Added ability to change subpass for a material and fixed typo for vertex shader in the material editor

This commit is contained in:
Kah Wei 2023-01-30 15:52:42 +08:00
parent a67e65ff76
commit 8a4a469abf
2 changed files with 41 additions and 7 deletions

View File

@ -1,8 +1,11 @@
#include "SHpch.h" #include "SHpch.h"
#include <memory>
#include <imgui.h>
#include "Serialization/SHSerializationHelper.hpp" #include "Serialization/SHSerializationHelper.hpp"
#include "SHMaterialInspector.h" #include "SHMaterialInspector.h"
#include "Editor/SHImGuiHelpers.hpp" #include "Editor/SHImGuiHelpers.hpp"
#include <imgui.h>
#include "Assets/SHAssetManager.h" #include "Assets/SHAssetManager.h"
#include "Editor/IconsMaterialDesign.h" #include "Editor/IconsMaterialDesign.h"
@ -176,7 +179,7 @@ namespace SHADE
const std::string VERT_SHADER_NAME = VERT_SHADER_INFO ? VERT_SHADER_INFO->name : "Unknown Shader"; const std::string VERT_SHADER_NAME = VERT_SHADER_INFO ? VERT_SHADER_INFO->name : "Unknown Shader";
isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID> isDirty |= SHEditorWidgets::DragDropReadOnlyField<AssetID>
( (
"Fragment Shader", VERT_SHADER_NAME.data(), "Vertex Shader", VERT_SHADER_NAME.data(),
[this]() { return currentMatSpec->vertexShader; }, [this]() { return currentMatSpec->vertexShader; },
[this](const AssetID& id) { currentMatSpec->vertexShader = id; }, [this](const AssetID& id) { currentMatSpec->vertexShader = id; },
SHDragDrop::DRAG_RESOURCE SHDragDrop::DRAG_RESOURCE
@ -191,6 +194,37 @@ namespace SHADE
SHDragDrop::DRAG_RESOURCE SHDragDrop::DRAG_RESOURCE
); );
// Subpass
const auto& SP_NAMES = SHGraphicsConstants::RenderGraphEntityNames::USABLE_SUBPASSES;
ImGui::Text("Subpass");
ImGui::SameLine();
if (ImGui::BeginCombo("##", currentMatSpec->subpassName.data(), ImGuiComboFlags_None))
{
for (const auto& NAME : SP_NAMES)
{
const bool IS_SELECTED = currentMatSpec->subpassName == NAME;
if (ImGui::Selectable(NAME.data(), IS_SELECTED))
{
isDirty = true;
SHCommandManager::PerformCommand
(
std::reinterpret_pointer_cast<SHBaseCommand>(std::make_shared<SHCommand<std::string>>
(
currentMatSpec->subpassName,
std::string(NAME),
[&](const std::string& newName){ currentMatSpec->subpassName = newName; }
)),
false
);
}
if (IS_SELECTED)
{
ImGui::SetItemDefaultFocus();
}
}
ImGui::EndCombo();
}
// Load the shader to access it's data // Load the shader to access it's data
auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader); auto fragShader = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader);
if (!fragShader) if (!fragShader)