Merge pull request #168 from SHADE-DP/SP3-4-Editor

Added material inspector and setting of materials
Fixed imgui breaking in release
Added material inspector
Allow setting of materials to renderable component
This commit is contained in:
XiaoQiDigipen 2022-11-02 21:48:07 +08:00 committed by GitHub
commit 4b09f42adc
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GPG Key ID: 4AEE18F83AFDEB23
27 changed files with 719 additions and 216 deletions

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@ -1,16 +1,16 @@
[Window][MainStatusBar]
Pos=0,1060
Pos=0,1007
Size=1920,20
Collapsed=0
[Window][SHEditorMenuBar]
Pos=0,48
Size=1920,1012
Size=1920,959
Collapsed=0
[Window][Hierarchy Panel]
Pos=0,197
Size=308,863
Pos=0,189
Size=308,818
Collapsed=0
DockId=0x00000004,0
@ -21,13 +21,13 @@ Collapsed=0
[Window][Inspector]
Pos=1528,48
Size=392,1012
Size=392,959
Collapsed=0
DockId=0x00000006,0
[Window][Profiler]
Pos=0,48
Size=308,147
Size=308,139
Collapsed=0
DockId=0x00000003,0
@ -76,7 +76,7 @@ DockId=0x0000000B,0
[Window][ Viewport]
Pos=310,48
Size=1216,715
Size=1216,662
Collapsed=0
DockId=0x0000000B,0
@ -93,13 +93,19 @@ Collapsed=0
DockId=0x0000000A,0
[Window][ Asset Browser]
Pos=310,765
Pos=310,712
Size=1216,295
Collapsed=0
DockId=0x0000000C,0
[Window][Material Inspector]
Pos=1528,48
Size=392,959
Collapsed=0
DockId=0x00000006,1
[Docking][Data]
DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=8,79 Size=1920,1012 Split=X
DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=0,71 Size=1920,959 Split=X
DockNode ID=0x00000005 Parent=0xC5C9B8AB SizeRef=1526,1036 Split=X
DockNode ID=0x00000001 Parent=0x00000005 SizeRef=308,1036 Split=Y Selected=0x1E6EB881
DockNode ID=0x00000003 Parent=0x00000001 SizeRef=225,147 Selected=0x1E6EB881
@ -111,5 +117,5 @@ DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=8,79 Size=1920,1012 Spli
DockNode ID=0x0000000C Parent=0x00000009 SizeRef=1501,295 Selected=0xB128252A
DockNode ID=0x0000000A Parent=0x00000007 SizeRef=1501,310 Selected=0xD446F7B6
DockNode ID=0x00000008 Parent=0x00000002 SizeRef=1501,338 Selected=0xD9F31532
DockNode ID=0x00000006 Parent=0xC5C9B8AB SizeRef=392,1036 Selected=0xE7039252
DockNode ID=0x00000006 Parent=0xC5C9B8AB SizeRef=392,1036 Selected=0xD3697FB6

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@ -0,0 +1,8 @@
- VertexShader: 39210065
FragmentShader: 46377769
SubPass: G-Buffer Write
Properties:
data.color: {x: 1, y: 0.200000003, z: 0.100000001, w: 1}
data.textureIndex: 64651793
data.alpha: 0
data.beta: {x: 1, y: 1, z: 1}

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@ -0,0 +1,3 @@
Name: TestMat
ID: 126974645
Type: 7

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@ -43,7 +43,7 @@ void main()
{
position = In.vertPos;
normals = In.normal;
albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) + MatProp.data[In2.materialIndex].color / MatProp.data[In2.materialIndex].alpha;
albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv);
outEntityID = In2.eid;
lightLayerIndices = In2.lightLayerIndex;

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@ -157,16 +157,22 @@ namespace SHADE
{
case AssetType::PREFAB:
newPath += PREFAB_FOLDER;
newPath += name;
newPath += PREFAB_EXTENSION;
data = new SHPrefabAsset();
break;
case AssetType::SCENE:
newPath += SCENE_FOLDER;
newPath += name;
newPath += SCENE_EXTENSION;
data = new SHSceneAsset();
break;
case AssetType::MATERIAL:
newPath += MATERIAL_FOLDER;
newPath += name;
newPath += MATERIAL_EXTENSION;
data = new SHMaterialAsset();
break;

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@ -5,15 +5,19 @@
#include "Editor/SHImGuiHelpers.hpp"
#include <imgui.h>
#include <imgui_internal.h>
#include <misc/cpp/imgui_stdlib.h>
#include "Assets/SHAssetManager.h"
#include "ECS_Base/Managers/SHSystemManager.h"
#include "Editor/IconsFontAwesome6.h"
#include "Editor/SHEditor.h"
#include "Editor/DragDrop/SHDragDrop.hpp"
#include "Editor/EditorWindow/MaterialInspector/SHMaterialInspector.h"
namespace SHADE
{
SHAssetBrowser::SHAssetBrowser()
:SHEditorWindow("\xee\x8b\x87 Asset Browser", ImGuiWindowFlags_MenuBar), rootFolder(SHAssetManager::GetRootFolder()), prevFolder(rootFolder), currentFolder(rootFolder)
:SHEditorWindow("\xee\x8b\x87 Asset Browser", ImGuiWindowFlags_MenuBar), rootFolder(SHAssetManager::GetRootFolder()), prevFolder(rootFolder), currentFolder(rootFolder), assetBeingCreated(std::nullopt)
{
}
@ -53,14 +57,33 @@ namespace SHADE
flags |= ImGuiTreeNodeFlags_Selected;
if (folder == rootFolder)
flags |= ImGuiTreeNodeFlags_DefaultOpen;
bool isOpen = ImGui::TreeNodeEx(folder, flags, "%s %s", ICON_MD_FOLDER, folder->name.data());
ImGuiID folderID = ImGui::GetItemID();
const ImRect nodeRect = ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
if(ImGui::IsItemClicked())
if (ImGui::BeginPopupContextItem())
{
if (ImGui::BeginMenu("Create Asset"))
{
//TODO: Change to rttr type enum align
if (ImGui::Selectable("Material"))
{
assetBeingCreated = { folder, AssetType::MATERIAL, "New Material" };
ImGui::TreeNodeSetOpen(folderID, true);
isOpen = true;
}
ImGui::EndMenu();
}
ImGui::EndPopup();
}
if (ImGui::IsItemClicked())
{
selectedFolders.clear();
selectedFolders.push_back(folder);
}
if (isOpen)
{
const ImColor treeLineColor = ImGui::GetColorU32(ImGuiCol_CheckMark);
@ -86,6 +109,9 @@ namespace SHADE
vertLineEnd.y = midPoint;
}
drawList->AddLine(vertLineStart, vertLineEnd, treeLineColor, 1);
if(assetBeingCreated.has_value() && std::get<0>(assetBeingCreated.value()) == folder)
DrawAssetBeingCreated();
ImGui::TreePop();
}
return nodeRect;
@ -130,7 +156,7 @@ namespace SHADE
flags |= ImGuiTreeNodeFlags_Selected;
std::string icon{};
switch(file.assetMeta->type)
switch (file.assetMeta->type)
{
case AssetType::INVALID: break;
case AssetType::SHADER: icon = ICON_FA_FILE_CODE; break;
@ -141,24 +167,64 @@ namespace SHADE
case AssetType::PREFAB: icon = ICON_FA_BOX_OPEN; break;
case AssetType::MATERIAL: break;
case AssetType::MAX_COUNT: break;
default: ;
default:;
}
ImGui::TreeNodeEx(file.assetMeta, flags, "%s %s", icon.data(), file.assetMeta->name.data());
const ImRect nodeRect = ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
if(SHDragDrop::BeginSource())
if (SHDragDrop::BeginSource())
{
auto id = file.assetMeta->id;
ImGui::Text("Moving Asset: %s [%zu]", file.name.data(), file.assetMeta->id);
SHDragDrop::SetPayload<AssetID>(SHDragDrop::DRAG_RESOURCE, &id);
SHDragDrop::EndSource();
}
if(ImGui::IsItemClicked())
if (ImGui::IsItemClicked())
{
selectedAssets.clear();
selectedAssets.push_back(file.assetMeta->id);
}
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left))
{
switch (file.assetMeta->type)
{
case AssetType::INVALID: break;
case AssetType::SHADER: icon = ICON_FA_FILE_CODE; break;
case AssetType::SHADER_BUILT_IN: icon = ICON_FA_FILE_CODE; break;
case AssetType::TEXTURE: icon = ICON_FA_IMAGES; break;
case AssetType::MESH: icon = ICON_FA_CUBES; break;
case AssetType::SCENE: icon = ICON_MD_IMAGE; break;
case AssetType::PREFAB: icon = ICON_FA_BOX_OPEN; break;
case AssetType::MATERIAL:
if (auto matInspector = SHEditorWindowManager::GetEditorWindow<SHMaterialInspector>())
{
matInspector->OpenMaterial(file.assetMeta->id);
}
break;
case AssetType::MAX_COUNT: break;
default:;
}
}
ImGui::TreePop();
return nodeRect;
}
void SHAssetBrowser::DrawAssetBeingCreated() noexcept
{
if (!assetBeingCreated.has_value())
return;
auto& path = std::get<0>(assetBeingCreated.value());
auto& type = std::get<1>(assetBeingCreated.value());
auto& assetName = std::get<2>(assetBeingCreated.value());
if (ImGui::InputText("##newAssetname", &assetName, ImGuiInputTextFlags_EnterReturnsTrue))
{
AssetID assetId = SHAssetManager::CreateNewAsset(type, assetName);
if (auto matInspector = SHEditorWindowManager::GetEditorWindow<SHMaterialInspector>())
{
matInspector->OpenMaterial(assetId, true);
}
assetBeingCreated.reset();
}
}
}

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@ -10,6 +10,7 @@ namespace SHADE
class SHAssetBrowser final : public SHEditorWindow
{
public:
using AssetEntry = std::tuple<FolderPointer, AssetType, std::string>;
SHAssetBrowser();
void Init();
@ -21,11 +22,12 @@ namespace SHADE
ImRect RecursivelyDrawTree(FolderPointer folder);
void DrawCurrentFolder();
ImRect DrawFile(SHFile const& file) noexcept;
void DrawAssetBeingCreated() noexcept;
FolderPointer rootFolder, prevFolder, currentFolder;
std::optional<AssetEntry> assetBeingCreated;
std::vector<FolderPointer> selectedFolders;
std::vector<AssetID> selectedAssets;
static constexpr float tileWidth = 50.0f;
};
}

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@ -376,6 +376,7 @@ namespace SHADE
{
DrawContextMenu(component);
Handle<SHMesh> const& mesh = component->GetMesh();
Handle<SHMaterialInstance> const& mat = component->GetMaterial();
SHEditorWidgets::DragDropReadOnlyField<AssetID>("Mesh", std::to_string(SHResourceManager::GetAssetID<SHMesh>(mesh).value_or(0)).data(), [component]()
{
@ -387,6 +388,19 @@ namespace SHADE
component->SetMesh(SHResourceManager::LoadOrGet<SHMesh>(id));
SHResourceManager::FinaliseChanges();
}, SHDragDrop::DRAG_RESOURCE);
SHEditorWidgets::DragDropReadOnlyField<AssetID>("Material", mat ? std::to_string(SHResourceManager::GetAssetID<SHMaterial>(mat->GetBaseMaterial()).value_or(0)).data() : "", [component]()
{
Handle<SHMaterialInstance> const& mat = component->GetMaterial();
if(!mat)
return static_cast<AssetID>(0);
return SHResourceManager::GetAssetID<SHMaterial>(mat->GetBaseMaterial()).value_or(0);
},
[component](AssetID const& id)
{
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
component->SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(SHResourceManager::LoadOrGet<SHMaterial>(id)));
}, SHDragDrop::DRAG_RESOURCE);
}
else
{

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@ -0,0 +1,257 @@
#include "SHpch.h"
#include "Serialization/SHSerializationHelper.hpp"
#include "SHMaterialInspector.h"
#include "Editor/SHImGuiHelpers.hpp"
#include <imgui.h>
#include "Assets/SHAssetManager.h"
#include "Editor/IconsMaterialDesign.h"
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
#include "Editor/SHEditorWidgets.hpp"
#include "Resource/SHResourceManager.h"
namespace SHADE
{
SHMaterialInspector::SHMaterialInspector()
:SHEditorWindow("Material Inspector", ImGuiWindowFlags_MenuBar), isDirty(false), isNewMaterial(false), currentViewedMaterial(0)
{
}
void SHMaterialInspector::OpenMaterial(AssetID const& assetId, bool isNew) noexcept
{
//Get mat data
if(isDirty)
return;
isDirty = isNew;
isOpen = true;
SetFocusToWindow();
currentViewedMaterial = assetId;
//currentMatSpec = //Get mat spec
currentMatSpec = SHResourceManager::LoadOrGet<SHMaterialSpec>(assetId);
currentMaterial = SHResourceManager::LoadOrGet<SHMaterial>(assetId);
}
void SHMaterialInspector::Init()
{
SHEditorWindow::Init();
}
void SHMaterialInspector::Update()
{
SHEditorWindow::Update();
if (Begin())
{
if(currentViewedMaterial)
{
DrawMenuBar();
//if (SHEditorWidgets::DragDropReadOnlyField<AssetID>("Vertex Shader", std::to_string(currentMatSpec->vertexShader), [&]() {return currentMatSpec->vertexShader; }, [&](AssetID const& id) {currentMatSpec->vertexShader = id; }, SHDragDrop::DRAG_RESOURCE))
//{
// isDirty = true;
// vertShaderHandle = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->vertexShader);
//}
//if (SHEditorWidgets::DragDropReadOnlyField<AssetID>("Fragment Shader", std::to_string(currentMatSpec->fragShader), [&]() {return currentMatSpec->fragShader; }, [&](AssetID const& id) {currentMatSpec->fragShader = id; }, SHDragDrop::DRAG_RESOURCE))
//{
// isDirty = true;
// fragShaderHandle = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader);
//}
DrawShaderProperties(/*fragShaderHandle*/);
}
}
ImGui::End();
}
void SHMaterialInspector::Exit()
{
SHEditorWindow::Exit();
}
void SHMaterialInspector::DrawMenuBar()
{
if (ImGui::BeginMenuBar())
{
ImGui::BeginDisabled(!isDirty);
if(ImGui::Button(std::format("{} Save", ICON_MD_SAVE).data()))
{
//save
if(auto matAsset = SHAssetManager::GetData<SHMaterialAsset>(currentViewedMaterial))
{
YAML::Emitter out;
out << YAML::BeginSeq;
out << YAML::convert<SHMaterialSpec>::encode(*currentMatSpec);
out << YAML::EndSeq;
matAsset->data = out.c_str();
Handle<SHShaderBlockInterface> pipelineProperties = currentMaterial->GetShaderBlockInterface();
for (int i = 0; i < static_cast<int>(pipelineProperties->GetVariableCount()); ++i)
{
const std::string& PROP_NAME = pipelineProperties->GetVariableName(i);
const YAML::Node& PROP_NODE = currentMatSpec->properties[PROP_NAME.data()];
if (PROP_NODE.IsDefined())
{
const std::string& VAR_NAME = pipelineProperties->GetVariableName(i);
const SHShaderBlockInterface::Variable* VARIABLE = pipelineProperties->GetVariable(i);
switch (VARIABLE->type)
{
case SHADE::SHShaderBlockInterface::Variable::Type::FLOAT:
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<float>());
break;
case SHADE::SHShaderBlockInterface::Variable::Type::INT:
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<int>());
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR2:
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec2>());
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR3:
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec3>());
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR4:
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec4>());
break;
case SHADE::SHShaderBlockInterface::Variable::Type::OTHER:
default:
continue;
break;
}
}
}
if(SHAssetManager::SaveAsset(currentViewedMaterial))
{
isDirty = false;
}
}
}
ImGui::EndDisabled();
ImGui::EndMenuBar();
}
}
void SHMaterialInspector::DrawShaderProperties(/*Handle<SHVkShaderModule> shaderModule*/)
{
/*if(!shaderModule)
return;*/
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
auto interface = gfxSystem->GetDefaultMaterialInstance()->GetBaseMaterial()->GetShaderBlockInterface();
//auto interface = shaderModule->GetReflectedData().GetDescriptorBindingInfo().GetShaderBlockInterface(SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE, SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA);
int const varCount = static_cast<int>(interface->GetVariableCount());
for (int i = 0; i < varCount; ++i)
{
auto variable = interface->GetVariable(i);
const std::string& VAR_NAME = interface->GetVariableName(i);
if(VAR_NAME.empty())
continue;
switch (variable->type)
{
case SHShaderBlockInterface::Variable::Type::FLOAT:
isDirty |= SHEditorWidgets::DragFloat(VAR_NAME,
[&]()
{
if (currentMatSpec->properties[VAR_NAME].IsDefined())
return currentMatSpec->properties[VAR_NAME].as<float>();
else
return 0.0f;
},
[&](float const& value)
{
currentMatSpec->properties[VAR_NAME] = value;
}
);
break;
case SHShaderBlockInterface::Variable::Type::INT:
isDirty |= SHEditorWidgets::DragInt(VAR_NAME,
[&]()
{
if (currentMatSpec->properties[VAR_NAME].IsDefined())
return currentMatSpec->properties[VAR_NAME].as<int>();
else
return 0;
},
[&](int const& value)
{
currentMatSpec->properties[VAR_NAME] = value;
}
);
if(SHDragDrop::BeginTarget())
{
if(AssetID* payload = SHDragDrop::AcceptPayload<AssetID>(SHDragDrop::DRAG_RESOURCE))
{
currentMatSpec->properties[VAR_NAME] = *payload;
isDirty = true;
SHDragDrop::EndTarget();
}
}
break;
case SHShaderBlockInterface::Variable::Type::VECTOR2:
isDirty |= SHEditorWidgets::DragVec2(VAR_NAME, { "X", "Y" },
[&]()
{
if (currentMatSpec->properties[VAR_NAME].IsDefined())
return currentMatSpec->properties[VAR_NAME].as<SHVec2>();
else
return SHVec2::Zero;
},
[&](SHVec2 const& value)
{
currentMatSpec->properties[VAR_NAME] = value;
}
);
break;
case SHShaderBlockInterface::Variable::Type::VECTOR3:
isDirty |= SHEditorWidgets::DragVec3(VAR_NAME, { "X", "Y", "Z" },
[&]()
{
if (currentMatSpec->properties[VAR_NAME].IsDefined())
return currentMatSpec->properties[VAR_NAME].as<SHVec3>();
else
return SHVec3::Zero;
},
[&](SHVec3 const& value)
{
currentMatSpec->properties[VAR_NAME] = value;
}
);
break;
case SHShaderBlockInterface::Variable::Type::VECTOR4:
isDirty |= SHEditorWidgets::DragVec4(VAR_NAME, { "X", "Y", "Z", "W" },
[&]()
{
if (currentMatSpec->properties[VAR_NAME].IsDefined())
return currentMatSpec->properties[VAR_NAME].as<SHVec4>();
else
return SHVec4::Zero;
},
[&](SHVec4 const& value)
{
currentMatSpec->properties[VAR_NAME] = value;
}
);
break;
case SHShaderBlockInterface::Variable::Type::OTHER:
isDirty |= SHEditorWidgets::InputText(VAR_NAME,
[&]()
{
if (currentMatSpec->properties[VAR_NAME].IsDefined())
return currentMatSpec->properties[VAR_NAME].as<std::string>();
else
return std::string();
},
[&](std::string const& value)
{
currentMatSpec->properties[VAR_NAME] = value;
}
);
default:
continue;
break;
}
}
}
}

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@ -0,0 +1,33 @@
#pragma once
#include "Assets/SHAssetMacros.h"
#include "Editor/EditorWindow/SHEditorWindow.h"
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
#include "Graphics/Shaders/SHVkShaderModule.h"
#include "Resource/SHHandle.h"
namespace SHADE
{
class SHMaterialInspector final : public SHEditorWindow
{
public:
SHMaterialInspector();
~SHMaterialInspector() = default;
void Init() override;
void Update() override;
void Exit() override;
void OpenMaterial(AssetID const& assetId, bool isNew = false) noexcept;
private:
void DrawMenuBar();
void DrawShaderProperties(/*Handle<SHVkShaderModule> shaderModule*/);
bool isDirty;
bool isNewMaterial;
AssetID currentViewedMaterial;
Handle<SHMaterialSpec> currentMatSpec;
Handle<SHMaterial> currentMaterial;
Handle<SHVkShaderModule> vertShaderHandle, fragShaderHandle;
};
}

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@ -19,7 +19,7 @@ namespace SHADE
//|| Public Member Functions ||
//#==============================================================#
SHEditorWindow::SHEditorWindow(std::string_view const& name, ImGuiWindowFlags const& inFlags)
: windowName(name), windowFlags(inFlags), io(ImGui::GetIO())
:isOpen(true), isWindowHovered(false), windowName(name), windowFlags(inFlags), io(ImGui::GetIO())
{
}
@ -68,5 +68,10 @@ namespace SHADE
void SHEditorWindow::OnPosChange()
{
}
void SHEditorWindow::SetFocusToWindow()
{
ImGui::SetWindowFocus(windowName.data());
}
}//namespace SHADE

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@ -34,6 +34,7 @@ namespace SHADE
virtual bool Begin();
virtual void OnResize();
virtual void OnPosChange();
virtual void SetFocusToWindow();
ImGuiWindowFlags windowFlags = 0;
ImGuiIO& io;

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@ -1,7 +1,8 @@
#pragma once
#include "MenuBar/SHEditorMenuBar.h" //Menu Bar
#include "HierarchyPanel/SHHierarchyPanel.h" //Hierarchy Panel
#include "Inspector/SHEditorInspector.h" //Inspector
#include "Profiling/SHEditorProfiler.h" //Profiler
#include "ViewportWindow/SHEditorViewport.h" //Editor Viewport
#include "AssetBrowser/SHAssetBrowser.h" //Asset Browser
#include "MenuBar/SHEditorMenuBar.h" //Menu Bar
#include "HierarchyPanel/SHHierarchyPanel.h" //Hierarchy Panel
#include "Inspector/SHEditorInspector.h" //Inspector
#include "Profiling/SHEditorProfiler.h" //Profiler
#include "ViewportWindow/SHEditorViewport.h" //Editor Viewport
#include "AssetBrowser/SHAssetBrowser.h" //Asset Browser
#include "MaterialInspector/SHMaterialInspector.h" //Material Inspector

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@ -93,6 +93,8 @@ namespace SHADE
SHEditorWindowManager::CreateEditorWindow<SHEditorInspector>();
SHEditorWindowManager::CreateEditorWindow<SHEditorProfiler>();
SHEditorWindowManager::CreateEditorWindow<SHAssetBrowser>();
SHEditorWindowManager::CreateEditorWindow<SHMaterialInspector>();
SHEditorWindowManager::CreateEditorWindow<SHEditorViewport>();
io = &ImGui::GetIO();

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@ -422,12 +422,13 @@ namespace SHADE
ImGui::BeginGroup();
ImGui::PushID(label.data());
TextLabel(label);
bool const changed = ImGui::InputText("##", &text, ImGuiInputTextFlags_ReadOnly, nullptr, nullptr);
bool changed = ImGui::InputText("##", &text, ImGuiInputTextFlags_ReadOnly, nullptr, nullptr);
if(SHDragDrop::BeginTarget())
{
if(T* payload = SHDragDrop::AcceptPayload<T>(dragDropTag))
{
SHCommandManager::PerformCommand(std::reinterpret_pointer_cast<SHBaseCommand>(std::make_shared<SHCommand<T>>(get(), *payload, set)), false);
changed = true;
SHDragDrop::EndTarget();
}
}

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@ -743,6 +743,11 @@ namespace SHADE
graphicsTexCmdBuffer.Free(); graphicsTexCmdBuffer = {};
}
Handle<SHTexture> SHGraphicsSystem::GetTextureHandle(SHTexture::Index textureId) const
{
return texLibrary.GetTextureHandle(textureId);
}
#pragma endregion ADD_REMOVE
#pragma region ROUTINES

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@ -263,6 +263,21 @@ namespace SHADE
*/
/***************************************************************************/
void BuildTextures();
/***************************************************************************/
/*!
*
\brief
Retrieves the texture handle at the specified texture index.
\param textureId
Index of the texture to look for.
\returns
Handle to the texture
*/
/***************************************************************************/
Handle<SHTexture> GetTextureHandle(SHTexture::Index textureId) const;
void PrepareResize(uint32_t newWidth, uint32_t newHeight) noexcept;
void HandleResize(void) noexcept;

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@ -0,0 +1,74 @@
/************************************************************************************//*!
\file SHMaterialSpec.cpp
\author Tng Kah Wei, kahwei.tng, 390009620
\par email: kahwei.tng\@digipen.edu
\date Nov 2, 2022
\brief Contains the function definitions of SHMaterialSpec.
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.
*//*************************************************************************************/
#include "SHpch.h"
#include "SHMaterialSpec.h"
#include "Graphics/Shaders/SHVkShaderModule.h"
#include "Resource/SHResourceManager.h"
#include "Graphics/MiddleEnd/Interface/SHMaterial.h"
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Constructors */
/*-----------------------------------------------------------------------------------*/
SHMaterialSpec::SHMaterialSpec(const SHMaterial& material)
{
// Get Shader Handles
const auto& SHADERS = material.GetPipeline()->GetPipelineLayout()->GetShaderModules();
Handle<SHVkShaderModule> vShaderMod, fShaderMod;
for (const auto& shader : SHADERS)
{
const auto FLAG_BITS = shader->GetShaderStageFlagBits();
if (FLAG_BITS & vk::ShaderStageFlagBits::eVertex)
vShaderMod = shader;
else if (FLAG_BITS & vk::ShaderStageFlagBits::eFragment)
fShaderMod = shader;
}
vertexShader = SHResourceManager::GetAssetID<SHVkShaderModule>(vShaderMod).value_or(0);
fragShader = SHResourceManager::GetAssetID<SHVkShaderModule>(fShaderMod).value_or(0);
subpassName = material.GetPipeline()->GetPipelineState().GetSubpass()->GetName();
// Write Properties
Handle<SHShaderBlockInterface> pipelineProperties = material.GetShaderBlockInterface();
for (int i = 0; i < static_cast<int>(pipelineProperties->GetVariableCount()); ++i)
{
const SHShaderBlockInterface::Variable* VARIABLE = pipelineProperties->GetVariable(i);
if (!VARIABLE)
break;
const std::string& VAR_NAME = pipelineProperties->GetVariableName(i);
YAML::Node propNode;
switch (VARIABLE->type)
{
case SHADE::SHShaderBlockInterface::Variable::Type::FLOAT:
propNode = material.GetProperty<float>(VARIABLE->offset);
break;
case SHADE::SHShaderBlockInterface::Variable::Type::INT:
propNode = material.GetProperty<int>(VARIABLE->offset);
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR2:
propNode = material.GetProperty<SHVec2>(VARIABLE->offset);
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR3:
propNode = material.GetProperty<SHVec3>(VARIABLE->offset);
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR4:
propNode = material.GetProperty<SHVec4>(VARIABLE->offset);
break;
case SHADE::SHShaderBlockInterface::Variable::Type::OTHER:
default:
continue;
break;
}
properties[VAR_NAME.data()] = propNode;
}
}
}

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@ -16,9 +16,18 @@ of DigiPen Institute of Technology is prohibited.
#include <utility>
// Project Includes
#include "Assets/SHAssetMacros.h"
#include <yaml-cpp/yaml.h>
namespace SHADE
{
/*-----------------------------------------------------------------------------------*/
/* Forward Declaration */
/*-----------------------------------------------------------------------------------*/
class SHMaterial;
/*-----------------------------------------------------------------------------------*/
/* Type Definitions */
/*-----------------------------------------------------------------------------------*/
/*************************************************************************************/
/*!
\brief
@ -32,5 +41,11 @@ namespace SHADE
AssetID fragShader;
std::string subpassName;
YAML::Node properties;
/*---------------------------------------------------------------------------------*/
/* Constructors */
/*---------------------------------------------------------------------------------*/
SHMaterialSpec() = default;
explicit SHMaterialSpec(const SHMaterial& material);
};
}

View File

@ -129,6 +129,21 @@ namespace SHADE
/* Getter Functions */
/*-----------------------------------------------------------------------------*/
Handle<SHVkDescriptorSetGroup> GetTextureDescriptorSetGroup() const noexcept { return texDescriptors; }
/***************************************************************************/
/*!
*
\brief
Retrieves the texture handle at the specified texture index.
\param textureId
Index of the texture to look for.
\returns
Handle to the texture
*/
/***************************************************************************/
Handle<SHTexture> GetTextureHandle(SHTexture::Index textureId) const { return texOrder[textureId]; };
private:
/*-----------------------------------------------------------------------------*/

View File

@ -70,7 +70,7 @@ namespace SHADE
, inputImageDescriptors{ std::move(rhs.inputImageDescriptors) }
, inputDescriptorLayout{ rhs.inputDescriptorLayout }
, inputSamplers{ rhs.inputSamplers }
, name { rhs.name }
{
}
@ -105,6 +105,7 @@ namespace SHADE
inputImageDescriptors = std::move(rhs.inputImageDescriptors);
inputDescriptorLayout = rhs.inputDescriptorLayout;
inputSamplers = rhs.inputSamplers;
name = std::move(rhs.name);
return *this;
}

View File

@ -54,17 +54,7 @@ namespace SHADE
{
return variables.size();
}
SHShaderBlockInterface::SHShaderBlockInterface(void) noexcept
: bytesRequired{ 0 }
{}
SHShaderBlockInterface::SHShaderBlockInterface(SHShaderBlockInterface&& rhs) noexcept
: variables { std::move(rhs.variables) }
, variableIndexing { std::move(rhs.variableIndexing) }
, bytesRequired { rhs.bytesRequired }
{}
void SHShaderBlockInterface::SetBytesRequired(uint32_t bytes) noexcept
{
bytesRequired = bytes;
@ -75,16 +65,4 @@ namespace SHADE
{
return bytesRequired;
}
SHADE::SHShaderBlockInterface& SHShaderBlockInterface::operator=(SHShaderBlockInterface&& rhs) noexcept
{
if (&rhs == this)
return *this;
variables = std::move(rhs.variables);
variableIndexing = std::move(rhs.variableIndexing);
bytesRequired = rhs.bytesRequired;
return *this;
}
}

View File

@ -33,7 +33,7 @@ namespace SHADE
std::unordered_map<std::string, uint32_t> variableIndexing;
//! bytes required by the block (includes padding). This variable is required
uint32_t bytesRequired;
uint32_t bytesRequired = 0;
public:
void AddVariable (std::string name, Variable&& newVariable) noexcept;
@ -43,13 +43,6 @@ namespace SHADE
const std::string& GetVariableName(uint32_t index) const noexcept;
size_t GetVariableCount() const noexcept;
/*-----------------------------------------------------------------------*/
/* CTORS AND DTORS */
/*-----------------------------------------------------------------------*/
SHShaderBlockInterface(void) noexcept;
SHShaderBlockInterface(SHShaderBlockInterface&& rhs) noexcept;
SHShaderBlockInterface& operator=(SHShaderBlockInterface&& rhs) noexcept;
/*-----------------------------------------------------------------------*/
/* SETTERS AND GETTERS */
/*-----------------------------------------------------------------------*/

View File

@ -13,6 +13,8 @@ of DigiPen Institute of Technology is prohibited.
// STL Includes
#include <unordered_map>
namespace SHADE { class SHMaterial; }
// Project Includes
#include "SH_API.h"
#include "SHResourceLibrary.h"
@ -24,6 +26,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/MiddleEnd/Textures/SHTextureLibrary.h"
#include "Graphics/MiddleEnd/Interface/SHMeshLibrary.h"
#include "Graphics/MiddleEnd/Interface/SHMaterial.h"
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
#include "Assets/Asset Types/SHMaterialAsset.h"
namespace SHADE
@ -36,9 +39,9 @@ namespace SHADE
template<> struct SHResourceLoader<SHMesh> { using AssetType = SHMeshAsset; };
template<> struct SHResourceLoader<SHTexture> { using AssetType = SHTextureAsset; };
template<> struct SHResourceLoader<SHVkShaderModule> { using AssetType = SHShaderAsset; };
template<> struct SHResourceLoader<SHMaterial> { using AssetType = SHMaterialAsset; };
/// <summary>
template<> struct SHResourceLoader<SHMaterialSpec> { using AssetType = SHMaterialAsset; };
template<> struct SHResourceLoader<SHMaterial> { using AssetType = SHMaterialSpec; };
/// <summary>
/// Static class responsible for loading and caching runtime resources from their
/// serialised Asset IDs.
/// </summary>
@ -61,6 +64,8 @@ namespace SHADE
/// <returns>Handle to a loaded runtime asset.</returns>
template<typename ResourceType>
static Handle<ResourceType> LoadOrGet(AssetID assetId);
template<>
static inline Handle<SHMaterial> LoadOrGet<SHMaterial>(AssetID assetId);
/// <summary>
/// Unloads an existing loaded asset. Attempting to unload an invalid Handle will
/// simply do nothing except emit a warning.

View File

@ -24,6 +24,7 @@ of DigiPen Institute of Technology is prohibited.
#include "Graphics/Shaders/SHVkShaderModule.h"
#include "Graphics/Devices/SHVkLogicalDevice.h"
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
#include "Serialization/SHSerializationHelper.hpp"
namespace SHADE
{
@ -34,7 +35,12 @@ namespace SHADE
Handle<ResourceType> SHResourceManager::LoadOrGet(AssetID assetId)
{
// Check if it is an unsupported type
if (!std::is_same_v<ResourceType, SHMesh> && !std::is_same_v<ResourceType, SHTexture>)
if (!std::is_same_v<ResourceType, SHMesh> &&
!std::is_same_v<ResourceType, SHTexture> &&
!std::is_same_v<ResourceType, SHVkShaderModule> &&
!std::is_same_v<ResourceType, SHMaterialSpec> &&
!std::is_same_v<ResourceType, SHMaterial>
)
{
static_assert(true, "Unsupported Resource Type specified for SHResourceManager.");
}
@ -60,8 +66,35 @@ namespace SHADE
return handle;
}
template<>
Handle<SHMaterial> SHResourceManager::LoadOrGet<SHMaterial>(AssetID assetId)
{
/* Attempt to get existing loaded asset */
auto [typedHandleMap, typedAssetIdMap] = getAssetHandleMap<SHMaterial>();
if (typedHandleMap.get().contains(assetId))
return Handle<SHMaterial>(typedHandleMap.get()[assetId]);
/* Otherwise, we need to load it! */
// Get system
SHGraphicsSystem* gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (gfxSystem == nullptr)
throw std::runtime_error("[SHResourceManager] Attempted to load graphics resource without a SHGraphicsSystem installed.");
// Get SHMaterialSpec
Handle<SHMaterialSpec> matSpec = LoadOrGet<SHMaterialSpec>(assetId);
if (!matSpec)
return {};
// Create the material
auto handle = load<SHMaterial>(assetId, *matSpec);
Handle genericHandle = Handle(handle);
typedHandleMap.get().emplace(assetId, genericHandle);
typedAssetIdMap.get().emplace(genericHandle, assetId);
return handle;
}
template<typename ResourceType>
void SHResourceManager::Unload(Handle<ResourceType> assetId)
void SHResourceManager::Unload(Handle<ResourceType> asset)
{
// Check if it is an unsupported type
if (!std::is_same_v<ResourceType, SHMesh> && !std::is_same_v<ResourceType, SHTexture>)
@ -71,14 +104,18 @@ namespace SHADE
/* Attempt to get existing loaded asset */
auto [typedHandleMap, typedAssetIdMap] = getAssetHandleMap<ResourceType>();
if (typedHandleMap.get().contains(assetId))
if (typedHandleMap.get().contains(asset))
{
// Remove from ResourceHub if SHMaterialSpec
if (std::is_same_v<ResourceType, SHMaterialSpec>)
resourceHub.Free(asset);
// Dispose
Handle handle = typedHandleMap.get()[assetId];
Handle<ResourceType> typedHandle = static_cast<Handle<ResourceType>>(handle);
Handle handle = typedHandleMap.get()[asset];
auto typedHandle = static_cast<Handle<ResourceType>>(handle);
typedHandle.Free();
typedAssetIdMap.get().erase(handle);
typedHandleMap.get().erase(assetId);
typedHandleMap.get().erase(asset);
}
else
{
@ -181,15 +218,27 @@ namespace SHADE
shader->Reflect();
return shader;
}
// Material Spec
else if constexpr (std::is_same_v<ResourceType, SHMaterialSpec>)
{
// Get the data we need to construct
auto matSpec = resourceHub.Create<SHMaterialSpec>();
YAML::convert<SHMaterialSpec>::decode(*YAML::Load(assetData.data).begin(), *matSpec);
// Failed to load
if (matSpec->subpassName == "")
{
// Use default material
*matSpec = SHMaterialSpec(*gfxSystem->GetDefaultMaterial());
}
return matSpec;
}
// Materials
else if constexpr (std::is_same_v<ResourceType, SHMaterial>)
{
// Get the data we need to construct
SHMaterialSpec matSpec = YAML::Node(assetData.data).as<SHMaterialSpec>();
// Load shaders
auto vertexShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(matSpec.vertexShader);
auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(matSpec.fragShader);
auto vertexShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(assetData.vertexShader);
auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(assetData.fragShader);
// Ensure that both shaders are present
if (!(vertexShader && fragShader))
@ -205,7 +254,7 @@ namespace SHADE
SHLOG_ERROR("[SHResourceManager] Failed to load material as RenderPass could not be found.");
return {};
}
auto subPass = renderPass->GetSubpass(matSpec.subpassName);
auto subPass = renderPass->GetSubpass(assetData.subpassName);
if (!subPass)
{
SHLOG_ERROR("[SHResourceManager] Failed to load material as SubPass could not be found.");
@ -220,8 +269,8 @@ namespace SHADE
for (int i = 0; i < static_cast<int>(pipelineProperties->GetVariableCount()); ++i)
{
const std::string& PROP_NAME = pipelineProperties->GetVariableName(i);
const auto& PROP_NODE = matSpec.properties;
if (PROP_NODE)
const YAML::Node& PROP_NODE = assetData.properties[PROP_NAME.data()];
if (PROP_NODE.IsDefined())
{
const std::string& VAR_NAME = pipelineProperties->GetVariableName(i);
const SHShaderBlockInterface::Variable* VARIABLE = pipelineProperties->GetVariable(i);
@ -231,7 +280,18 @@ namespace SHADE
matHandle->SetProperty(VARIABLE->offset, PROP_NODE.as<float>());
break;
case SHADE::SHShaderBlockInterface::Variable::Type::INT:
matHandle->SetProperty(VARIABLE->offset, PROP_NODE.as<int>());
{
Handle<SHTexture> texture = LoadOrGet<SHTexture>(PROP_NODE.as<int>());
if (texture)
{
matHandle->SetProperty(VARIABLE->offset, texture->TextureArrayIndex);
}
else
{
SHLOG_WARNING("[] Attempted to load invalid texture! Setting to 0.");
matHandle->SetProperty(VARIABLE->offset, 0);
}
}
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR2:
matHandle->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec2>());

View File

@ -20,9 +20,9 @@
namespace YAML
{
using namespace SHADE;
using namespace SHADE;
template<>
template<>
struct convert<SHVec4>
{
static constexpr const char* x = "x";
@ -172,17 +172,17 @@ namespace YAML
switch (colliderType)
{
case SHCollider::Type::BOX:
{
if(node[HalfExtents].IsDefined())
rhs.SetBoundingBox(node[HalfExtents].as<SHVec3>());
}
break;
{
if (node[HalfExtents].IsDefined())
rhs.SetBoundingBox(node[HalfExtents].as<SHVec3>());
}
break;
case SHCollider::Type::SPHERE:
{
if(node[Radius].IsDefined())
rhs.SetBoundingSphere(node[Radius].as<float>());
}
break;
{
if (node[Radius].IsDefined())
rhs.SetBoundingSphere(node[Radius].as<float>());
}
break;
case SHCollider::Type::CAPSULE: break;
default:;
}
@ -194,7 +194,7 @@ namespace YAML
rhs.SetDensity(node[Density].as<float>());
if (node[PositionOffset].IsDefined())
rhs.SetPositionOffset(node[PositionOffset].as<SHVec3>());
return true;
}
};
@ -231,7 +231,7 @@ namespace YAML
const SHCollider::Type colliderType = enumAlign.name_to_value(colliderNode[convert<SHCollider>::Type].as<std::string>()).convert<SHCollider::Type>(&ok);
if (!ok)
return false;
switch (colliderType)
{
case SHCollider::Type::BOX: rhs.AddBoundingBox(); break;
@ -246,143 +246,80 @@ namespace YAML
}
};
template<>
struct convert<SHMaterial>
template<>
struct convert<SHMaterialSpec>
{
static constexpr std::string_view VERT_SHADER_YAML_TAG = "VertexShader";
static constexpr std::string_view FRAG_SHADER_YAML_TAG = "FragmentShader";
static constexpr std::string_view SUBPASS_YAML_TAG = "SubPass";
static constexpr std::string_view PROPS_YAML_TAG = "Properties";
static YAML::Node encode(SHMaterialSpec const& rhs)
{
static constexpr std::string_view VERT_SHADER_YAML_TAG = "VertexShader";
static constexpr std::string_view FRAG_SHADER_YAML_TAG = "FragmentShader";
static constexpr std::string_view SUBPASS_YAML_TAG = "SubPass";
static constexpr std::string_view PROPS_YAML_TAG = "Properties";
YAML::Node node;
node[VERT_SHADER_YAML_TAG.data()] = rhs.vertexShader;
node[FRAG_SHADER_YAML_TAG.data()] = rhs.fragShader;
node[SUBPASS_YAML_TAG.data()] = rhs.subpassName;
node[PROPS_YAML_TAG.data()] = rhs.properties;
return node;
}
static YAML::Node encode(SHMaterial const& rhs)
{
// Write Properties
YAML::Node propertiesNode;
Handle<SHShaderBlockInterface> pipelineProperties = rhs.GetShaderBlockInterface();
for (int i = 0; i < static_cast<int>(pipelineProperties->GetVariableCount()); ++i)
{
const SHShaderBlockInterface::Variable* VARIABLE = pipelineProperties->GetVariable(i);
if (!VARIABLE)
break;
const std::string& VAR_NAME = pipelineProperties->GetVariableName(i);
YAML::Node propNode;
switch (VARIABLE->type)
{
case SHADE::SHShaderBlockInterface::Variable::Type::FLOAT:
propNode = rhs.GetProperty<float>(VARIABLE->offset);
break;
case SHADE::SHShaderBlockInterface::Variable::Type::INT:
propNode = rhs.GetProperty<int>(VARIABLE->offset);
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR2:
propNode = rhs.GetProperty<SHVec2>(VARIABLE->offset);
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR3:
propNode = rhs.GetProperty<SHVec3>(VARIABLE->offset);
break;
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR4:
propNode = rhs.GetProperty<SHVec4>(VARIABLE->offset);
break;
case SHADE::SHShaderBlockInterface::Variable::Type::OTHER:
default:
continue;
break;
}
propertiesNode[VAR_NAME.data()] = propNode;
}
// Get Shader Handles
const auto& SHADERS = rhs.GetPipeline()->GetPipelineLayout()->GetShaderModules();
Handle<SHVkShaderModule> vertexShader, fragShader;
for (const auto& shader : SHADERS)
{
const auto FLAG_BITS = shader->GetShaderStageFlagBits();
if (FLAG_BITS & vk::ShaderStageFlagBits::eVertex)
vertexShader = shader;
else if (FLAG_BITS & vk::ShaderStageFlagBits::eFragment)
fragShader = shader;
}
// Write Material
YAML::Node node;
node[VERT_SHADER_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHVkShaderModule>(vertexShader).value_or(0);
node[FRAG_SHADER_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHVkShaderModule>(fragShader).value_or(0);
node[SUBPASS_YAML_TAG.data()] = rhs.GetPipeline()->GetPipelineState().GetSubpass()->GetName();
node[PROPS_YAML_TAG.data()] = propertiesNode;
return node;
}
};
template<>
struct convert<SHMaterialSpec>
static bool decode(YAML::Node const& node, SHMaterialSpec& rhs)
{
static constexpr std::string_view VERT_SHADER_YAML_TAG = "VertexShader";
static constexpr std::string_view FRAG_SHADER_YAML_TAG = "FragmentShader";
static constexpr std::string_view SUBPASS_YAML_TAG = "SubPass";
static constexpr std::string_view PROPS_YAML_TAG = "Properties";
static bool decode(YAML::Node const& node, SHMaterialSpec& rhs)
{
// Retrieve Shader Asset IDs
if (!node[VERT_SHADER_YAML_TAG.data()])
return false;
// Retrieve Shader Asset IDs
if (node[VERT_SHADER_YAML_TAG.data()].IsDefined())
rhs.vertexShader = node[VERT_SHADER_YAML_TAG.data()].as<AssetID>();
if (!node[FRAG_SHADER_YAML_TAG.data()])
return false;
if (node[FRAG_SHADER_YAML_TAG.data()].IsDefined())
rhs.fragShader = node[FRAG_SHADER_YAML_TAG.data()].as<AssetID>();
// Retrieve Subpass
if (!node[SUBPASS_YAML_TAG.data()])
return false;
// Retrieve Subpass
if (node[SUBPASS_YAML_TAG.data()].IsDefined())
rhs.subpassName = node[SUBPASS_YAML_TAG.data()].as<std::string>();
// Retrieve
if (!node[PROPS_YAML_TAG.data()])
return false;
// Retrieve
if (node[PROPS_YAML_TAG.data()].IsDefined())
rhs.properties = node[PROPS_YAML_TAG.data()];
return true;
}
};
return true;
}
};
template<>
struct convert<SHRenderable>
template<>
struct convert<SHRenderable>
{
static constexpr std::string_view MESH_YAML_TAG = "Mesh";
static constexpr std::string_view MAT_YAML_TAG = "Material";
static YAML::Node encode(SHRenderable const& rhs)
{
static constexpr std::string_view MESH_YAML_TAG = "Mesh";
static constexpr std::string_view MAT_YAML_TAG = "Material";
static YAML::Node encode(SHRenderable const& rhs)
YAML::Node node;
node[MESH_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMesh>(rhs.GetMesh()).value_or(0);
node[MAT_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMaterial>(rhs.GetMaterial()->GetBaseMaterial()).value_or(0);
return node;
}
static bool decode(YAML::Node const& node, SHRenderable& rhs)
{
if (node[MESH_YAML_TAG.data()].IsDefined())
{
rhs.SetMesh(SHResourceManager::LoadOrGet<SHMesh>(node[MESH_YAML_TAG.data()].as<AssetID>()));
}
if (node[MAT_YAML_TAG.data()].IsDefined())
{
// Temporarily, use default material
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (!gfxSystem)
return false;
Handle<SHMaterial> baseMat = SHResourceManager::LoadOrGet<SHMaterial>(node[MAT_YAML_TAG.data()].as<AssetID>());
if (!baseMat)
{
YAML::Node node;
node[MESH_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMesh>(rhs.GetMesh()).value_or(0);
node[MAT_YAML_TAG.data()] = SHResourceManager::GetAssetID<SHMaterial>(rhs.GetMaterial()->GetBaseMaterial()).value_or(0);
return node;
baseMat = gfxSystem->GetDefaultMaterial();
SHLog::Warning("[SHSerializationHelper] Unable to load specified material. Falling back to default material.");
}
static bool decode(YAML::Node const& node, SHRenderable& rhs)
{
if (node[MESH_YAML_TAG.data()].IsDefined())
{
rhs.SetMesh(SHResourceManager::LoadOrGet<SHMesh>(node[MESH_YAML_TAG.data()].as<AssetID>()));
}
if (node[MAT_YAML_TAG.data()].IsDefined())
{
// Temporarily, use default material
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
if (!gfxSystem)
return false;
Handle<SHMaterial> baseMat = SHResourceManager::LoadOrGet<SHMaterial>(node[MAT_YAML_TAG.data()].as<AssetID>());
if (!baseMat)
{
baseMat = gfxSystem->GetDefaultMaterial();
SHLog::Warning("[SHSerializationHelper] Unable to load specified material. Falling back to default material.");
}
rhs.SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(baseMat));
}
return true;
}
};
rhs.SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(baseMat));
}
return true;
}
};
}
namespace SHADE
@ -550,7 +487,7 @@ namespace SHADE
auto properties = propType.get_properties();
for (auto const& property : properties)
{
if(propertyNode[property.get_name().data()].IsDefined())
if (propertyNode[property.get_name().data()].IsDefined())
InitializeProperty(component, property, propertyNode[property.get_name().data()]);
}
}
@ -564,7 +501,7 @@ namespace SHADE
return;
auto rttrType = rttr::type::get<ComponentType>();
auto componentNode = componentsNode[rttrType.get_name().data()];
if(!componentNode.IsDefined())
if (!componentNode.IsDefined())
return;
auto properties = rttrType.get_properties();
for (auto const& prop : properties)