SHADE::Font^ Font
{
SHADE::Font^ get();
void set(SHADE::Font^ value);
}
};
}

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@ -117,6 +117,12 @@ namespace SHADE
// Header // Header
SHEditorUI::PushID(index); SHEditorUI::PushID(index);
bool enabled = script->Enabled;
if (SHEditorUI::InputCheckbox("", enabled))
{
script->Enabled = enabled;
}
SHEditorUI::SameLine();
if (SHEditorUI::CollapsingHeader(LABEL)) if (SHEditorUI::CollapsingHeader(LABEL))
{ {
SHEditorUI::PushID(LABEL); SHEditorUI::PushID(LABEL);

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@ -28,6 +28,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Scene/SHSceneGraph.h" #include "Scene/SHSceneGraph.h"
#include "Tools/Logger/SHLog.h" #include "Tools/Logger/SHLog.h"
#include "Graphics\MiddleEnd\Interface\SHRenderable.h" #include "Graphics\MiddleEnd\Interface\SHRenderable.h"
#include "Graphics\MiddleEnd\TextRendering\SHTextRenderableComponent.h"
// Project Headers // Project Headers
#include "Utility/Convert.hxx" #include "Utility/Convert.hxx"
#include "Utility/Debug.hxx" #include "Utility/Debug.hxx"
@ -38,6 +39,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Components/CameraArm.hxx" #include "Components/CameraArm.hxx"
#include "Components/Light.hxx" #include "Components/Light.hxx"
#include "Components\Renderable.hxx" #include "Components\Renderable.hxx"
#include "Components\TextRenderable.hxx"
namespace SHADE namespace SHADE
{ {
@ -321,6 +323,7 @@ namespace SHADE
componentMap.Add(createComponentSet<SHCameraComponent, Camera>()); componentMap.Add(createComponentSet<SHCameraComponent, Camera>());
componentMap.Add(createComponentSet<SHCameraArmComponent, CameraArm>()); componentMap.Add(createComponentSet<SHCameraArmComponent, CameraArm>());
componentMap.Add(createComponentSet<SHLightComponent, Light>()); componentMap.Add(createComponentSet<SHLightComponent, Light>());
componentMap.Add(createComponentSet<SHTextRenderableComponent, TextRenderable>());
} }
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/

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@ -54,6 +54,14 @@ namespace SHADE
return GameObject(ENTITY_ID); return GameObject(ENTITY_ID);
} }
/*---------------------------------------------------------------------------------*/
/* Static Properties */
/*---------------------------------------------------------------------------------*/
GameObject GameObject::Null::get()
{
return GameObject();
}
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Properties */ /* Properties */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/

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@ -62,6 +62,17 @@ namespace SHADE
/// <returns>GameObject that has the specified name. Null if not found.</returns> /// <returns>GameObject that has the specified name. Null if not found.</returns>
static System::Nullable<GameObject> Find(System::String^ name); static System::Nullable<GameObject> Find(System::String^ name);
/*-----------------------------------------------------------------------------*/
/* Static Properties */
/*-----------------------------------------------------------------------------*/
/// <summary>
/// Default empty GameObject.
/// </summary>
static property GameObject Null
{
GameObject get();
}
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Properties */ /* Properties */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/

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@ -22,6 +22,36 @@ of DigiPen Institute of Technology is prohibited.
namespace SHADE namespace SHADE
{ {
/*---------------------------------------------------------------------------------*/
/* Properties */
/*---------------------------------------------------------------------------------*/
GameObject Script::Owner::get()
{
return owner;
}
GameObject Script::GameObject::get()
{
return owner;
}
bool Script::Enabled::get()
{
return enabled;
}
void Script::Enabled::set(bool value)
{
// Same, don't set
if (value == enabled)
return;
enabled = value;
// There's a change, so call the appropriate function
if (enabled)
OnEnable();
else
OnDisable();
}
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* Component Access Functions */ /* Component Access Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
@ -104,11 +134,10 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
/* "All-time" Lifecycle Functions */ /* "All-time" Lifecycle Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
void Script::Initialize(GameObject newOwner) void Script::Initialize(SHADE::GameObject newOwner)
{ {
owner = newOwner; owner = newOwner;
} }
void Script::OnAttached() void Script::OnAttached()
{ {
SAFE_NATIVE_CALL_BEGIN SAFE_NATIVE_CALL_BEGIN
@ -131,6 +160,12 @@ namespace SHADE
awake(); awake();
SAFE_NATIVE_CALL_END(this) SAFE_NATIVE_CALL_END(this)
} }
void Script::OnEnable()
{
SAFE_NATIVE_CALL_BEGIN
onEnable();
SAFE_NATIVE_CALL_END(this)
}
void Script::Start() void Script::Start()
{ {
SAFE_NATIVE_CALL_BEGIN SAFE_NATIVE_CALL_BEGIN
@ -162,6 +197,12 @@ namespace SHADE
onDrawGizmos(); onDrawGizmos();
SAFE_NATIVE_CALL_END(this) SAFE_NATIVE_CALL_END(this)
} }
void Script::OnDisable()
{
SAFE_NATIVE_CALL_BEGIN
onDisable();
SAFE_NATIVE_CALL_END(this)
}
void Script::OnDestroy() void Script::OnDestroy()
{ {
SAFE_NATIVE_CALL_BEGIN SAFE_NATIVE_CALL_BEGIN
@ -228,6 +269,7 @@ namespace SHADE
/* Virtual Lifecycle Functions */ /* Virtual Lifecycle Functions */
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
void Script::awake() {} void Script::awake() {}
void Script::onEnable() {}
void Script::start() {} void Script::start() {}
void Script::fixedUpdate() {} void Script::fixedUpdate() {}
void Script::update() {} void Script::update() {}
@ -236,6 +278,7 @@ namespace SHADE
{ {
OnGizmosDrawOverriden = false; OnGizmosDrawOverriden = false;
} }
void Script::onDisable() {}
void Script::onDestroy() {} void Script::onDestroy() {}
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/

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@ -38,11 +38,28 @@ namespace SHADE
/* Properties */ /* Properties */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/// <summary> /// <summary>
/// GameObject that this Script belongs to. This is a legacy interface, use
/// GameObject instead.
/// </summary>
[System::ObsoleteAttribute("Use GameObject instead.", false)]
property SHADE::GameObject Owner
{
SHADE::GameObject get();
}
/// <summary>
/// GameObject that this Script belongs to. /// GameObject that this Script belongs to.
/// </summary> /// </summary>
property GameObject Owner property SHADE::GameObject GameObject
{ {
GameObject get() { return owner; } SHADE::GameObject get();
}
/// <summary>
/// Whether or not this Script should have it's update functions be executed.
/// </summary>
property bool Enabled
{
bool get();
void set(bool value);
} }
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
@ -127,7 +144,7 @@ namespace SHADE
/// </summary> /// </summary>
/// <typeparam name="T"> /// <typeparam name="T">
/// Type of script to get. /// Type of script to get.
/// This needs to be a default constructable Script. /// This needs to be a default constructible Script.
/// </typeparam> /// </typeparam>
/// <returns>Reference to the script added</returns> /// <returns>Reference to the script added</returns>
generic<typename T> where T : ref class, Script generic<typename T> where T : ref class, Script
@ -206,7 +223,7 @@ namespace SHADE
/// <summary> /// <summary>
/// Used to initialize a Script with a GameObject. /// Used to initialize a Script with a GameObject.
/// </summary> /// </summary>
void Initialize(GameObject newOwner); void Initialize(SHADE::GameObject newOwner);
/// <summary> /// <summary>
/// Used to call onAttached(). This is called immediately when this script is /// Used to call onAttached(). This is called immediately when this script is
/// attached to a GameObject. /// attached to a GameObject.
@ -232,6 +249,11 @@ namespace SHADE
/// </summary> /// </summary>
void Start(); void Start();
/// <summary> /// <summary>
/// Used to call onEnable. This should be called right when a script is enabled
/// directly.
/// </summary>
void OnEnable();
/// <summary>
/// Used to call fixedUpdate(). This should be called in sync with Physics /// Used to call fixedUpdate(). This should be called in sync with Physics
/// update steps and thus in most cases will execute more than Update() will. /// update steps and thus in most cases will execute more than Update() will.
/// This will be called immediately before a Physics update step. /// This will be called immediately before a Physics update step.
@ -253,6 +275,11 @@ namespace SHADE
/// </summary> /// </summary>
void OnDrawGizmos(); void OnDrawGizmos();
/// <summary> /// <summary>
/// Used to call onDisable. This should be called right when a script is disabled
/// directly.
/// </summary>
void OnDisable();
/// <summary>
/// Used to call onDestroy(). This should be called at the end of the frame /// Used to call onDestroy(). This should be called at the end of the frame
/// where the attached GameObject or this script is destroyed directly or /// where the attached GameObject or this script is destroyed directly or
/// indirectly due to destruction of the owner. /// indirectly due to destruction of the owner.
@ -329,6 +356,10 @@ namespace SHADE
/// </summary> /// </summary>
virtual void awake(); virtual void awake();
/// <summary> /// <summary>
/// Called when this script is enabled.
/// </summary>
virtual void onEnable();
/// <summary>
/// Called on the first frame that the attached GameObject is active but always /// Called on the first frame that the attached GameObject is active but always
/// after Awake(). /// after Awake().
/// </summary> /// </summary>
@ -353,6 +384,10 @@ namespace SHADE
/// </summary> /// </summary>
virtual void onDrawGizmos(); virtual void onDrawGizmos();
/// <summary> /// <summary>
/// Called when this script is disabled.
/// </summary>
virtual void onDisable();
/// <summary>
/// Called just before the end of the frame where the attached GameObject or /// Called just before the end of the frame where the attached GameObject or
/// this script is destroyed directly or indirectly due to destruction of the /// this script is destroyed directly or indirectly due to destruction of the
/// owner. /// owner.
@ -403,7 +438,8 @@ namespace SHADE
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
/* Data Members */ /* Data Members */
/*-----------------------------------------------------------------------------*/ /*-----------------------------------------------------------------------------*/
GameObject owner; SHADE::GameObject owner;
bool enabled = true;
}; };
} }

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@ -528,6 +528,7 @@ namespace SHADE
ScriptList^ scripts = entity.Value; ScriptList^ scripts = entity.Value;
for (int i = 0; i < scripts->Count; ++i) for (int i = 0; i < scripts->Count; ++i)
{ {
if (scripts[i]->Enabled)
scripts[i]->FixedUpdate(); scripts[i]->FixedUpdate();
} }
} }
@ -546,6 +547,7 @@ namespace SHADE
ScriptList^ scripts = entity.Value; ScriptList^ scripts = entity.Value;
for (int i = 0; i < scripts->Count; ++i) for (int i = 0; i < scripts->Count; ++i)
{ {
if (scripts[i]->Enabled)
scripts[i]->Update(); scripts[i]->Update();
} }
} }
@ -564,6 +566,7 @@ namespace SHADE
ScriptList^ scripts = entity.Value; ScriptList^ scripts = entity.Value;
for (int i = 0; i < scripts->Count; ++i) for (int i = 0; i < scripts->Count; ++i)
{ {
if (scripts[i]->Enabled)
scripts[i]->LateUpdate(); scripts[i]->LateUpdate();
} }
} }
@ -583,6 +586,7 @@ namespace SHADE
ScriptList^ scripts = entity.Value; ScriptList^ scripts = entity.Value;
for (int i = 0; i < scripts->Count; ++i) for (int i = 0; i < scripts->Count; ++i)
{ {
if (scripts[i]->Enabled)
scripts[i]->OnDrawGizmos(); scripts[i]->OnDrawGizmos();
} }
} }

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@ -89,6 +89,8 @@ namespace SHADE
/*---------------------------------------------------------------------------------*/ /*---------------------------------------------------------------------------------*/
std::string Convert::ToNative(System::String^ str) std::string Convert::ToNative(System::String^ str)
{ {
if (str == nullptr)
return "";
return msclr::interop::marshal_as<std::string>(str); return msclr::interop::marshal_as<std::string>(str);
} }