Merge pull request #174 from SHADE-DP/SP3-305-configurationsMerge
Scenes now load from file based on application config starting scene id Added application config Load starting scene from application config Pressing play saves the scene Pressing stop reloads the scene
This commit is contained in:
commit
740c144565
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@ -0,0 +1,4 @@
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Start in Fullscreen: false
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Starting Scene ID: 94283040
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Window Size: {x: 1920, y: 1080}
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Window Title: SHADE Engine
|
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@ -2,7 +2,7 @@
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FragmentShader: 46377769
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SubPass: G-Buffer Write
|
||||
Properties:
|
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data.color: {x: 1, y: 0.200000003, z: 0.100000001, w: 1}
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||||
data.color: {x: 1, y: 1, z: 1, w: 1}
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||||
data.textureIndex: 64651793
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data.alpha: 0
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data.beta: {x: 1, y: 1, z: 1}
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@ -0,0 +1,8 @@
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- VertexShader: 39210065
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FragmentShader: 46377769
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SubPass: G-Buffer Write
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Properties:
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data.color: {x: 1, y: 1, z: 1, w: 1}
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||||
data.textureIndex: 0
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||||
data.alpha: 0
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data.beta: {x: 1, y: 1, z: 1}
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@ -0,0 +1,3 @@
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Name: WhiteMat
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ID: 124370424
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Type: 7
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@ -0,0 +1,216 @@
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- EID: 0
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Camera Component:
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Position: {x: 0, y: 0, z: 0}
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Pitch: 0
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Yaw: 0
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Roll: 0
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Width: 1920
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Height: 1080
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Near: 0.00999999978
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Far: 10000
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Perspective: true
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Light Component:
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Position: {x: 0, y: 0, z: 0}
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Type: Directional
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Direction: {x: 1.79999995, y: 0, z: 1}
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Color: {x: 0.951541841, y: 0.921719015, z: 0.553319454, w: 1}
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Layer: 4294967295
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Strength: 0
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||||
Scripts: ~
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- EID: 1
|
||||
Name: Default
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||||
IsActive: true
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||||
NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: -1.440328, y: -4.41369677, z: -5}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 49.4798889, y: 0.5, z: 17.5}
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Renderable Component:
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Mesh: 149697411
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Material: 126974645
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RigidBody Component:
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Type: Static
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Mass: 1
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Drag: 0
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Angular Drag: 0
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Use Gravity: true
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Interpolate: true
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Freeze Position X: false
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: false
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Freeze Rotation Y: false
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Freeze Rotation Z: false
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Collider Component:
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Colliders:
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- Is Trigger: false
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Type: Box
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Half Extents: {x: 0.0170898438, y: 0.00048828125, z: 0.0170898438}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0, z: 0}
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Scripts: ~
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- EID: 2
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Name: Player
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IsActive: true
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NumberOfChildren: 2
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Components:
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Transform Component:
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Translate: {x: -3.06177855, y: -2, z: -5}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 2, y: 2, z: 2}
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Renderable Component:
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Mesh: 149697411
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Material: 126974645
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RigidBody Component:
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Type: Dynamic
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Mass: 1
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Drag: 0
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Angular Drag: 0
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Use Gravity: true
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Interpolate: true
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Freeze Position X: false
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: false
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Freeze Rotation Y: false
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Freeze Rotation Z: false
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Collider Component:
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Colliders:
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- Is Trigger: false
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Type: Box
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Half Extents: {x: 0.0009765625, y: 0.0009765625, z: 0.0009765625}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0.5, z: 0}
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Scripts: ~
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- EID: 3
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: -0.0094268322, y: 0, z: 0}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 1, y: 1, z: 1}
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Scripts: ~
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- EID: 4
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Name: Default
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IsActive: true
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||||
NumberOfChildren: 0
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Components:
|
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Transform Component:
|
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Translate: {x: 0, y: 0, z: 0}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 1, y: 1, z: 1}
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Scripts: ~
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- EID: 5
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Name: item
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IsActive: true
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NumberOfChildren: 0
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Components:
|
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Transform Component:
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Translate: {x: 0, y: -2, z: -5}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 2, y: 2, z: 2}
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Renderable Component:
|
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Mesh: 149697411
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Material: 126974645
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RigidBody Component:
|
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Type: Dynamic
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Mass: 1
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Drag: 0
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Angular Drag: 0
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Use Gravity: true
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Interpolate: false
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Freeze Position X: false
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Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: true
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Freeze Rotation Y: true
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Freeze Rotation Z: true
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Collider Component:
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Colliders:
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- Is Trigger: false
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Type: Box
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Half Extents: {x: 0.0009765625, y: 0.0009765625, z: 0.0009765625}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0.5, z: 0}
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- Is Trigger: true
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Type: Box
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Half Extents: {x: 0.001953125, y: 0.001953125, z: 0.001953125}
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Friction: 0.400000006
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Bounciness: 0
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Density: 1
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Position Offset: {x: 0, y: 0.5, z: 0}
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Scripts: ~
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- EID: 6
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Name: AI
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: -8, y: -2, z: 2.5}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 2, y: 2, z: 2}
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Renderable Component:
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Mesh: 149697411
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||||
Material: 126974645
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||||
RigidBody Component:
|
||||
Type: Dynamic
|
||||
Mass: 1
|
||||
Drag: 0
|
||||
Angular Drag: 0
|
||||
Use Gravity: true
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||||
Interpolate: false
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||||
Freeze Position X: false
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||||
Freeze Position Y: false
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Freeze Position Z: false
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Freeze Rotation X: true
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Freeze Rotation Y: true
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Freeze Rotation Z: true
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Collider Component:
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Colliders:
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- Is Trigger: false
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||||
Type: Box
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||||
Half Extents: {x: 0.0009765625, y: 0.0009765625, z: 0.0009765625}
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||||
Friction: 0.400000006
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||||
Bounciness: 0
|
||||
Density: 1
|
||||
Position Offset: {x: 0, y: 0.5, z: 0}
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Scripts: ~
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- EID: 7
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Name: Default
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IsActive: true
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NumberOfChildren: 0
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Components:
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Transform Component:
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Translate: {x: 3, y: -1, z: -1}
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Rotate: {x: 0, y: 0, z: 0}
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Scale: {x: 5, y: 5, z: 5}
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Renderable Component:
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Mesh: 149697411
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Material: 126974645
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Scripts: ~
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- EID: 8
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Name: Default
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||||
IsActive: true
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NumberOfChildren: 0
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Components:
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Light Component:
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Position: {x: 0, y: 0, z: 0}
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Type: Ambient
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Direction: {x: 0, y: 0, z: 1}
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Color: {x: 1, y: 1, z: 1, w: 1}
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Layer: 4294967295
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||||
Strength: 0.25
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Scripts: ~
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@ -0,0 +1,3 @@
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Name: M2Scene
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ID: 94283040
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Type: 5
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@ -41,6 +41,8 @@
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#include "Assets/SHAssetManager.h"
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#include "Scenes/SBMainScene.h"
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#include "Serialization/Configurations/SHConfigurationManager.h"
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#include "Tools/SHLogger.h"
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#include "Tools/SHDebugDraw.h"
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@ -60,8 +62,9 @@ namespace Sandbox
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{
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// Set working directory
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SHFileUtilities::SetWorkDirToExecDir();
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window.Create(hInstance, hPrevInstance, lpCmdLine, nCmdShow);
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WindowData wndData{};
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auto& appConfig = SHConfigurationManager::LoadApplicationConfig(&wndData);
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window.Create(hInstance, hPrevInstance, lpCmdLine, nCmdShow, wndData);
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// Create Systems
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SHSystemManager::CreateSystem<SHGraphicsSystem>();
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@ -80,7 +83,11 @@ namespace Sandbox
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SDL_Init(SDL_INIT_VIDEO);
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sdlWindow = SDL_CreateWindowFrom(window.GetHWND());
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SHSystemManager::CreateSystem<SHEditor>();
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SHSystemManager::GetSystem<SHEditor>()->SetSDLWindow(sdlWindow);
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if(auto editor = SHSystemManager::GetSystem<SHEditor>())
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{
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editor->SetSDLWindow(sdlWindow);
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editor->SetSHWindow(&window);
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}
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#endif
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// Create Routines
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@ -128,7 +135,7 @@ namespace Sandbox
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SHSystemManager::Init();
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SHSceneManager::InitSceneManager<SBTestScene>("TestScene");
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SHSceneManager::InitSceneManager<SBMainScene>(appConfig.startingSceneID);
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SHFrameRateController::UpdateFRC();
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@ -0,0 +1,62 @@
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#include "SBpch.h"
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#include "SBMainScene.h"
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#include "ECS_Base/Managers/SHSystemManager.h"
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#include "Graphics/MiddleEnd/Meshes/SHPrimitiveGenerator.h"
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#include "ECS_Base/Managers/SHEntityManager.h"
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#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
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#include "Scene/SHSceneManager.h"
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#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
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#include "Scripting/SHScriptEngine.h"
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#include "Math/Transform/SHTransformComponent.h"
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#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
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#include "Physics/Components/SHRigidBodyComponent.h"
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#include "Physics/Components/SHColliderComponent.h"
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#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
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#include "Assets/SHAssetManager.h"
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#include "Camera/SHCameraComponent.h"
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#include "Resource/SHResourceManager.h"
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#include "Serialization/SHSerialization.h"
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using namespace SHADE;
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namespace Sandbox
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{
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void SBMainScene::WindowFocusFunc([[maybe_unused]] void* window, int focused)
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{
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if (focused)
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{
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}
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else
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{
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}
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}
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void SBMainScene::Load()
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{
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}
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void SBMainScene::Init()
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{
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sceneName = SHSerialization::DeserializeSceneFromFile(sceneAssetID);
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}
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void SBMainScene::Update(float dt)
|
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{
|
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}
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|
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void SBMainScene::Render()
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{
|
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}
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void SBMainScene::Unload()
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{
|
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}
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void SBMainScene::Free()
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{
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//SHSerialization::SerializeScene("resources/scenes/Scene01.SHADE");
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}
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}
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@ -0,0 +1,30 @@
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#pragma once
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#include "Scene/SHScene.h"
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#include "Scene/SHSceneManager.h"
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namespace Sandbox
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{
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class SBMainScene : public SHADE::SHScene
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{
|
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private:
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EntityID camera;
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EntityID testObj;
|
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std::vector<EntityID> stressTestObjects;
|
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|
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public:
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virtual void Load();
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virtual void Init();
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virtual void Update(float dt);
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virtual void Render();
|
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virtual void Free();
|
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virtual void Unload();
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//TODO: Change to new window DO IT IN CPP TOO
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void WindowFocusFunc(void* window, int focused);
|
||||
|
||||
SBMainScene(void) = default;
|
||||
};
|
||||
|
||||
}
|
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|
|
@ -189,12 +189,17 @@ namespace SHADE
|
|||
switch (file.assetMeta->type)
|
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{
|
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case AssetType::INVALID: break;
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case AssetType::SHADER: icon = ICON_FA_FILE_CODE; break;
|
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case AssetType::SHADER_BUILT_IN: icon = ICON_FA_FILE_CODE; break;
|
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case AssetType::TEXTURE: icon = ICON_FA_IMAGES; break;
|
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case AssetType::MESH: icon = ICON_FA_CUBES; break;
|
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case AssetType::SCENE: icon = ICON_MD_IMAGE; break;
|
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case AssetType::PREFAB: icon = ICON_FA_BOX_OPEN; break;
|
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case AssetType::SHADER: break;
|
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case AssetType::SHADER_BUILT_IN: break;
|
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case AssetType::TEXTURE: break;
|
||||
case AssetType::MESH: break;
|
||||
case AssetType::SCENE:
|
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if(auto editor = SHSystemManager::GetSystem<SHEditor>())
|
||||
{
|
||||
editor->LoadScene(file.assetMeta->id);
|
||||
}
|
||||
break;
|
||||
case AssetType::PREFAB: break;
|
||||
case AssetType::MATERIAL:
|
||||
if (auto matInspector = SHEditorWindowManager::GetEditorWindow<SHMaterialInspector>())
|
||||
{
|
||||
|
|
|
@ -6,8 +6,8 @@
|
|||
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "Editor/IconsMaterialDesign.h"
|
||||
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
|
||||
#include "Editor/SHEditorWidgets.hpp"
|
||||
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
|
||||
#include "Resource/SHResourceManager.h"
|
||||
|
||||
namespace SHADE
|
||||
|
|
|
@ -3,6 +3,7 @@
|
|||
//#==============================================================#
|
||||
//|| SHADE Includes ||
|
||||
//#==============================================================#
|
||||
#include "Editor/SHEditorWidgets.hpp"
|
||||
#include "Editor/SHEditor.h"
|
||||
#include "SHEditorMenuBar.h"
|
||||
#include "Editor/IconsMaterialDesign.h"
|
||||
|
@ -17,7 +18,11 @@
|
|||
#include <imgui_internal.h>
|
||||
#include <rttr/type>
|
||||
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "Assets/Asset Types/SHSceneAsset.h"
|
||||
#include "Scene/SHSceneManager.h"
|
||||
#include "Serialization/SHSerialization.h"
|
||||
#include "Serialization/Configurations/SHConfigurationManager.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -75,13 +80,17 @@ namespace SHADE
|
|||
{
|
||||
if (ImGui::BeginMenu("File"))
|
||||
{
|
||||
if(ImGui::Selectable("New Scene"))
|
||||
{
|
||||
SHSystemManager::GetSystem<SHEditor>()->NewScene();
|
||||
}
|
||||
if(ImGui::Selectable("Save"))
|
||||
{
|
||||
SHSerialization::SerializeSceneToFile("../../Assets/Scenes/Test.SHADE");
|
||||
SHSystemManager::GetSystem<SHEditor>()->SaveScene();
|
||||
}
|
||||
if(ImGui::Selectable("Load"))
|
||||
{
|
||||
SHSerialization::DeserializeSceneFromFile("../../Assets/Scenes/Test.SHADE");
|
||||
//SHSystemManager::GetSystem<SHEditor>()->LoadScene()
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
@ -155,6 +164,35 @@ namespace SHADE
|
|||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
if (ImGui::BeginMenu("Application Config"))
|
||||
{
|
||||
auto& appConfig = SHConfigurationManager::applicationConfig;
|
||||
ImGui::InputText("Window Title", &appConfig.windowTitle);
|
||||
ImGui::Checkbox("Start in Fullscreen", &appConfig.startInFullScreen);
|
||||
SHEditorWidgets::DragN<float, 2>("Window Size", { "Width", "Height" }, { &appConfig.windowSize.x, &appConfig.windowSize.y });
|
||||
//ImGui::InputScalar("Starting Scene", ImGuiDataType_U32, &appConfig.startingSceneID);
|
||||
auto sceneAsset = SHAssetManager::GetData<SHSceneAsset>(appConfig.startingSceneID);
|
||||
|
||||
if(ImGui::BeginCombo("Starting Scne", sceneAsset ? sceneAsset->name.data() : ""))
|
||||
{
|
||||
auto scenes = SHAssetManager::GetAllRecordOfType(AssetType::SCENE);
|
||||
for(auto const& scene : scenes)
|
||||
{
|
||||
if(ImGui::Selectable(scene.name.data()))
|
||||
{
|
||||
appConfig.startingSceneID = scene.id;
|
||||
}
|
||||
}
|
||||
ImGui::EndCombo();
|
||||
}
|
||||
if (ImGui::Button("Save"))
|
||||
{
|
||||
SHConfigurationManager::SaveApplicationConfig();
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
ImGui::EndMainMenuBar();
|
||||
}
|
||||
|
||||
|
@ -174,6 +212,8 @@ namespace SHADE
|
|||
const auto editor = SHSystemManager::GetSystem<SHEditor>();
|
||||
ImGui::BeginDisabled(editor->editorState == SHEditor::State::PLAY);
|
||||
if(ImGui::SmallButton(ICON_MD_PLAY_ARROW))
|
||||
{
|
||||
if(editor->SaveScene())
|
||||
{
|
||||
const SHEditorStateChangeEvent STATE_CHANGE_EVENT
|
||||
{
|
||||
|
@ -183,6 +223,7 @@ namespace SHADE
|
|||
|
||||
SHEventManager::BroadcastEvent<SHEditorStateChangeEvent>(STATE_CHANGE_EVENT, SH_EDITOR_ON_PLAY_EVENT);
|
||||
}
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::BeginDisabled(editor->editorState == SHEditor::State::PAUSE);
|
||||
if(ImGui::SmallButton(ICON_MD_PAUSE))
|
||||
|
@ -206,6 +247,7 @@ namespace SHADE
|
|||
editor->editorState = SHEditor::State::STOP;
|
||||
|
||||
SHEventManager::BroadcastEvent<SHEditorStateChangeEvent>(STATE_CHANGE_EVENT, SH_EDITOR_ON_STOP_EVENT);
|
||||
editor->LoadScene(SHSceneManager::GetCurrentSceneAssetID());
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::EndMenuBar();
|
||||
|
|
|
@ -45,7 +45,11 @@
|
|||
#include <backends/imgui_impl_sdl.h>
|
||||
#include <backends/imgui_impl_vulkan.h>
|
||||
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "Assets/Asset Types/SHSceneAsset.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHMousePickSystem.h"
|
||||
#include "Scene/SHSceneManager.h"
|
||||
#include "Serialization/SHSerialization.h"
|
||||
#include "Tools/SHDebugDraw.h"
|
||||
|
||||
RTTR_REGISTRATION
|
||||
|
@ -148,6 +152,8 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
RenderSceneNamePrompt();
|
||||
RenderUnsavedChangesPrompt();
|
||||
//PollPicking();
|
||||
|
||||
if(ImGui::IsKeyDown(ImGuiKey_LeftShift) && ImGui::IsKeyDown(ImGuiKey_LeftCtrl) && ImGui::IsKeyReleased(ImGuiKey_Z))
|
||||
|
@ -172,6 +178,60 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHEditor::RenderSceneNamePrompt() noexcept
|
||||
{
|
||||
if(isSceneNamePromptOpen)
|
||||
{
|
||||
ImGui::OpenPopup(sceneNamePromptName.data());
|
||||
}
|
||||
|
||||
if(ImGui::BeginPopupModal(sceneNamePromptName.data(), &isSceneNamePromptOpen))
|
||||
{
|
||||
static std::string newSceneName{};
|
||||
ImGui::Text("Enter new scene name");
|
||||
ImGui::InputText("##name", &newSceneName);
|
||||
ImGui::BeginDisabled(newSceneName.empty());
|
||||
if(ImGui::Button("Save"))
|
||||
{
|
||||
SaveScene(newSceneName);
|
||||
newSceneName.clear();
|
||||
isSceneNamePromptOpen = false;
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::SameLine();
|
||||
if(ImGui::Button("Cancel"))
|
||||
{
|
||||
isSceneNamePromptOpen = false;
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
}
|
||||
|
||||
void SHEditor::RenderUnsavedChangesPrompt() noexcept
|
||||
{
|
||||
if(isUnsavedChangesPromptOpen)
|
||||
{
|
||||
ImGui::OpenPopup(unsavedChangesPromptName.data());
|
||||
}
|
||||
|
||||
if(ImGui::BeginPopupModal(unsavedChangesPromptName.data(), &isUnsavedChangesPromptOpen))
|
||||
{
|
||||
ImGui::Text("You have unsaved changes!");
|
||||
if(ImGui::Button("Save"))
|
||||
{
|
||||
isSceneNamePromptOpen = true;
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if(ImGui::Button("Cancel"))
|
||||
{
|
||||
isUnsavedChangesPromptOpen = false;
|
||||
ImGui::CloseCurrentPopup();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SHEditor::InitLayout() noexcept
|
||||
{
|
||||
if(!std::filesystem::exists(io->IniFilename))
|
||||
|
@ -470,6 +530,66 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHEditor::NewScene()
|
||||
{
|
||||
if(shWindow->IsUnsavedChanges())
|
||||
{
|
||||
//Unsaved changes prompt
|
||||
sceneToLoad = 0;
|
||||
isUnsavedChangesPromptOpen = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
SHSceneManager::RestartScene(0);
|
||||
shWindow->ToggleUnsavedChanges();
|
||||
}
|
||||
}
|
||||
|
||||
bool SHEditor::SaveScene(std::string const& newSceneName)
|
||||
{
|
||||
auto const data = SHAssetManager::GetData<SHSceneAsset>(SHSceneManager::GetCurrentSceneAssetID());
|
||||
if (!data)
|
||||
{
|
||||
if (newSceneName.empty())
|
||||
{
|
||||
//Prompt for scene name
|
||||
isSceneNamePromptOpen = true;
|
||||
return false;
|
||||
}
|
||||
//Else We have a new name
|
||||
|
||||
SHSceneManager::SetCurrentSceneName(newSceneName);
|
||||
SHSceneManager::SetCurrentSceneAssetID(SHAssetManager::CreateNewAsset(AssetType::SCENE, newSceneName));
|
||||
}
|
||||
//Get data, if data is null, asset doesn't exist, prompt for a name and create a new asset with the name
|
||||
|
||||
//serialize the scene
|
||||
if(SHSerialization::SerializeSceneToFile(SHSceneManager::GetCurrentSceneAssetID()))
|
||||
{
|
||||
if(shWindow->IsUnsavedChanges())
|
||||
shWindow->ToggleUnsavedChanges();
|
||||
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
void SHEditor::LoadScene(AssetID const& assetID) noexcept
|
||||
{
|
||||
if(shWindow->IsUnsavedChanges())
|
||||
{
|
||||
//Unsaved changes prompt
|
||||
isUnsavedChangesPromptOpen = true;
|
||||
sceneToLoad = assetID;
|
||||
}
|
||||
else
|
||||
{
|
||||
//Load the scene
|
||||
sceneToLoad = 0;
|
||||
SHSceneManager::RestartScene(assetID);
|
||||
}
|
||||
}
|
||||
|
||||
void SHEditor::NewFrame()
|
||||
{
|
||||
SDL_Event event;
|
||||
|
|
|
@ -16,15 +16,18 @@
|
|||
#include "Resource/SHHandle.h"
|
||||
#include "EditorWindow/SHEditorWindow.h"
|
||||
#include "Tools/SHLog.h"
|
||||
#include "Gizmos/SHTransformGizmo.h"`
|
||||
#include "Gizmos/SHTransformGizmo.h"
|
||||
#include "Events/SHEventDefines.h"
|
||||
#include "Events/SHEvent.h"
|
||||
#include "Graphics/Windowing/SHWindow.h"
|
||||
|
||||
//#==============================================================#
|
||||
//|| Library Includes ||
|
||||
//#==============================================================#
|
||||
#include <SDL_video.h>
|
||||
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
//#==============================================================#
|
||||
|
@ -171,9 +174,16 @@ namespace SHADE
|
|||
void InitBackend();
|
||||
|
||||
void SetSDLWindow(SDL_Window* inSDLWindow){sdlWindow = inSDLWindow;};
|
||||
void SetSHWindow(SHWindow* inWindow){shWindow = inWindow;}
|
||||
|
||||
void PollPicking();
|
||||
|
||||
void NewScene();
|
||||
|
||||
bool SaveScene(std::string const& newSceneName = {});
|
||||
|
||||
void LoadScene(AssetID const& assetID) noexcept;
|
||||
|
||||
// List of selected entities
|
||||
std::vector<EntityID> selectedEntities;
|
||||
|
||||
|
@ -191,6 +201,10 @@ namespace SHADE
|
|||
*/
|
||||
void Render();
|
||||
|
||||
void RenderSceneNamePrompt() noexcept;
|
||||
|
||||
void RenderUnsavedChangesPrompt() noexcept;
|
||||
|
||||
void InitLayout() noexcept;
|
||||
|
||||
void InitFonts() noexcept;
|
||||
|
@ -199,12 +213,22 @@ namespace SHADE
|
|||
|
||||
SHEventHandle onEditorStateChanged(SHEventPtr eventPtr);
|
||||
|
||||
bool isSceneNamePromptOpen = false;
|
||||
|
||||
bool isUnsavedChangesPromptOpen = false;
|
||||
|
||||
static constexpr std::string_view sceneNamePromptName = "Save scene as...";
|
||||
static constexpr std::string_view unsavedChangesPromptName = "Unsaved Changes";
|
||||
|
||||
AssetID sceneToLoad = 0;
|
||||
|
||||
// Handle to command pool used for ImGui Vulkan Backend
|
||||
Handle<SHVkCommandPool> imguiCommandPool;
|
||||
// Handle to command buffer used for ImGui Vulkan Backend
|
||||
Handle<SHVkCommandBuffer> imguiCommandBuffer;
|
||||
|
||||
SDL_Window* sdlWindow {nullptr};
|
||||
SHWindow* shWindow {nullptr};
|
||||
|
||||
ImGuiIO* io{nullptr};
|
||||
|
||||
|
|
|
@ -88,6 +88,7 @@ namespace SHADE
|
|||
/* Getter Functions */
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
Handle<SHVkPipeline> GetPipeline() const noexcept { return pipeline; };
|
||||
bool IsEmpty() const noexcept { return subBatches.empty(); }
|
||||
|
||||
private:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
|
|
@ -68,6 +68,10 @@ namespace SHADE
|
|||
return;
|
||||
|
||||
batch->Remove(renderable);
|
||||
|
||||
// If batch is empty, remove batch
|
||||
if (batch->IsEmpty())
|
||||
batches.erase(batch);
|
||||
}
|
||||
|
||||
void SHSuperBatch::Clear() noexcept
|
||||
|
|
|
@ -270,7 +270,15 @@ namespace SHADE
|
|||
worldRenderer->SetCameraDirector(cameraSystem->CreateDirector());
|
||||
|
||||
// Create default materials
|
||||
std::array<SHTexture::PixelChannel, 4> defaultTexture = { 255, 255, 255, 255 };
|
||||
std::vector<uint32_t> mipOffsets{};
|
||||
mipOffsets.push_back(0);
|
||||
auto tex = AddTexture(4, defaultTexture.data(), 1, 1, SHTexture::TextureFormat::eR8G8B8A8Unorm, mipOffsets);
|
||||
BuildTextures();
|
||||
|
||||
defaultMaterial = AddMaterial(defaultVertShader, defaultFragShader, gBufferSubpass);
|
||||
defaultMaterial->SetProperty("data.textureIndex", tex->TextureArrayIndex);
|
||||
|
||||
|
||||
// Create debug draw pipeline
|
||||
debugDrawPipeline = createDebugDrawPipeline(debugDrawNode->GetRenderpass(), debugDrawSubpass);
|
||||
|
@ -764,6 +772,7 @@ namespace SHADE
|
|||
|
||||
void SHGraphicsSystem::BeginRoutine::Execute(double) noexcept
|
||||
{
|
||||
SHResourceManager::FinaliseChanges();
|
||||
reinterpret_cast<SHGraphicsSystem*>(system)->BeginRender();
|
||||
}
|
||||
|
||||
|
@ -789,7 +798,6 @@ namespace SHADE
|
|||
void SHGraphicsSystem::EndRoutine::Execute(double) noexcept
|
||||
{
|
||||
reinterpret_cast<SHGraphicsSystem*>(system)->EndRender();
|
||||
SHResourceManager::FinaliseChanges();
|
||||
}
|
||||
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
|
@ -807,11 +815,6 @@ namespace SHADE
|
|||
if (!renderable.HasChanged())
|
||||
continue;
|
||||
|
||||
if (!renderable.GetMesh())
|
||||
{
|
||||
SHLOG_CRITICAL("NULL Mesh provided!");
|
||||
}
|
||||
|
||||
// Remove from the SuperBatch it is previously in (prevMat if mat has changed)
|
||||
Handle<SHMaterialInstance> prevMaterial = renderable.HasMaterialChanged() ? renderable.GetPrevMaterial() : renderable.GetMaterial();
|
||||
if (prevMaterial)
|
||||
|
@ -821,8 +824,9 @@ namespace SHADE
|
|||
}
|
||||
|
||||
// Add to new SuperBatch if there is a material
|
||||
// Add to new SuperBatch if there is a material and a mesh to render
|
||||
Handle<SHMaterialInstance> newMatInstance = renderable.GetMaterial();
|
||||
if (newMatInstance)
|
||||
if (newMatInstance && renderable.GetMesh())
|
||||
{
|
||||
Handle<SHSuperBatch> newSuperBatch = newMatInstance->GetBaseMaterial()->GetPipeline()->GetPipelineState().GetSubpass()->GetSuperBatch();
|
||||
newSuperBatch->Add(&renderable);
|
||||
|
|
|
@ -156,14 +156,15 @@ namespace SHADE
|
|||
/* Build Descriptor Set with all the Textures only if there are textures */
|
||||
if (!texOrder.empty())
|
||||
{
|
||||
if (!texDescriptors)
|
||||
if (texDescriptors)
|
||||
{
|
||||
texDescriptors.Free();
|
||||
}
|
||||
texDescriptors = descPool->Allocate
|
||||
(
|
||||
{ SHGraphicsGlobalData::GetDescSetLayouts()[SHGraphicsConstants::DescriptorSetIndex::STATIC_GLOBALS] },
|
||||
{ static_cast<uint32_t>(texOrder.size()) }
|
||||
);
|
||||
}
|
||||
texDescriptors->ModifyWriteDescImage
|
||||
(
|
||||
SHGraphicsConstants::DescriptorSetIndex::STATIC_GLOBALS,
|
||||
|
|
|
@ -4,7 +4,6 @@
|
|||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Input/SHInputManager.h"
|
||||
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
SHWindow::SHWindow()
|
||||
|
@ -151,11 +150,11 @@ namespace SHADE
|
|||
SetWindowText(wndHWND, LPCWSTR(wndData.title.c_str()));
|
||||
}
|
||||
|
||||
SHWindow::SHVec2 SHWindow::GetPosition() const
|
||||
SHWindow::WindowSize SHWindow::GetPosition() const
|
||||
{
|
||||
RECT rect;
|
||||
GetWindowRect(wndHWND, &rect);
|
||||
return SHVec2(static_cast<uint32_t>(rect.left), static_cast<uint32_t>(rect.top));
|
||||
return WindowSize(static_cast<uint32_t>(rect.left), static_cast<uint32_t>(rect.top));
|
||||
}
|
||||
|
||||
void SHWindow::SetPosition(unsigned x, unsigned y)
|
||||
|
@ -165,18 +164,18 @@ namespace SHADE
|
|||
wndData.y = y;
|
||||
}
|
||||
|
||||
SHWindow::SHVec2 SHWindow::GetWindowSize() const
|
||||
SHWindow::WindowSize SHWindow::GetWindowSize() const
|
||||
{
|
||||
RECT rect;
|
||||
GetClientRect(wndHWND, &rect);
|
||||
return SHVec2(static_cast<uint32_t>(rect.right - rect.left), static_cast<uint32_t>(rect.bottom - rect.top));
|
||||
return WindowSize(static_cast<uint32_t>(rect.right - rect.left), static_cast<uint32_t>(rect.bottom - rect.top));
|
||||
}
|
||||
|
||||
SHWindow::SHVec2 SHWindow::GetCurrentDisplaySize() const
|
||||
SHWindow::WindowSize SHWindow::GetCurrentDisplaySize() const
|
||||
{
|
||||
unsigned screenWidth = GetSystemMetrics(SM_CXSCREEN);
|
||||
unsigned screenHeight = GetSystemMetrics(SM_CYSCREEN);
|
||||
return SHVec2(screenWidth, screenHeight);
|
||||
return WindowSize(screenWidth, screenHeight);
|
||||
}
|
||||
|
||||
void SHWindow::SetMouseVisible(bool show)
|
||||
|
@ -260,7 +259,7 @@ namespace SHADE
|
|||
return wndHWND;
|
||||
}
|
||||
|
||||
const WindowData SHWindow::GetWindowData() const
|
||||
const WindowData SHWindow::GetWindowData() const noexcept
|
||||
{
|
||||
return wndData;
|
||||
}
|
||||
|
@ -287,6 +286,15 @@ namespace SHADE
|
|||
windowCloseCallbacks.erase(callbackid);
|
||||
}
|
||||
|
||||
void SHWindow::ToggleUnsavedChanges() noexcept
|
||||
{
|
||||
unsavedChanges = !unsavedChanges;
|
||||
std::wstring title = wndData.title;
|
||||
if(unsavedChanges)
|
||||
title.append(L"*");
|
||||
SetWindowText(wndHWND, title.data());
|
||||
}
|
||||
|
||||
LRESULT SHWindow::WndProcStatic(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam)
|
||||
{
|
||||
auto window = windowMap.GetWindow(hwnd);
|
||||
|
|
|
@ -74,7 +74,7 @@ namespace SHADE
|
|||
class SH_API SHWindow
|
||||
{
|
||||
public:
|
||||
using SHVec2 = std::pair<uint32_t, uint32_t>;
|
||||
using WindowSize = std::pair<uint32_t, uint32_t>;
|
||||
typedef std::function<void(uint32_t width, uint32_t height)> WindowResizeCallbackFn;
|
||||
typedef std::function<void(void)> WindowCloseCallbackFn;
|
||||
typedef uint16_t CALLBACKID;
|
||||
|
@ -92,15 +92,15 @@ namespace SHADE
|
|||
|
||||
void SetTitle(std::wstring title);
|
||||
|
||||
SHVec2 GetPosition() const;
|
||||
WindowSize GetPosition() const;
|
||||
|
||||
void SetPosition(unsigned x, unsigned y);
|
||||
//void SetPosition(SHMathVec2U);
|
||||
|
||||
SHVec2 GetWindowSize() const;
|
||||
WindowSize GetWindowSize() const;
|
||||
|
||||
//Get size of display the window is in (whichever window contains the window origin)
|
||||
SHVec2 GetCurrentDisplaySize() const;
|
||||
WindowSize GetCurrentDisplaySize() const;
|
||||
|
||||
void SetMouseVisible(bool show);
|
||||
|
||||
|
@ -123,7 +123,7 @@ namespace SHADE
|
|||
|
||||
HWND GetHWND();
|
||||
|
||||
const WindowData GetWindowData() const;
|
||||
const WindowData GetWindowData() const noexcept;
|
||||
|
||||
CALLBACKID RegisterWindowSizeCallback(WindowResizeCallbackFn);
|
||||
void UnregisterWindowSizeCallback(CALLBACKID const& callbackid);
|
||||
|
@ -131,6 +131,8 @@ namespace SHADE
|
|||
void UnregisterWindowCloseCallback(CALLBACKID const& callbackid);
|
||||
bool IsMinimized() const { return wndData.isMinimised; }
|
||||
|
||||
void ToggleUnsavedChanges() noexcept;
|
||||
bool IsUnsavedChanges() const noexcept{return unsavedChanges;}
|
||||
protected:
|
||||
static LRESULT CALLBACK WndProcStatic(HWND hwnd, UINT msg, WPARAM wparam, LPARAM lparam);
|
||||
|
||||
|
@ -164,7 +166,8 @@ namespace SHADE
|
|||
std::unordered_map<CALLBACKID, WindowCloseCallbackFn> windowCloseCallbacks;
|
||||
CALLBACKID windowResizeCallbackCount{};
|
||||
CALLBACKID windowCloseCallbackCount{};
|
||||
//TODO: Shift to events abstraction
|
||||
|
||||
bool unsavedChanges = false;
|
||||
|
||||
void OnCreate(HWND hwnd, LPCREATESTRUCT create_struct);
|
||||
void OnClose();
|
||||
|
|
|
@ -24,7 +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"
|
||||
#include "Serialization/SHYAMLConverters.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -282,6 +282,9 @@ namespace SHADE
|
|||
case SHADE::SHShaderBlockInterface::Variable::Type::INT:
|
||||
{
|
||||
Handle<SHTexture> texture = LoadOrGet<SHTexture>(PROP_NODE.as<int>());
|
||||
// HACK: Need to split this out to a separate pass before loading the materials and subsequently, the scenes
|
||||
gfxSystem->BuildTextures();
|
||||
|
||||
if (texture)
|
||||
{
|
||||
matHandle->SetProperty(VARIABLE->offset, texture->TextureArrayIndex);
|
||||
|
|
|
@ -13,6 +13,7 @@
|
|||
|
||||
#include <string>
|
||||
#include "SHSceneGraph.h"
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "ECS_Base/General/SHFamily.h"
|
||||
|
||||
namespace SHADE
|
||||
|
@ -32,6 +33,7 @@ namespace SHADE
|
|||
virtual ~SHScene() = default;
|
||||
|
||||
std::string sceneName;
|
||||
AssetID sceneAssetID;
|
||||
|
||||
SHSceneGraph& GetSceneGraph() noexcept { return sceneGraph; }
|
||||
|
||||
|
|
|
@ -29,7 +29,7 @@ namespace SHADE
|
|||
std::string SHSceneManager::newSceneName{};
|
||||
uint32_t SHSceneManager::currentSceneID = UINT32_MAX;
|
||||
uint32_t SHSceneManager::nextSceneID = UINT32_MAX;
|
||||
|
||||
AssetID SHSceneManager::currentSceneAssetID{};
|
||||
|
||||
SHScene* SHSceneManager::currentScene = nullptr;
|
||||
//SHScene* SHSceneManager::nextScene = nullptr;
|
||||
|
@ -107,16 +107,18 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
void SHSceneManager::RestartScene(std::string const& sceneName) noexcept
|
||||
void SHSceneManager::RestartScene(AssetID const& assetID ) noexcept
|
||||
{
|
||||
if (currentScene->sceneName != sceneName)
|
||||
if (currentScene->sceneAssetID != assetID)
|
||||
{
|
||||
cleanReload = true;
|
||||
newSceneName = sceneName;
|
||||
//cleanReload = true;
|
||||
cleanReload = false;
|
||||
//newSceneName = sceneName;
|
||||
}
|
||||
else
|
||||
cleanReload = false;
|
||||
|
||||
currentScene->sceneAssetID = assetID;
|
||||
nextSceneID = currentSceneID;
|
||||
sceneChanged = true;
|
||||
}
|
||||
|
@ -151,4 +153,20 @@ namespace SHADE
|
|||
{
|
||||
return currentScene->sceneName;
|
||||
}
|
||||
|
||||
void SHSceneManager::SetCurrentSceneName(std::string const& sceneName) noexcept
|
||||
{
|
||||
currentScene->sceneName = sceneName;
|
||||
}
|
||||
|
||||
AssetID SHSceneManager::GetCurrentSceneAssetID() noexcept
|
||||
{
|
||||
return currentScene->sceneAssetID;
|
||||
}
|
||||
|
||||
void SHSceneManager::SetCurrentSceneAssetID(AssetID const& newAssetID)
|
||||
{
|
||||
currentScene->sceneAssetID = newAssetID;
|
||||
currentSceneAssetID = newAssetID;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -20,6 +20,7 @@
|
|||
//Project Headers
|
||||
#include "SH_API.h"
|
||||
#include "ECS_Base/General/SHFamily.h"
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -47,6 +48,9 @@ namespace SHADE
|
|||
//pointer to the current scene
|
||||
static SHScene* currentScene;
|
||||
|
||||
//Scene AssetID of the current scene
|
||||
static AssetID currentSceneAssetID;
|
||||
|
||||
//Used in reloading scene.
|
||||
static std::string newSceneName;
|
||||
|
||||
|
@ -80,10 +84,10 @@ namespace SHADE
|
|||
* None.
|
||||
***************************************************************************/
|
||||
template<typename T>
|
||||
static std::enable_if_t<std::is_base_of_v<SHScene, T>, void> InitSceneManager(std::string const& sceneName) noexcept
|
||||
static std::enable_if_t<std::is_base_of_v<SHScene, T>, void> InitSceneManager(AssetID const& sceneAssetID) noexcept
|
||||
{
|
||||
//prevSceneCreate = newScene;
|
||||
newScene = [sceneName]() { currentScene = new T(); currentScene->sceneName = sceneName; };
|
||||
newScene = [sceneAssetID]() { currentScene = new T(); currentScene->sceneAssetID = sceneAssetID; };
|
||||
//nextSceneID = SHFamilyID<SHScene>::GetID<T>();
|
||||
nextSceneID = 0;
|
||||
|
||||
|
@ -99,7 +103,7 @@ namespace SHADE
|
|||
* None.
|
||||
***************************************************************************/
|
||||
template<typename T>
|
||||
static std::enable_if_t<std::is_base_of_v<SHScene, T>, void> ChangeScene(std::string const& sceneName) noexcept
|
||||
static std::enable_if_t<std::is_base_of_v<SHScene, T>, void> ChangeScene(AssetID const& sceneAssetID) noexcept
|
||||
{
|
||||
//check if this new Scene is current Scene (Use RestartScene instead)
|
||||
if (currentSceneID == SHFamilyID<SHScene>::GetID<T>())
|
||||
|
@ -107,7 +111,7 @@ namespace SHADE
|
|||
return;
|
||||
}
|
||||
//prevSceneCreate = newScene;
|
||||
newScene = [sceneName]() { currentScene = new T(); currentScene->sceneName; };
|
||||
newScene = [sceneAssetID]() { currentScene = new T(); currentScene->sceneAssetID = sceneAssetID; };
|
||||
nextSceneID = SHFamilyID<SHScene>::GetID<T>();
|
||||
sceneChanged = true;
|
||||
}
|
||||
|
@ -137,11 +141,11 @@ namespace SHADE
|
|||
* Restarts current scene. Only Scene::Init() and Scene::Free()
|
||||
* Scene::Load() and Scene::Unload() will not be called.
|
||||
* Edit: allows for RestartScene to restart the scene with a different
|
||||
* scene name.
|
||||
* If a sceneName is different from the current one, Load and Unload will
|
||||
* scene asset ID.
|
||||
* If a scene asset id is different from the current one, Load and Unload will
|
||||
* run.
|
||||
***************************************************************************/
|
||||
static void RestartScene(std::string const& sceneName ) noexcept;
|
||||
static void RestartScene(AssetID const& assetID ) noexcept;
|
||||
|
||||
/*!*************************************************************************
|
||||
* \brief
|
||||
|
@ -164,7 +168,10 @@ namespace SHADE
|
|||
static void Exit() noexcept;
|
||||
|
||||
static std::string GetSceneName() noexcept;
|
||||
|
||||
static void SetCurrentSceneName(std::string const& sceneName) noexcept;
|
||||
static AssetID GetCurrentSceneAssetID() noexcept;
|
||||
//Only if scene doesn't exist, and scene asset id needs to be updated to the new one
|
||||
static void SetCurrentSceneAssetID(AssetID const& newAssetID);
|
||||
};
|
||||
|
||||
|
||||
|
|
|
@ -0,0 +1,89 @@
|
|||
#include "SHpch.h"
|
||||
#include "SHConfigurationManager.h"
|
||||
#include "Tools/FileIO/SHFileIO.h"
|
||||
#include "Serialization/SHSerializationHelper.hpp"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
SHApplicationConfig SHConfigurationManager::applicationConfig;
|
||||
#ifdef SHEDITOR
|
||||
SHEditorConfig SHConfigurationManager::editorConfig;
|
||||
#endif
|
||||
|
||||
void SHConfigurationManager::SaveApplicationConfig()
|
||||
{
|
||||
YAML::Emitter out;
|
||||
out << SHSerializationHelper::RTTRToNode(applicationConfig);
|
||||
SHFileIO::WriteStringToFile(applicationConfigPath, out.c_str());
|
||||
}
|
||||
|
||||
SHApplicationConfig& SHConfigurationManager::LoadApplicationConfig(WindowData* wndData)
|
||||
{
|
||||
if(!std::filesystem::exists(applicationConfigPath))
|
||||
{
|
||||
SaveApplicationConfig();
|
||||
return applicationConfig;
|
||||
}
|
||||
|
||||
auto const node = YAML::Load(SHFileIO::GetStringFromFile(applicationConfigPath));
|
||||
auto properties = rttr::type::get<SHApplicationConfig>().get_properties();
|
||||
for(auto const& property : properties)
|
||||
{
|
||||
if(node[property.get_name().data()].IsDefined())
|
||||
SHSerializationHelper::InitializeProperty(&applicationConfig, property, node[property.get_name().data()]);
|
||||
}
|
||||
|
||||
if(wndData != nullptr)
|
||||
{
|
||||
wndData->isFullscreen = applicationConfig.startInFullScreen;
|
||||
wndData->title = std::wstring(applicationConfig.windowTitle.begin(), applicationConfig.windowTitle.end());
|
||||
wndData->width = static_cast<uint32_t>(applicationConfig.windowSize.x);
|
||||
wndData->height = static_cast<uint32_t>(applicationConfig.windowSize.y);
|
||||
}
|
||||
|
||||
return applicationConfig;
|
||||
}
|
||||
|
||||
#ifdef SHEDITOR
|
||||
void SHConfigurationManager::SaveEditorConfig()
|
||||
{
|
||||
YAML::Emitter out;
|
||||
out << SHSerializationHelper::RTTRToNode(editorConfig);
|
||||
SHFileIO::WriteStringToFile(editorConfigPath, out.c_str());
|
||||
}
|
||||
|
||||
SHEditorConfig& SHConfigurationManager::LoadEditorConfig()
|
||||
{
|
||||
auto const node = YAML::Load(SHFileIO::GetStringFromFile(editorConfigPath));
|
||||
auto properties = rttr::type::get<SHApplicationConfig>().get_properties();
|
||||
for(auto const& property : properties)
|
||||
{
|
||||
if(node[property.get_name().data()].IsDefined())
|
||||
SHSerializationHelper::InitializeProperty(&editorConfig, property, node[property.get_name().data()]);
|
||||
}
|
||||
return editorConfig;
|
||||
}
|
||||
|
||||
void SHConfigurationManager::FetchEditorCameraData()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void SHConfigurationManager::SetEditorCameraData()
|
||||
{
|
||||
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
RTTR_REGISTRATION
|
||||
{
|
||||
using namespace rttr;
|
||||
using namespace SHADE;
|
||||
|
||||
registration::class_<SHApplicationConfig>("Application Config")
|
||||
.property("Start in Fullscreen", &SHApplicationConfig::startInFullScreen)
|
||||
.property("Starting Scene ID", &SHApplicationConfig::startingSceneID)
|
||||
.property("Window Size", &SHApplicationConfig::windowSize)
|
||||
.property("Window Title", &SHApplicationConfig::windowTitle);
|
||||
}
|
|
@ -0,0 +1,44 @@
|
|||
#pragma once
|
||||
#include <rttr/registration>
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "Graphics/Windowing/SHWindow.h"
|
||||
#include "SH_API.h"
|
||||
#include "Math/Vector/SHVec2.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
struct SHApplicationConfig
|
||||
{
|
||||
bool startInFullScreen{ false };
|
||||
AssetID startingSceneID{};
|
||||
SHVec2 windowSize {1920, 1080};
|
||||
std::string windowTitle {"SHADE Engine"};
|
||||
RTTR_ENABLE()
|
||||
};
|
||||
|
||||
struct SHEditorConfig
|
||||
{
|
||||
|
||||
};
|
||||
|
||||
class SH_API SHConfigurationManager
|
||||
{
|
||||
public:
|
||||
static constexpr std::string_view applicationConfigPath{"../../Assets/Application.SHConfig"};
|
||||
static constexpr std::string_view editorConfigPath{"../../Assets/Editor/Editor.SHConfig"};
|
||||
|
||||
static void SaveApplicationConfig();
|
||||
static SHApplicationConfig& LoadApplicationConfig(WindowData* wndData = nullptr);
|
||||
static SHApplicationConfig applicationConfig;
|
||||
#ifdef SHEDITOR
|
||||
static void SaveEditorConfig();
|
||||
static SHEditorConfig& LoadEditorConfig();
|
||||
static SHEditorConfig editorConfig;
|
||||
private:
|
||||
static void FetchEditorCameraData();
|
||||
static void SetEditorCameraData();
|
||||
#endif
|
||||
|
||||
};
|
||||
}
|
|
@ -1,8 +1,8 @@
|
|||
#include "SHpch.h"
|
||||
|
||||
#include <yaml-cpp/yaml.h>
|
||||
#include "SHSerializationHelper.hpp"
|
||||
#include "SHSerialization.h"
|
||||
#include "SHSerializationHelper.hpp"
|
||||
|
||||
#include "ECS_Base/Managers/SHEntityManager.h"
|
||||
#include "Scene/SHSceneManager.h"
|
||||
|
@ -10,6 +10,7 @@
|
|||
#include "Assets/SHAssetManager.h"
|
||||
#include <fstream>
|
||||
|
||||
#include "Assets/Asset Types/SHSceneAsset.h"
|
||||
#include "Camera/SHCameraComponent.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
|
||||
#include "Math/Transform/SHTransformComponent.h"
|
||||
|
@ -17,19 +18,23 @@
|
|||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
|
||||
#include "Scripting/SHScriptEngine.h"
|
||||
#include "Tools/FileIO/SHFileIO.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
void SHSerialization::SerializeSceneToFile(std::filesystem::path const& path)
|
||||
bool SHSerialization::SerializeSceneToFile(AssetID const& sceneAssetID)
|
||||
{
|
||||
auto assetData = SHAssetManager::GetData<SHSceneAsset>(sceneAssetID);
|
||||
if(!assetData)
|
||||
{
|
||||
SHLOG_ERROR("Asset does not exist: {}", sceneAssetID);
|
||||
return false;
|
||||
}
|
||||
YAML::Emitter out;
|
||||
SerializeSceneToEmitter(out);
|
||||
std::ofstream file(path.c_str());
|
||||
if (file.good())
|
||||
{
|
||||
file << out.c_str();
|
||||
file.close();
|
||||
}
|
||||
assetData->data = out.c_str();
|
||||
|
||||
return SHAssetManager::SaveAsset(sceneAssetID);
|
||||
}
|
||||
|
||||
std::string SHSerialization::SerializeSceneToString()
|
||||
|
@ -91,31 +96,16 @@ namespace SHADE
|
|||
return eid;
|
||||
}
|
||||
|
||||
void SHSerialization::DeserializeSceneFromFile(std::filesystem::path const& path)
|
||||
std::string SHSerialization::DeserializeSceneFromFile(AssetID const& sceneAssetID) noexcept
|
||||
{
|
||||
//TODO:Shift to using XQ's FileIO
|
||||
std::ifstream iFile;
|
||||
iFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
std::string fileContent = "";
|
||||
|
||||
try
|
||||
auto assetData = SHAssetManager::GetData<SHSceneAsset>(sceneAssetID);
|
||||
if(!assetData)
|
||||
{
|
||||
// Open file
|
||||
// Read file's buffer contents into streams
|
||||
iFile.open(path);
|
||||
std::stringstream fileStream;
|
||||
fileStream << iFile.rdbuf();
|
||||
|
||||
fileContent = fileStream.str();
|
||||
|
||||
// Close file handler
|
||||
iFile.close();
|
||||
SHLOG_ERROR("Attempted to load scene that doesn't exist {}", sceneAssetID)
|
||||
SHSceneManager::SetCurrentSceneAssetID(0);
|
||||
return NewSceneName.data();
|
||||
}
|
||||
catch (std::ifstream::failure e)
|
||||
{
|
||||
SHLOG_ERROR("Could not read file");
|
||||
}
|
||||
YAML::Node entities = YAML::Load(fileContent);
|
||||
YAML::Node entities = YAML::Load(assetData->data);
|
||||
std::vector<EntityID> createdEntities{};
|
||||
|
||||
//Create Entities
|
||||
|
@ -126,14 +116,23 @@ namespace SHADE
|
|||
if (createdEntities.empty())
|
||||
{
|
||||
SHLOG_ERROR("Failed to create entities from deserializaiton")
|
||||
return;
|
||||
return NewSceneName.data();
|
||||
}
|
||||
//Initialize Entity
|
||||
auto entityVecIt = createdEntities.begin();
|
||||
AssetQueue assetQueue;
|
||||
for (auto it = entities.begin(); it != entities.end(); ++it)
|
||||
{
|
||||
SHSerializationHelper::FetchAssetsFromComponent<SHRenderable>((*it)[ComponentsNode], *entityVecIt, assetQueue);
|
||||
}
|
||||
LoadAssetsFromAssetQueue(assetQueue);
|
||||
//Initialize Entity
|
||||
entityVecIt = createdEntities.begin();
|
||||
for (auto it = entities.begin(); it != entities.end(); ++it)
|
||||
{
|
||||
InitializeEntity(*it, *entityVecIt++);
|
||||
}
|
||||
|
||||
return assetData->name;
|
||||
}
|
||||
|
||||
void SHSerialization::EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out)
|
||||
|
@ -264,6 +263,33 @@ namespace SHADE
|
|||
return componentIDList;
|
||||
}
|
||||
|
||||
void SHSerialization::LoadAssetsFromAssetQueue(AssetQueue& assetQueue)
|
||||
{
|
||||
for (auto& [assetId, assetType] : assetQueue)
|
||||
{
|
||||
switch(assetType)
|
||||
{
|
||||
case AssetType::INVALID: break;
|
||||
case AssetType::SHADER: break;
|
||||
case AssetType::SHADER_BUILT_IN: break;
|
||||
case AssetType::TEXTURE:
|
||||
SHResourceManager::LoadOrGet<SHTexture>(assetId);
|
||||
break;
|
||||
case AssetType::MESH:
|
||||
SHResourceManager::LoadOrGet<SHMesh>(assetId);
|
||||
break;
|
||||
case AssetType::SCENE: break;
|
||||
case AssetType::PREFAB: break;
|
||||
case AssetType::MATERIAL:
|
||||
SHResourceManager::LoadOrGet<SHMaterial>(assetId);
|
||||
break;
|
||||
case AssetType::MAX_COUNT: break;
|
||||
default: ;
|
||||
}
|
||||
}
|
||||
SHResourceManager::FinaliseChanges();
|
||||
}
|
||||
|
||||
void SHSerialization::InitializeEntity(YAML::Node const& entityNode, EntityID const& eid)
|
||||
{
|
||||
auto const componentsNode = entityNode[ComponentsNode];
|
||||
|
|
|
@ -4,7 +4,10 @@
|
|||
#include <string>
|
||||
#include <filesystem>
|
||||
|
||||
#include <ECS_Base/Components/SHComponent.h>
|
||||
|
||||
#include "ECS_Base/SHECSMacros.h"
|
||||
#include <Assets/SHAssetMacros.h>
|
||||
#include <unordered_map>
|
||||
|
||||
namespace YAML
|
||||
{
|
||||
|
@ -25,12 +28,11 @@ namespace SHADE
|
|||
|
||||
struct SH_API SHSerialization
|
||||
{
|
||||
//TODO: change paths to resource ID
|
||||
static void SerializeSceneToFile(std::filesystem::path const& path);
|
||||
static bool SerializeSceneToFile(AssetID const& sceneAssetID);
|
||||
static std::string SerializeSceneToString();
|
||||
static void SerializeSceneToEmitter(YAML::Emitter& out);
|
||||
|
||||
static void DeserializeSceneFromFile(std::filesystem::path const& path);
|
||||
static std::string DeserializeSceneFromFile(AssetID const& sceneAssetID) noexcept;
|
||||
|
||||
|
||||
static void EmitEntity(SHSceneNode* entityNode, YAML::Emitter& out);
|
||||
|
@ -42,7 +44,11 @@ namespace SHADE
|
|||
static EntityID DeserializeEntitiesFromString(std::string const& data, EntityID const& parentEID = MAX_EID) noexcept;
|
||||
|
||||
static std::vector<ComponentTypeID> GetComponentIDList(YAML::Node const& componentsNode);
|
||||
|
||||
static void LoadAssetsFromAssetQueue(std::unordered_map<AssetID, AssetType>& assetQueue);
|
||||
private:
|
||||
static void InitializeEntity(YAML::Node const& entityNode, EntityID const& eid);
|
||||
|
||||
static constexpr std::string_view NewSceneName = "New Scene";
|
||||
};
|
||||
}
|
|
@ -1,329 +1,20 @@
|
|||
#pragma once
|
||||
|
||||
#include "SHYAMLConverters.h"
|
||||
#include <yaml-cpp/yaml.h>
|
||||
#include "ECS_Base/Components/SHComponent.h"
|
||||
|
||||
#include <rttr/registration>
|
||||
#include <unordered_map>
|
||||
|
||||
#include "ECS_Base/Managers/SHComponentManager.h"
|
||||
#include "Math/Vector/SHVec2.h"
|
||||
#include "Math/Vector/SHVec3.h"
|
||||
#include "Math/Vector/SHVec4.h"
|
||||
#include "Resource/SHResourceManager.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHMaterial.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
|
||||
#include "SHSerializationTools.h"
|
||||
#include "Physics/Components/SHColliderComponent.h"
|
||||
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
|
||||
#include "Tools/SHLog.h"
|
||||
|
||||
namespace YAML
|
||||
{
|
||||
using namespace SHADE;
|
||||
|
||||
template<>
|
||||
struct convert<SHVec4>
|
||||
{
|
||||
static constexpr const char* x = "x";
|
||||
static constexpr const char* y = "y";
|
||||
static constexpr const char* z = "z";
|
||||
static constexpr const char* w = "w";
|
||||
|
||||
static Node encode(SHVec4 const& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.SetStyle(EmitterStyle::Flow);
|
||||
node[x] = rhs.x;
|
||||
node[y] = rhs.y;
|
||||
node[z] = rhs.z;
|
||||
node[w] = rhs.w;
|
||||
return node;
|
||||
}
|
||||
static bool decode(Node const& node, SHVec4& rhs)
|
||||
{
|
||||
if (node[x].IsDefined())
|
||||
rhs.x = node[x].as<float>();
|
||||
if (node[y].IsDefined())
|
||||
rhs.y = node[y].as<float>();
|
||||
if (node[z].IsDefined())
|
||||
rhs.z = node[z].as<float>();
|
||||
if (node[w].IsDefined())
|
||||
rhs.w = node[w].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<SHVec3>
|
||||
{
|
||||
static constexpr const char* x = "x";
|
||||
static constexpr const char* y = "y";
|
||||
static constexpr const char* z = "z";
|
||||
|
||||
static Node encode(SHVec3 const& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.SetStyle(EmitterStyle::Flow);
|
||||
node[x] = rhs.x;
|
||||
node[y] = rhs.y;
|
||||
node[z] = rhs.z;
|
||||
return node;
|
||||
}
|
||||
static bool decode(Node const& node, SHVec3& rhs)
|
||||
{
|
||||
if (node[x].IsDefined())
|
||||
rhs.x = node[x].as<float>();
|
||||
if (node[y].IsDefined())
|
||||
rhs.y = node[y].as<float>();
|
||||
if (node[z].IsDefined())
|
||||
rhs.z = node[z].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<SHVec2>
|
||||
{
|
||||
static constexpr const char* x = "x";
|
||||
static constexpr const char* y = "y";
|
||||
|
||||
static Node encode(SHVec2 const& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.SetStyle(EmitterStyle::Flow);
|
||||
node[x] = rhs.x;
|
||||
node[y] = rhs.y;
|
||||
return node;
|
||||
}
|
||||
static bool decode(Node const& node, SHVec2& rhs)
|
||||
{
|
||||
if (node[x].IsDefined())
|
||||
rhs.x = node[x].as<float>();
|
||||
if (node[y].IsDefined())
|
||||
rhs.y = node[y].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<SHCollider>
|
||||
{
|
||||
static constexpr const char* IsTrigger = "Is Trigger";
|
||||
|
||||
static constexpr const char* Type = "Type";
|
||||
static constexpr const char* HalfExtents = "Half Extents";
|
||||
static constexpr const char* Radius = "Radius";
|
||||
|
||||
static constexpr const char* Friction = "Friction";
|
||||
static constexpr const char* Bounciness = "Bounciness";
|
||||
static constexpr const char* Density = "Density";
|
||||
static constexpr const char* PositionOffset = "Position Offset";
|
||||
|
||||
static Node encode(SHCollider& rhs)
|
||||
{
|
||||
Node node;
|
||||
|
||||
node[IsTrigger] = rhs.IsTrigger();
|
||||
|
||||
rttr::type const shapeRttrType = rttr::type::get<SHCollider::Type>();
|
||||
rttr::enumeration const enumAlign = shapeRttrType.get_enumeration();
|
||||
SHCollider::Type colliderType = rhs.GetType();
|
||||
|
||||
node[Type] = enumAlign.value_to_name(colliderType).data();
|
||||
|
||||
switch (colliderType)
|
||||
{
|
||||
case SHCollider::Type::BOX:
|
||||
{
|
||||
auto const bb = reinterpret_cast<SHBoundingBox*>(rhs.GetShape());
|
||||
node[HalfExtents] = bb->GetHalfExtents();
|
||||
}
|
||||
break;
|
||||
case SHCollider::Type::SPHERE:
|
||||
{
|
||||
auto const bs = reinterpret_cast<SHBoundingSphere*>(rhs.GetShape());
|
||||
node[Radius] = bs->GetRadius();
|
||||
}
|
||||
break;
|
||||
case SHCollider::Type::CAPSULE: break;
|
||||
default:;
|
||||
}
|
||||
|
||||
node[Friction] = rhs.GetFriction();
|
||||
node[Bounciness] = rhs.GetBounciness();
|
||||
node[Density] = rhs.GetDensity();
|
||||
node[PositionOffset] = rhs.GetPositionOffset();
|
||||
|
||||
return node;
|
||||
}
|
||||
static bool decode(Node const& node, SHCollider& rhs)
|
||||
{
|
||||
if (node[IsTrigger].IsDefined())
|
||||
rhs.SetIsTrigger(node[IsTrigger].as<bool>());
|
||||
if (!node[Type].IsDefined())
|
||||
return false;
|
||||
rttr::type const shapeRttrType = rttr::type::get<SHCollider::Type>();
|
||||
rttr::enumeration const enumAlign = shapeRttrType.get_enumeration();
|
||||
bool ok;
|
||||
const SHCollider::Type colliderType = enumAlign.name_to_value(node[Type].as<std::string>()).convert<SHCollider::Type>(&ok);
|
||||
if (!ok)
|
||||
return false;
|
||||
switch (colliderType)
|
||||
{
|
||||
case SHCollider::Type::BOX:
|
||||
{
|
||||
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;
|
||||
case SHCollider::Type::CAPSULE: break;
|
||||
default:;
|
||||
}
|
||||
if (node[Friction].IsDefined())
|
||||
rhs.SetFriction(node[Friction].as<float>());
|
||||
if (node[Bounciness].IsDefined())
|
||||
rhs.SetBounciness(rhs.GetBounciness());
|
||||
if (node[Density].IsDefined())
|
||||
rhs.SetDensity(node[Density].as<float>());
|
||||
if (node[PositionOffset].IsDefined())
|
||||
rhs.SetPositionOffset(node[PositionOffset].as<SHVec3>());
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<SHColliderComponent>
|
||||
{
|
||||
static constexpr const char* Colliders = "Colliders";
|
||||
static Node encode(SHColliderComponent& rhs)
|
||||
{
|
||||
Node node, collidersNode;
|
||||
auto const& colliders = rhs.GetColliders();
|
||||
int const numColliders = static_cast<int>(colliders.size());
|
||||
for (int i = 0; i < numColliders; ++i)
|
||||
{
|
||||
auto& collider = rhs.GetCollider(i);
|
||||
Node colliderNode = convert<SHCollider>::encode(collider);
|
||||
if (colliderNode.IsDefined())
|
||||
collidersNode[i] = colliderNode;
|
||||
}
|
||||
node[Colliders] = collidersNode;
|
||||
return node;
|
||||
}
|
||||
static bool decode(Node const& node, SHColliderComponent& rhs)
|
||||
{
|
||||
if (node[Colliders].IsDefined())
|
||||
{
|
||||
int numColliders{};
|
||||
for (auto const& colliderNode : node[Colliders])
|
||||
{
|
||||
rttr::type const shapeRttrType = rttr::type::get<SHCollider::Type>();
|
||||
rttr::enumeration const enumAlign = shapeRttrType.get_enumeration();
|
||||
bool ok = false;
|
||||
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;
|
||||
case SHCollider::Type::SPHERE: rhs.AddBoundingSphere(); break;
|
||||
case SHCollider::Type::CAPSULE: break;
|
||||
default:;
|
||||
}
|
||||
YAML::convert<SHCollider>::decode(colliderNode, rhs.GetCollider(numColliders++));
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
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)
|
||||
{
|
||||
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 bool decode(YAML::Node const& node, SHMaterialSpec& rhs)
|
||||
{
|
||||
// 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()].IsDefined())
|
||||
rhs.fragShader = node[FRAG_SHADER_YAML_TAG.data()].as<AssetID>();
|
||||
|
||||
// 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()].IsDefined())
|
||||
rhs.properties = node[PROPS_YAML_TAG.data()];
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
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)
|
||||
{
|
||||
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)
|
||||
{
|
||||
baseMat = gfxSystem->GetDefaultMaterial();
|
||||
SHLog::Warning("[SHSerializationHelper] Unable to load specified material. Falling back to default material.");
|
||||
}
|
||||
rhs.SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(baseMat));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
using AssetQueue = std::unordered_map<AssetID, AssetType>;
|
||||
struct SHSerializationHelper
|
||||
{
|
||||
|
||||
|
@ -397,6 +88,8 @@ namespace SHADE
|
|||
node = YAML::Null;
|
||||
}
|
||||
}
|
||||
else if (varType == rttr::type::get<std::string>())
|
||||
node = var.to_string();
|
||||
else
|
||||
{
|
||||
auto properties = var.get_type().get_properties();
|
||||
|
@ -432,63 +125,65 @@ namespace SHADE
|
|||
return node;
|
||||
}
|
||||
|
||||
template <typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true>
|
||||
static void InitializeProperty(ComponentType* component, rttr::property const& prop, YAML::Node const& propertyNode)
|
||||
template <typename Type>
|
||||
static void InitializeProperty(Type* object, rttr::property const& prop, YAML::Node const& propertyNode)
|
||||
{
|
||||
auto propType = prop.get_type();
|
||||
if (propType == rttr::type::get<SHVec4>())
|
||||
{
|
||||
SHVec4 vec = propertyNode.as<SHVec4>();
|
||||
prop.set_value(component, vec);
|
||||
prop.set_value(object, vec);
|
||||
}
|
||||
else if (propType == rttr::type::get<SHVec3>())
|
||||
{
|
||||
SHVec3 vec = propertyNode.as<SHVec3>();
|
||||
prop.set_value(component, vec);
|
||||
prop.set_value(object, vec);
|
||||
}
|
||||
else if (propType == rttr::type::get<SHVec2>())
|
||||
{
|
||||
SHVec2 vec = propertyNode.as<SHVec2>();
|
||||
prop.set_value(component, vec);
|
||||
prop.set_value(object, vec);
|
||||
}
|
||||
else if (propType.is_arithmetic())
|
||||
{
|
||||
bool ok = false;
|
||||
if (propType == rttr::type::get<bool>())
|
||||
prop.set_value(component, propertyNode.as<bool>());
|
||||
prop.set_value(object, propertyNode.as<bool>());
|
||||
else if (propType == rttr::type::get<int8_t>())
|
||||
prop.set_value(component, propertyNode.as<int8_t>());
|
||||
prop.set_value(object, propertyNode.as<int8_t>());
|
||||
else if (propType == rttr::type::get<int16_t>())
|
||||
prop.set_value(component, propertyNode.as<int16_t>());
|
||||
prop.set_value(object, propertyNode.as<int16_t>());
|
||||
else if (propType == rttr::type::get<int32_t>())
|
||||
prop.set_value(component, propertyNode.as<int32_t>());
|
||||
prop.set_value(object, propertyNode.as<int32_t>());
|
||||
else if (propType == rttr::type::get<int64_t>())
|
||||
prop.set_value(component, propertyNode.as<int64_t>());
|
||||
prop.set_value(object, propertyNode.as<int64_t>());
|
||||
else if (propType == rttr::type::get<uint8_t>())
|
||||
prop.set_value(component, propertyNode.as<uint8_t>());
|
||||
prop.set_value(object, propertyNode.as<uint8_t>());
|
||||
else if (propType == rttr::type::get<uint16_t>())
|
||||
prop.set_value(component, propertyNode.as<uint16_t>());
|
||||
prop.set_value(object, propertyNode.as<uint16_t>());
|
||||
else if (propType == rttr::type::get<uint32_t>())
|
||||
prop.set_value(component, propertyNode.as<uint32_t>());
|
||||
prop.set_value(object, propertyNode.as<uint32_t>());
|
||||
else if (propType == rttr::type::get<uint64_t>())
|
||||
prop.set_value(component, propertyNode.as<uint64_t>());
|
||||
prop.set_value(object, propertyNode.as<uint64_t>());
|
||||
else if (propType == rttr::type::get<float>())
|
||||
prop.set_value(component, propertyNode.as<float>());
|
||||
prop.set_value(object, propertyNode.as<float>());
|
||||
else if (propType == rttr::type::get<double>())
|
||||
prop.set_value(component, propertyNode.as<double>());
|
||||
prop.set_value(object, propertyNode.as<double>());
|
||||
}
|
||||
else if (propType.is_enumeration())
|
||||
{
|
||||
auto enumAlign = prop.get_enumeration();
|
||||
prop.set_value(component, enumAlign.name_to_value(propertyNode.as<std::string>()));
|
||||
prop.set_value(object, enumAlign.name_to_value(propertyNode.as<std::string>()));
|
||||
}
|
||||
else if (propType == rttr::type::get<std::string>())
|
||||
prop.set_value(object, propertyNode.as<std::string>());
|
||||
else
|
||||
{
|
||||
auto properties = propType.get_properties();
|
||||
for (auto const& property : properties)
|
||||
{
|
||||
if (propertyNode[property.get_name().data()].IsDefined())
|
||||
InitializeProperty(component, property, propertyNode[property.get_name().data()]);
|
||||
if(propertyNode[property.get_name().data()].IsDefined())
|
||||
InitializeProperty(object, property, propertyNode[property.get_name().data()]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -513,18 +208,73 @@ namespace SHADE
|
|||
}
|
||||
}
|
||||
|
||||
template <typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true>
|
||||
static YAML::Node GetComponentNode(YAML::Node const& componentsNode, EntityID const& eid)
|
||||
{
|
||||
auto component = SHComponentManager::GetComponent_s<ComponentType>(eid);
|
||||
if (componentsNode.IsNull() && !component)
|
||||
return {};
|
||||
auto rttrType = rttr::type::get<ComponentType>();
|
||||
auto componentNode = componentsNode[rttrType.get_name().data()];
|
||||
if (!componentNode.IsDefined())
|
||||
return {};
|
||||
return componentNode;
|
||||
}
|
||||
|
||||
template <typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true>
|
||||
static void ConvertNodeToComponent(YAML::Node const& componentsNode, EntityID const& eid)
|
||||
{
|
||||
auto component = SHComponentManager::GetComponent_s<ComponentType>(eid);
|
||||
if (componentsNode.IsNull() && !component)
|
||||
return;
|
||||
auto rttrType = rttr::type::get<ComponentType>();
|
||||
auto componentNode = componentsNode[rttrType.get_name().data()];
|
||||
if (!componentNode.IsDefined())
|
||||
return;
|
||||
YAML::convert<ComponentType>::decode(componentNode, *component);
|
||||
|
||||
YAML::convert<ComponentType>::decode(GetComponentNode<ComponentType>(componentsNode, eid), *component);
|
||||
}
|
||||
|
||||
template <typename ComponentType, std::enable_if_t<std::is_base_of_v<SHComponent, ComponentType>, bool> = true>
|
||||
static void FetchAssetsFromComponent(YAML::Node const& componentsNode, EntityID const& eid, AssetQueue& assetQueue)
|
||||
{
|
||||
}
|
||||
|
||||
template<>
|
||||
static void FetchAssetsFromComponent<SHRenderable>(YAML::Node const& componentsNode, EntityID const& eid, AssetQueue& assetQueue)
|
||||
{
|
||||
auto node = GetComponentNode<SHRenderable>(componentsNode, eid);
|
||||
if(!node.IsDefined())
|
||||
return;
|
||||
if (auto const& meshNode = node[YAML::convert<SHRenderable>::MESH_YAML_TAG.data()]; meshNode.IsDefined())
|
||||
{
|
||||
assetQueue.insert({meshNode.as<AssetID>(), AssetType::MESH});
|
||||
//SHResourceManager::LoadOrGet<SHMesh>(node[YAML::convert<SHRenderable>::MESH_YAML_TAG.data()].as<AssetID>());
|
||||
}
|
||||
if (auto const& matNode = node[YAML::convert<SHRenderable>::MAT_YAML_TAG.data()]; matNode.IsDefined())
|
||||
{
|
||||
auto const matAsset = SHAssetManager::GetData<SHMaterialAsset>(matNode.as<AssetID>());
|
||||
if(matAsset)
|
||||
{
|
||||
SHMaterialSpec spec;
|
||||
YAML::convert<SHMaterialSpec>::decode(*YAML::Load(matAsset->data).begin(), spec);
|
||||
if(spec.properties.IsDefined())
|
||||
{
|
||||
auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(spec.fragShader);
|
||||
auto interface = fragShader->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);
|
||||
if(variable->type != SHShaderBlockInterface::Variable::Type::INT)
|
||||
continue;
|
||||
const std::string& VAR_NAME = interface->GetVariableName(i);
|
||||
if(VAR_NAME.empty())
|
||||
continue;
|
||||
assetQueue.insert({spec.properties[VAR_NAME.data()].as<AssetID>(), AssetType::TEXTURE});
|
||||
}
|
||||
}
|
||||
}
|
||||
//assetQueue.insert({matNode.as<AssetID>(), AssetType::MATERIAL});
|
||||
//SHResourceManager::LoadOrGet<SHMaterial>(node[YAML::convert<SHRenderable>::MAT_YAML_TAG.data()].as<AssetID>());
|
||||
}
|
||||
}
|
||||
};
|
||||
}
|
||||
|
|
|
@ -0,0 +1,317 @@
|
|||
#pragma once
|
||||
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
|
||||
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
|
||||
#include "Math/Geometry/SHBoundingBox.h"
|
||||
#include "Math/Geometry/SHBoundingSphere.h"
|
||||
#include "Physics/SHCollider.h"
|
||||
#include "Resource/SHResourceManager.h"
|
||||
#include "Math/Vector/SHVec2.h"
|
||||
#include "Math/Vector/SHVec3.h"
|
||||
#include "Math/Vector/SHVec4.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHMaterial.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
|
||||
#include "SHSerializationTools.h"
|
||||
#include "Physics/Components/SHColliderComponent.h"
|
||||
namespace YAML
|
||||
{
|
||||
using namespace SHADE;
|
||||
|
||||
template<>
|
||||
struct convert<SHVec4>
|
||||
{
|
||||
static constexpr const char* x = "x";
|
||||
static constexpr const char* y = "y";
|
||||
static constexpr const char* z = "z";
|
||||
static constexpr const char* w = "w";
|
||||
|
||||
static Node encode(SHVec4 const& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.SetStyle(EmitterStyle::Flow);
|
||||
node[x] = rhs.x;
|
||||
node[y] = rhs.y;
|
||||
node[z] = rhs.z;
|
||||
node[w] = rhs.w;
|
||||
return node;
|
||||
}
|
||||
static bool decode(Node const& node, SHVec4& rhs)
|
||||
{
|
||||
if (node[x].IsDefined())
|
||||
rhs.x = node[x].as<float>();
|
||||
if (node[y].IsDefined())
|
||||
rhs.y = node[y].as<float>();
|
||||
if (node[z].IsDefined())
|
||||
rhs.z = node[z].as<float>();
|
||||
if (node[w].IsDefined())
|
||||
rhs.w = node[w].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<SHVec3>
|
||||
{
|
||||
static constexpr const char* x = "x";
|
||||
static constexpr const char* y = "y";
|
||||
static constexpr const char* z = "z";
|
||||
|
||||
static Node encode(SHVec3 const& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.SetStyle(EmitterStyle::Flow);
|
||||
node[x] = rhs.x;
|
||||
node[y] = rhs.y;
|
||||
node[z] = rhs.z;
|
||||
return node;
|
||||
}
|
||||
static bool decode(Node const& node, SHVec3& rhs)
|
||||
{
|
||||
if (node[x].IsDefined())
|
||||
rhs.x = node[x].as<float>();
|
||||
if (node[y].IsDefined())
|
||||
rhs.y = node[y].as<float>();
|
||||
if (node[z].IsDefined())
|
||||
rhs.z = node[z].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<SHVec2>
|
||||
{
|
||||
static constexpr const char* x = "x";
|
||||
static constexpr const char* y = "y";
|
||||
|
||||
static Node encode(SHVec2 const& rhs)
|
||||
{
|
||||
Node node;
|
||||
node.SetStyle(EmitterStyle::Flow);
|
||||
node[x] = rhs.x;
|
||||
node[y] = rhs.y;
|
||||
return node;
|
||||
}
|
||||
static bool decode(Node const& node, SHVec2& rhs)
|
||||
{
|
||||
if (node[x].IsDefined())
|
||||
rhs.x = node[x].as<float>();
|
||||
if (node[y].IsDefined())
|
||||
rhs.y = node[y].as<float>();
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<SHCollider>
|
||||
{
|
||||
static constexpr const char* IsTrigger = "Is Trigger";
|
||||
|
||||
static constexpr const char* Type = "Type";
|
||||
static constexpr const char* HalfExtents = "Half Extents";
|
||||
static constexpr const char* Radius = "Radius";
|
||||
|
||||
static constexpr const char* Friction = "Friction";
|
||||
static constexpr const char* Bounciness = "Bounciness";
|
||||
static constexpr const char* Density = "Density";
|
||||
static constexpr const char* PositionOffset = "Position Offset";
|
||||
|
||||
static Node encode(SHCollider& rhs)
|
||||
{
|
||||
Node node;
|
||||
|
||||
node[IsTrigger] = rhs.IsTrigger();
|
||||
|
||||
rttr::type const shapeRttrType = rttr::type::get<SHCollider::Type>();
|
||||
rttr::enumeration const enumAlign = shapeRttrType.get_enumeration();
|
||||
SHCollider::Type colliderType = rhs.GetType();
|
||||
|
||||
node[Type] = enumAlign.value_to_name(colliderType).data();
|
||||
|
||||
switch (colliderType)
|
||||
{
|
||||
case SHCollider::Type::BOX:
|
||||
{
|
||||
auto const bb = reinterpret_cast<SHBoundingBox*>(rhs.GetShape());
|
||||
node[HalfExtents] = bb->GetHalfExtents();
|
||||
}
|
||||
break;
|
||||
case SHCollider::Type::SPHERE:
|
||||
{
|
||||
auto const bs = reinterpret_cast<SHBoundingSphere*>(rhs.GetShape());
|
||||
node[Radius] = bs->GetRadius();
|
||||
}
|
||||
break;
|
||||
case SHCollider::Type::CAPSULE: break;
|
||||
default:;
|
||||
}
|
||||
|
||||
node[Friction] = rhs.GetFriction();
|
||||
node[Bounciness] = rhs.GetBounciness();
|
||||
node[Density] = rhs.GetDensity();
|
||||
node[PositionOffset] = rhs.GetPositionOffset();
|
||||
|
||||
return node;
|
||||
}
|
||||
static bool decode(Node const& node, SHCollider& rhs)
|
||||
{
|
||||
if (node[IsTrigger].IsDefined())
|
||||
rhs.SetIsTrigger(node[IsTrigger].as<bool>());
|
||||
if (!node[Type].IsDefined())
|
||||
return false;
|
||||
rttr::type const shapeRttrType = rttr::type::get<SHCollider::Type>();
|
||||
rttr::enumeration const enumAlign = shapeRttrType.get_enumeration();
|
||||
bool ok;
|
||||
const SHCollider::Type colliderType = enumAlign.name_to_value(node[Type].as<std::string>()).convert<SHCollider::Type>(&ok);
|
||||
if (!ok)
|
||||
return false;
|
||||
switch (colliderType)
|
||||
{
|
||||
case SHCollider::Type::BOX:
|
||||
{
|
||||
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;
|
||||
case SHCollider::Type::CAPSULE: break;
|
||||
default:;
|
||||
}
|
||||
if (node[Friction].IsDefined())
|
||||
rhs.SetFriction(node[Friction].as<float>());
|
||||
if (node[Bounciness].IsDefined())
|
||||
rhs.SetBounciness(rhs.GetBounciness());
|
||||
if (node[Density].IsDefined())
|
||||
rhs.SetDensity(node[Density].as<float>());
|
||||
if (node[PositionOffset].IsDefined())
|
||||
rhs.SetPositionOffset(node[PositionOffset].as<SHVec3>());
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
template<>
|
||||
struct convert<SHColliderComponent>
|
||||
{
|
||||
static constexpr const char* Colliders = "Colliders";
|
||||
static Node encode(SHColliderComponent& rhs)
|
||||
{
|
||||
Node node, collidersNode;
|
||||
auto const& colliders = rhs.GetColliders();
|
||||
int const numColliders = static_cast<int>(colliders.size());
|
||||
for (int i = 0; i < numColliders; ++i)
|
||||
{
|
||||
auto& collider = rhs.GetCollider(i);
|
||||
Node colliderNode = convert<SHCollider>::encode(collider);
|
||||
if (colliderNode.IsDefined())
|
||||
collidersNode[i] = colliderNode;
|
||||
}
|
||||
node[Colliders] = collidersNode;
|
||||
return node;
|
||||
}
|
||||
static bool decode(Node const& node, SHColliderComponent& rhs)
|
||||
{
|
||||
if (node[Colliders].IsDefined())
|
||||
{
|
||||
int numColliders{};
|
||||
for (auto const& colliderNode : node[Colliders])
|
||||
{
|
||||
rttr::type const shapeRttrType = rttr::type::get<SHCollider::Type>();
|
||||
rttr::enumeration const enumAlign = shapeRttrType.get_enumeration();
|
||||
bool ok = false;
|
||||
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;
|
||||
case SHCollider::Type::SPHERE: rhs.AddBoundingSphere(); break;
|
||||
case SHCollider::Type::CAPSULE: break;
|
||||
default:;
|
||||
}
|
||||
YAML::convert<SHCollider>::decode(colliderNode, rhs.GetCollider(numColliders++));
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
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)
|
||||
{
|
||||
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 bool decode(YAML::Node const& node, SHMaterialSpec& rhs)
|
||||
{
|
||||
// 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()].IsDefined())
|
||||
rhs.fragShader = node[FRAG_SHADER_YAML_TAG.data()].as<AssetID>();
|
||||
|
||||
// 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()].IsDefined())
|
||||
rhs.properties = node[PROPS_YAML_TAG.data()];
|
||||
|
||||
return true;
|
||||
}
|
||||
};
|
||||
|
||||
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)
|
||||
{
|
||||
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)
|
||||
{
|
||||
baseMat = gfxSystem->GetDefaultMaterial();
|
||||
SHLog::Warning("[SHSerializationHelper] Unable to load specified material. Falling back to default material.");
|
||||
}
|
||||
rhs.SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(baseMat));
|
||||
}
|
||||
return true;
|
||||
}
|
||||
};
|
||||
}
|
|
@ -0,0 +1,31 @@
|
|||
#include "SHpch.h"
|
||||
#include "SHFileIO.h"
|
||||
#include <fstream>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
int SHFileIO::WriteStringToFile(std::filesystem::path const& filePath, std::string_view const& strView)
|
||||
{
|
||||
std::ofstream file(filePath);
|
||||
if(file.good())
|
||||
{
|
||||
file << strView;
|
||||
file.close();
|
||||
return 1;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
std::string SHFileIO::GetStringFromFile(std::filesystem::path const& filePath)
|
||||
{
|
||||
std::ifstream iFile;
|
||||
iFile.exceptions(std::ifstream::failbit | std::ifstream::badbit);
|
||||
std::string fileData{};
|
||||
iFile.open(filePath, std::iostream::binary);
|
||||
std::stringstream ss;
|
||||
ss << iFile.rdbuf();
|
||||
fileData = ss.str();
|
||||
iFile.close();
|
||||
return fileData;
|
||||
}
|
||||
}
|
|
@ -0,0 +1,14 @@
|
|||
#pragma once
|
||||
#include <filesystem>
|
||||
#include <string>
|
||||
#include <string_view>
|
||||
#include <SH_API.h>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
struct SH_API SHFileIO
|
||||
{
|
||||
static int WriteStringToFile(std::filesystem::path const& filePath, std::string_view const& strView);
|
||||
static std::string GetStringFromFile(std::filesystem::path const& file);
|
||||
};
|
||||
}
|
|
@ -38,6 +38,7 @@ project "SHADE_Managed"
|
|||
"%{IncludeDir.RTTR}/include",
|
||||
"%{IncludeDir.dotnet}\\include",
|
||||
"%{IncludeDir.reactphysics3d}\\include",
|
||||
"%{IncludeDir.VULKAN}\\include",
|
||||
"%{wks.location}/SHADE_Engine/src"
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue