Fixed Vector3.GetNormalised!!!!!!! #211
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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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Binary file not shown.
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Name: Cube.003
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Type: 4
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[Window][SHEditorMenuBar]
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@ -21,13 +21,13 @@ Collapsed=0
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[Window][Inspector]
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[Window][Profiler]
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@ -76,7 +76,7 @@ DockId=0x0000000B,0
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[Window][ Viewport]
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@ -93,13 +93,19 @@ Collapsed=0
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[Window][ Asset Browser]
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[Window][Material Inspector]
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[Docking][Data]
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DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=0,71 Size=1920,959 Split=X
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DockNode ID=0x00000005 Parent=0xC5C9B8AB SizeRef=1526,1036 Split=X
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DockNode ID=0x00000001 Parent=0x00000005 SizeRef=308,1036 Split=Y Selected=0x1E6EB881
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DockNode ID=0x00000003 Parent=0x00000001 SizeRef=225,147 Selected=0x1E6EB881
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@ -111,5 +117,5 @@ DockSpace ID=0xC5C9B8AB Window=0xBE4044E9 Pos=8,79 Size=1920,1012 Spli
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DockNode ID=0x0000000C Parent=0x00000009 SizeRef=1501,295 Selected=0xB128252A
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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: 58303057
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data.alpha: 0
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data.beta: {x: 1, y: 1, z: 1}
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Name: BagMaterial
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ID: 123745521
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Type: 7
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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: 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 +1,3 @@
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Name: TestMat
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ID: 126974645
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Type: 7
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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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Name: WhiteMat
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ID: 124370424
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Type: 7
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Binary file not shown.
File diff suppressed because one or more lines are too long
Binary file not shown.
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@ -0,0 +1,10 @@
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Name: racoon
|
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ID: 77816045
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Type: 4
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Sub Assets:
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Name: Bag
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ID: 144838771
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Type: 8
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Name: Raccoon
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ID: 149697411
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Type: 8
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@ -0,0 +1,229 @@
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- EID: 0
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Components:
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Camera Component:
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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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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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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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Renderable Component:
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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: 1, y: 1, z: 1}
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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:
|
||||
- Is Trigger: false
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Type: Box
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Half Extents: {x: 1, y: 1, z: 1}
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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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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: 9
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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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Renderable Component:
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Mesh: 144838771
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Material: 123745521
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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: 1, y: 1, z: 1}
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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
|
||||
Freeze Position Z: false
|
||||
Freeze Rotation X: true
|
||||
Freeze Rotation Y: true
|
||||
Freeze Rotation Z: true
|
||||
Collider Component:
|
||||
Colliders:
|
||||
- Is Trigger: false
|
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Type: Box
|
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Half Extents: {x: 0.5, y: 0.5, z: 0.5}
|
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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: 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: 0, y: -16.8647861, z: -14.039052}
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Rotate: {x: -0, y: 0, z: -0}
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Scale: {x: 28.1434975, y: 28.1434975, z: 28.1434975}
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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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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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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: 144838771
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Material: 123745521
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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
|
||||
Freeze Position Y: false
|
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Freeze Position Z: false
|
||||
Freeze Rotation X: true
|
||||
Freeze Rotation Y: true
|
||||
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: 1, y: 1, z: 1}
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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: 2, y: 2, z: 2}
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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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@ -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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|
@ -0,0 +1,72 @@
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Name: Default
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Components:
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|
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Rotate: {x: 0, y: 0, z: 0}
|
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Camera Component:
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Position: {x: 0, y: 0.304069757, z: 1.73034382}
|
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Roll: 0
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|
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Components:
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Transform Component:
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Renderable Component:
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Mesh: 149697411
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Scripts: ~
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Name: Bag
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Components:
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Transform Component:
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Renderable Component:
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Mesh: 144838771
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Material: 123745521
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Scripts: ~
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- EID: 2
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Name: DirectionalLight
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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: Directional
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Scripts: ~
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- EID: 4
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Name: AmbientLight
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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: 0.600000024
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Scripts: ~
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@ -0,0 +1,3 @@
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Name: Scene2
|
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ID: 87285316
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Type: 5
|
|
@ -0,0 +1,184 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Runtime.CompilerServices;
|
||||
using System.Security.Cryptography.X509Certificates;
|
||||
using System.Text;
|
||||
using System.Threading.Tasks;
|
||||
using SHADE;
|
||||
|
||||
public class AIPrototype : Script
|
||||
{
|
||||
//This object's relevant components
|
||||
private Transform transform;
|
||||
private RigidBody rb;
|
||||
|
||||
/*[SerializeField]
|
||||
[Tooltip("The list of waypoints that the object will move around on")]
|
||||
private Vector3[] waypoints;*/
|
||||
|
||||
private Vector3[] waypoints = { new Vector3(-8.0f, -2.0f, 3.5f), new Vector3(-8.0f, -2.0f, -13.0f), new Vector3(8.0f, -2.0f, -13.0f), new Vector3(8.0f, -2.0f, 3.5f) };
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How much force is applied in movement")]
|
||||
private float movementForceMultiplier = 100.0f;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How fast the object moves about waypoints")]
|
||||
private float patrolSpeed = 0.4f;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How fast the object moves while chasing")]
|
||||
private float chaseSpeed = 0.8f;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How near the player must be to the AI for capture")]
|
||||
private float distanceToCapture = 1.2f;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How near the player must be for the chase to begin. Should be less than distanceToEndChase")]
|
||||
private float distanceToStartChase = 2.0f;
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("How far the player must be for the chase to end. Should be greater than distanceToStartChase")]
|
||||
private float distanceToEndChase = 2.5f;
|
||||
|
||||
//Whether the AI is chasing or not
|
||||
private bool chaseMode;
|
||||
|
||||
//To cycle depending on the length of waypoints
|
||||
private int currentTargetWaypointIndex;
|
||||
|
||||
private GameObject? player;
|
||||
|
||||
public AIPrototype(GameObject gameObj) : base(gameObj) { }
|
||||
|
||||
protected override void awake()
|
||||
{
|
||||
transform = GetComponent<Transform>();
|
||||
if (transform == null)
|
||||
{
|
||||
Debug.LogError("Transform is NULL!");
|
||||
}
|
||||
|
||||
rb = GetComponent<RigidBody>();
|
||||
if (rb == null)
|
||||
{
|
||||
Debug.LogError("Rigidbody is NULL!");
|
||||
}
|
||||
|
||||
currentTargetWaypointIndex = 0;
|
||||
|
||||
player = GameObject.Find("Player");
|
||||
if (player == null)
|
||||
{
|
||||
Debug.LogError("Player is NULL!");
|
||||
}
|
||||
|
||||
chaseMode = false;
|
||||
}
|
||||
|
||||
protected override void fixedUpdate()
|
||||
{
|
||||
//Patrolling
|
||||
if (!chaseMode)
|
||||
{
|
||||
//Head towards the next target
|
||||
Vector3 normalisedDifference = waypoints[currentTargetWaypointIndex] - transform.GlobalPosition;
|
||||
normalisedDifference /= normalisedDifference.GetMagnitude();
|
||||
|
||||
//transform.GlobalPosition += normalisedDifference * moveSpeed * (float)Time.DeltaTime;
|
||||
//rb.LinearVelocity = normalisedDifference * patrolSpeed;
|
||||
|
||||
//ORIGINAL INTENDED CODE
|
||||
/*rb.AddForce(new Vector3(normalisedDifference.x, 0.0f, normalisedDifference.z) * movementForceMultiplier);
|
||||
float currentSpeed = MathF.Sqrt(rb.LinearVelocity.x * rb.LinearVelocity.x + rb.LinearVelocity.z * rb.LinearVelocity.z);
|
||||
if (currentSpeed > patrolSpeed)
|
||||
{
|
||||
float adjustmentFactor = patrolSpeed / currentSpeed;
|
||||
Vector3 adjustedVelocity = rb.LinearVelocity;
|
||||
//adjustedVelocity *= adjustmentFactor;
|
||||
adjustedVelocity.x = patrolSpeed;
|
||||
adjustedVelocity.z = patrolSpeed;
|
||||
rb.LinearVelocity = adjustedVelocity;
|
||||
}*/
|
||||
|
||||
//TODO delete this when original intended code above works with velocity being limited correctly
|
||||
rb.LinearVelocity = normalisedDifference * patrolSpeed;
|
||||
|
||||
//transform.GlobalRotation.SetLookRotation(waypoints[currentTargetWaypointIndex], Vector3.Up);
|
||||
|
||||
//Cycle to next waypoint if near enough current waypoint
|
||||
if ((waypoints[currentTargetWaypointIndex] - transform.GlobalPosition).GetSqrMagnitude() <= 0.5f)
|
||||
{
|
||||
++currentTargetWaypointIndex;
|
||||
if (currentTargetWaypointIndex >= waypoints.Length)
|
||||
{
|
||||
currentTargetWaypointIndex = 0; //Recycle
|
||||
}
|
||||
}
|
||||
|
||||
//Go chase if near enough to player
|
||||
if (player != null)
|
||||
{
|
||||
Transform pTransform = player.GetValueOrDefault().GetComponent<Transform>();
|
||||
if ((pTransform.GlobalPosition - transform.GlobalPosition).GetMagnitude() <= distanceToStartChase)
|
||||
{
|
||||
//Start the chase
|
||||
chaseMode = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
else //Chasing
|
||||
{
|
||||
if (player != null)
|
||||
{
|
||||
Transform pTransform = player.GetValueOrDefault().GetComponent<Transform>();
|
||||
|
||||
//Chase the player
|
||||
Vector3 normalisedDifference = pTransform.GlobalPosition - transform.GlobalPosition;
|
||||
normalisedDifference /= normalisedDifference.GetMagnitude();
|
||||
|
||||
//transform.GlobalPosition += normalisedDifference * moveSpeed * (float)Time.DeltaTime;
|
||||
|
||||
//ORIGINAL INTENDED CODE
|
||||
/*rb.AddForce(new Vector3(normalisedDifference.x, 0.0f, normalisedDifference.z) * movementForceMultiplier);
|
||||
float currentSpeed = MathF.Sqrt(rb.LinearVelocity.x * rb.LinearVelocity.x + rb.LinearVelocity.z * rb.LinearVelocity.z);
|
||||
if (currentSpeed > chaseSpeed)
|
||||
{
|
||||
float adjustmentFactor = chaseSpeed / currentSpeed;
|
||||
Vector3 adjustedVelocity = rb.LinearVelocity;
|
||||
adjustedVelocity *= adjustmentFactor;
|
||||
rb.LinearVelocity = adjustedVelocity;
|
||||
}*/
|
||||
|
||||
//TODO delete this when original intended code above works with velocity being limited correctly
|
||||
rb.LinearVelocity = normalisedDifference * chaseSpeed;
|
||||
|
||||
//Capture player if near enough
|
||||
if ((pTransform.GlobalPosition - transform.GlobalPosition).GetMagnitude() <= distanceToCapture)
|
||||
{
|
||||
player.GetValueOrDefault().GetScript<PlayerController>().currentState = PlayerController.RaccoonStates.CAUGHT;
|
||||
}
|
||||
|
||||
//End chase if too far
|
||||
if ((pTransform.GlobalPosition - transform.GlobalPosition).GetMagnitude() >= distanceToEndChase)
|
||||
{
|
||||
//Stop the chase
|
||||
chaseMode = false;
|
||||
|
||||
//Find the nearest waypoint to go instead
|
||||
float nearestWaypointDistance = 99999999999999.9f;
|
||||
for (int i = 0; i < waypoints.Length; ++i)
|
||||
{
|
||||
if ((waypoints[i] - transform.GlobalPosition).GetSqrMagnitude() < nearestWaypointDistance)
|
||||
{
|
||||
nearestWaypointDistance = waypoints[i].GetSqrMagnitude();
|
||||
currentTargetWaypointIndex = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,24 @@
|
|||
using SHADE;
|
||||
using System;
|
||||
|
||||
public class CameraFix : Script
|
||||
{
|
||||
public CameraFix(GameObject gameObj) : base(gameObj) { }
|
||||
|
||||
private Transform tranform;
|
||||
public Vector3 pos = Vector3.Zero;
|
||||
public Vector3 rot = Vector3.Zero;
|
||||
protected override void awake()
|
||||
{
|
||||
tranform = GetComponent<Transform>();
|
||||
if (tranform == null)
|
||||
Debug.LogError("tranform is NULL!");
|
||||
else
|
||||
{
|
||||
tranform.LocalPosition = pos;
|
||||
tranform.LocalEulerAngles = rot;
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,18 @@
|
|||
using SHADE;
|
||||
using System;
|
||||
public class Item : Script
|
||||
{
|
||||
public enum ItemCategory
|
||||
{
|
||||
LIGHT,
|
||||
MEDIUM,
|
||||
HEAVY
|
||||
}
|
||||
|
||||
public ItemCategory currCategory;
|
||||
public Item(GameObject gameObj) : base(gameObj) { }
|
||||
|
||||
protected override void awake()
|
||||
{
|
||||
}
|
||||
}
|
|
@ -0,0 +1,99 @@
|
|||
using SHADE;
|
||||
using System;
|
||||
using static PlayerController;
|
||||
|
||||
public class PickAndThrow : Script
|
||||
{
|
||||
public Vector3 throwForce = new Vector3(100.0f, 200.0f, 100.0f);
|
||||
public GameObject item;
|
||||
private PlayerController pc;
|
||||
private Camera cam;
|
||||
private Transform itemTransform;
|
||||
private RigidBody itemRidibody;
|
||||
private Transform raccoonHoldLocation;
|
||||
private float lastXDir;
|
||||
private float lastZDir;
|
||||
private bool inRange = false;
|
||||
public PickAndThrow(GameObject gameObj) : base(gameObj) { }
|
||||
|
||||
protected override void awake()
|
||||
{
|
||||
pc = GetScript<PlayerController>();
|
||||
raccoonHoldLocation = GetComponentInChildren<Transform>();
|
||||
if (raccoonHoldLocation == null)
|
||||
Debug.Log("CHILD EMPTY");
|
||||
else
|
||||
raccoonHoldLocation.LocalPosition = new Vector3(0.0f, 1.0f, 0.0f);
|
||||
}
|
||||
protected override void update()
|
||||
{
|
||||
if (cam == null)
|
||||
cam = GetComponentInChildren<Camera>();
|
||||
else if (cam != null)
|
||||
{
|
||||
Vector3 camerAixs = cam.GetForward();
|
||||
camerAixs.y = 0;
|
||||
camerAixs.Normalise();
|
||||
lastXDir = camerAixs.x;
|
||||
lastZDir = camerAixs.z;
|
||||
}
|
||||
|
||||
if (item.GetScript<Item>() != null && itemTransform == null && itemRidibody == null)
|
||||
{
|
||||
itemTransform = item.GetComponent<Transform>();
|
||||
if (itemTransform == null)
|
||||
Debug.Log("Item transform EMPTY");
|
||||
|
||||
itemRidibody = item.GetComponent<RigidBody>();
|
||||
if (itemRidibody == null)
|
||||
Debug.Log("Item rb EMPTY");
|
||||
}
|
||||
|
||||
if (pc != null && inRange && !pc.holdItem && Input.GetKey(Input.KeyCode.E))
|
||||
pc.holdItem = true;
|
||||
|
||||
if (pc != null && itemRidibody != null && itemTransform != null && pc.holdItem)
|
||||
{
|
||||
itemTransform.LocalPosition = raccoonHoldLocation.GlobalPosition;
|
||||
itemRidibody.IsGravityEnabled = false;
|
||||
itemRidibody.LinearVelocity = Vector3.Zero;
|
||||
itemRidibody.AngularVelocity = Vector3.Zero;
|
||||
|
||||
if (Input.GetMouseButtonDown(Input.MouseCode.LeftButton))
|
||||
{
|
||||
pc.holdItem = false;
|
||||
inRange = false;
|
||||
itemRidibody.IsGravityEnabled = true;
|
||||
itemRidibody.AddForce(new Vector3(throwForce.x * lastXDir, throwForce.y, throwForce.z * lastZDir));
|
||||
itemRidibody.LinearVelocity += pc.rb.LinearVelocity;
|
||||
}
|
||||
}
|
||||
else if(!pc.holdItem && itemRidibody != null)
|
||||
itemRidibody.IsGravityEnabled = true;
|
||||
}
|
||||
protected override void onCollisionEnter(CollisionInfo info)
|
||||
{
|
||||
}
|
||||
protected override void onTriggerEnter(CollisionInfo info)
|
||||
{
|
||||
//Debug.Log("ENTER");
|
||||
if (info.GameObject.GetScript<Item>() != null && !pc.holdItem)
|
||||
{
|
||||
item = info.GameObject;
|
||||
inRange = true;
|
||||
}
|
||||
}
|
||||
protected override void onTriggerStay(CollisionInfo info)
|
||||
{
|
||||
//Debug.Log("STAY");
|
||||
}
|
||||
protected override void onTriggerExit(CollisionInfo info)
|
||||
{
|
||||
//Debug.Log("EXIT");
|
||||
if (info.GameObject.GetScript<Item>() != null && !pc.holdItem)
|
||||
{
|
||||
inRange = false;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
|
@ -0,0 +1,360 @@
|
|||
using SHADE;
|
||||
using System;
|
||||
using static Item;
|
||||
|
||||
public class PlayerController : Script
|
||||
{
|
||||
public enum RaccoonStates
|
||||
{
|
||||
IDILE,
|
||||
WALKING,
|
||||
RUNNING,
|
||||
JUMP,
|
||||
FALLING,
|
||||
CAUGHT,
|
||||
TOTAL
|
||||
}
|
||||
|
||||
public RigidBody rb { get; set; }
|
||||
private Transform tranform;
|
||||
private Camera cam;
|
||||
private PickAndThrow pat;
|
||||
|
||||
//to be remove
|
||||
public float drag = 2.0f;
|
||||
public bool holdItem { get; set; }
|
||||
[SerializeField]
|
||||
[Tooltip("The current state fo the raccoon")]
|
||||
public RaccoonStates currentState = RaccoonStates.IDILE;
|
||||
|
||||
//Movement variables============================================================
|
||||
[SerializeField]
|
||||
[Tooltip("Max vel for walking")]
|
||||
public float maxMoveVel = 2.0f;
|
||||
[SerializeField]
|
||||
[Tooltip("how much force is apply for walking")]
|
||||
public float moveForce = 50.0f;
|
||||
[SerializeField]
|
||||
[Tooltip("increase the moveForce and maxMoveVel by its amt")]
|
||||
public float sprintMultiplier = 2.0f;
|
||||
|
||||
private float oldForce;
|
||||
private float maxOldVel;
|
||||
private bool sprintIncreaseOnce = false;
|
||||
|
||||
public float xAxisMove { get; set; }
|
||||
public float zAxisMove { get; set; }
|
||||
|
||||
public Vector2 axisMove { get; set; }
|
||||
|
||||
public bool isMoveKeyPress { get; set; }
|
||||
|
||||
[SerializeField]
|
||||
[Tooltip("curr not working")]
|
||||
public float rotationFactorPerFrame = 1.0f;
|
||||
|
||||
//Jumping vars==================================================================
|
||||
[SerializeField]
|
||||
[Tooltip("max height of the jump")]
|
||||
public float maxJumpHeight = 4.0f;
|
||||
[SerializeField]
|
||||
[Tooltip("max amt of time it will take for the jump")]
|
||||
public float maxJumpTime = 0.75f;
|
||||
[SerializeField]
|
||||
[Tooltip("increase gravity when falling")]
|
||||
public float fallMultipler = 2.0f;
|
||||
private float initialJumpVel;
|
||||
private bool isGrounded = true;
|
||||
private float gravity = -9.8f;
|
||||
private float groundGravity = -0.5f;
|
||||
|
||||
//ItemMultipler==================================================================
|
||||
public float lightMultiper = 0.75f;
|
||||
public float mediumMultiper = 0.5f;
|
||||
public float heavyMultiper = 0.25f;
|
||||
|
||||
public PlayerController(GameObject gameObj) : base(gameObj) { }
|
||||
|
||||
protected override void awake()
|
||||
{
|
||||
//default setup
|
||||
isMoveKeyPress = false;
|
||||
holdItem = false;
|
||||
|
||||
//Jump setup
|
||||
float timeToApex = maxJumpTime / 2;
|
||||
gravity = (-2 * maxJumpHeight) / MathF.Pow(timeToApex, 2);
|
||||
initialJumpVel = (2 * maxJumpHeight) / timeToApex;
|
||||
|
||||
//rigidbody check
|
||||
rb = GetComponent<RigidBody>();
|
||||
if (rb == null)
|
||||
Debug.LogError("RigidBody is NULL!");
|
||||
else
|
||||
{
|
||||
rb.IsGravityEnabled = false;
|
||||
rb.FreezeRotationX = true;
|
||||
rb.FreezeRotationY = true;
|
||||
rb.FreezeRotationZ = true;
|
||||
rb.Drag = drag;
|
||||
rb.Interpolating = false;
|
||||
}
|
||||
|
||||
//Transform check
|
||||
tranform = GetComponent<Transform>();
|
||||
if(tranform == null)
|
||||
Debug.LogError("tranform is NULL!");
|
||||
|
||||
//PickAndThrow checl
|
||||
pat = GetScript<PickAndThrow>();
|
||||
if (pat == null)
|
||||
Debug.LogError("PickAndThrow is NULL!");
|
||||
|
||||
//toRemove
|
||||
tranform.LocalPosition = new Vector3(-3.0f, -2.0f, -5.0f);
|
||||
tranform.LocalRotation = Quaternion.Euler(0.0f, 0.0f, 0.0f);
|
||||
}
|
||||
|
||||
protected override void update()
|
||||
{
|
||||
if (cam == null)
|
||||
cam = GetComponentInChildren<Camera>();
|
||||
|
||||
//toRemove
|
||||
if (Input.GetKey(Input.KeyCode.G))
|
||||
{
|
||||
tranform.LocalRotation = Quaternion.Euler(0.0f, 0.0f, 0.0f);
|
||||
tranform.LocalPosition = new Vector3(-3.0f, -2.0f, -5.0f);
|
||||
}
|
||||
|
||||
GotCaught();
|
||||
MoveKey();
|
||||
|
||||
|
||||
|
||||
//Debug.Log(currentState.ToString() + " x:" + rb.LinearVelocity.x.ToString() + " y:" + rb.LinearVelocity.y.ToString() + " z:" + rb.LinearVelocity.z.ToString());
|
||||
}
|
||||
|
||||
protected override void fixedUpdate()
|
||||
{
|
||||
//Rotation();
|
||||
Move();
|
||||
Sprint();
|
||||
Jump();
|
||||
Gravity();
|
||||
}
|
||||
|
||||
|
||||
private void MoveKey()
|
||||
{
|
||||
/* if (Input.GetKey(Input.KeyCode.A))
|
||||
xAxisMove = -1;
|
||||
else if (Input.GetKey(Input.KeyCode.D))
|
||||
xAxisMove = 1;
|
||||
else
|
||||
xAxisMove = 0;
|
||||
|
||||
if (Input.GetKey(Input.KeyCode.W))
|
||||
zAxisMove = -1;
|
||||
else if (Input.GetKey(Input.KeyCode.S))
|
||||
zAxisMove = 1;
|
||||
else
|
||||
zAxisMove = 0;*/
|
||||
|
||||
|
||||
xAxisMove = 0;
|
||||
zAxisMove = 0;
|
||||
axisMove = Vector2.Zero;
|
||||
if (Input.GetKey(Input.KeyCode.W))
|
||||
{
|
||||
Vector3 camerAixs = cam.GetForward();
|
||||
camerAixs.y = 0;
|
||||
camerAixs.Normalise();
|
||||
xAxisMove = camerAixs.x;
|
||||
zAxisMove = camerAixs.z;
|
||||
axisMove += new Vector2(camerAixs.x, camerAixs.z);
|
||||
}
|
||||
if (Input.GetKey(Input.KeyCode.S))
|
||||
{
|
||||
Vector3 camerAixs = cam.GetForward();
|
||||
camerAixs.y = 0;
|
||||
camerAixs.Normalise();
|
||||
xAxisMove = -camerAixs.x;
|
||||
zAxisMove = -camerAixs.z;
|
||||
axisMove -= new Vector2(camerAixs.x, camerAixs.z);
|
||||
}
|
||||
if (Input.GetKey(Input.KeyCode.A))
|
||||
{
|
||||
Vector3 camerAixs = cam.GetRight();
|
||||
camerAixs.y = 0;
|
||||
camerAixs.Normalise();
|
||||
xAxisMove = -camerAixs.x;
|
||||
zAxisMove = -camerAixs.z;
|
||||
axisMove -= new Vector2(camerAixs.x, camerAixs.z);
|
||||
}
|
||||
if (Input.GetKey(Input.KeyCode.D))
|
||||
{
|
||||
Vector3 camerAixs = cam.GetRight();
|
||||
camerAixs.y = 0;
|
||||
camerAixs.Normalise();
|
||||
xAxisMove = camerAixs.x;
|
||||
zAxisMove = camerAixs.z;
|
||||
axisMove += new Vector2(camerAixs.x, camerAixs.z);
|
||||
}
|
||||
axisMove.Normalise();
|
||||
isMoveKeyPress = xAxisMove != 0 || zAxisMove != 0;
|
||||
|
||||
if(isMoveKeyPress && currentState != RaccoonStates.RUNNING && isGrounded)
|
||||
currentState = RaccoonStates.WALKING;
|
||||
|
||||
if (!isMoveKeyPress && isGrounded)
|
||||
currentState = RaccoonStates.IDILE;
|
||||
}
|
||||
|
||||
private void Move()
|
||||
{
|
||||
if (rb != null)
|
||||
{
|
||||
rb.AddForce(new Vector3(axisMove.x, 0.0f,axisMove.y) * moveForce);
|
||||
|
||||
if (isMoveKeyPress)
|
||||
{
|
||||
if (rb.LinearVelocity.x > maxMoveVel || rb.LinearVelocity.x < -maxMoveVel)
|
||||
{
|
||||
Vector3 v = rb.LinearVelocity;
|
||||
v.x = System.Math.Clamp(v.x, -maxMoveVel, maxMoveVel);
|
||||
rb.LinearVelocity = v;
|
||||
}
|
||||
if (rb.LinearVelocity.z > maxMoveVel || rb.LinearVelocity.z < -maxMoveVel)
|
||||
{
|
||||
Vector3 v = rb.LinearVelocity;
|
||||
v.z = System.Math.Clamp(v.z, -maxMoveVel, maxMoveVel);
|
||||
rb.LinearVelocity = v;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Sprint()
|
||||
{
|
||||
if (Input.GetKey(Input.KeyCode.LeftShift) && isMoveKeyPress && isGrounded)
|
||||
{
|
||||
currentState = RaccoonStates.RUNNING;
|
||||
holdItem = false;
|
||||
if (!sprintIncreaseOnce)
|
||||
{
|
||||
sprintIncreaseOnce = true;
|
||||
oldForce = moveForce;
|
||||
moveForce *= sprintMultiplier;
|
||||
|
||||
maxOldVel = maxMoveVel;
|
||||
maxMoveVel *= sprintMultiplier;
|
||||
}
|
||||
}
|
||||
|
||||
if (Input.GetKeyUp(Input.KeyCode.LeftShift))
|
||||
{
|
||||
if(isMoveKeyPress)
|
||||
currentState = RaccoonStates.WALKING;
|
||||
sprintIncreaseOnce = false;
|
||||
moveForce = oldForce;
|
||||
maxMoveVel = maxOldVel;
|
||||
}
|
||||
}
|
||||
|
||||
//press and hold jump
|
||||
private void Jump()
|
||||
{
|
||||
if (currentState == RaccoonStates.WALKING || currentState == RaccoonStates.RUNNING || currentState == RaccoonStates.IDILE)
|
||||
{
|
||||
if (Input.GetKeyDown(Input.KeyCode.Space) && isGrounded && rb != null)
|
||||
{
|
||||
currentState = RaccoonStates.JUMP;
|
||||
Vector3 v = rb.LinearVelocity;
|
||||
v.y = initialJumpVel * 0.5f;
|
||||
if (pat != null && pat.item.GetScript<Item>() != null && holdItem)
|
||||
{
|
||||
Item item = pat.item.GetScript<Item>();
|
||||
if (item.currCategory == ItemCategory.LIGHT)
|
||||
v.y *= lightMultiper;
|
||||
if (item.currCategory == ItemCategory.MEDIUM)
|
||||
v.y *= mediumMultiper;
|
||||
if (item.currCategory == ItemCategory.HEAVY)
|
||||
v.y *= heavyMultiper;
|
||||
}
|
||||
rb.LinearVelocity = v;
|
||||
}
|
||||
}
|
||||
|
||||
if(rb != null && !isGrounded && (rb.LinearVelocity.y < 0.0f || Input.GetKeyUp(Input.KeyCode.Space)))
|
||||
currentState = RaccoonStates.FALLING;
|
||||
}
|
||||
|
||||
private void Rotation()
|
||||
{
|
||||
Vector3 poitionToLookAt;
|
||||
poitionToLookAt.x = xAxisMove;
|
||||
poitionToLookAt.y = 0.0f;
|
||||
poitionToLookAt.z = zAxisMove;
|
||||
|
||||
if (tranform != null)
|
||||
{
|
||||
Quaternion currentRotation = tranform.LocalRotation;
|
||||
if (currentState == RaccoonStates.WALKING || currentState == RaccoonStates.RUNNING)
|
||||
{
|
||||
Quaternion targetRotation = Quaternion.LookRotation(poitionToLookAt, new Vector3(0.0f, 1.0f, 0.0f));
|
||||
tranform.LocalRotation = Quaternion.Slerp(currentRotation, targetRotation, rotationFactorPerFrame * (float)Time.DeltaTime);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Gravity()
|
||||
{
|
||||
if (rb != null)
|
||||
{
|
||||
//check player vel.y if its close to zero its on the ground
|
||||
if (SHADE.Math.CompareFloat(rb.LinearVelocity.y, 0.0f))
|
||||
isGrounded = true;
|
||||
else
|
||||
isGrounded = false;
|
||||
|
||||
Vector3 v = rb.LinearVelocity;
|
||||
|
||||
if (isGrounded)
|
||||
v.y = groundGravity;
|
||||
else if (currentState == RaccoonStates.FALLING)
|
||||
{
|
||||
float prevYVel = v.y;
|
||||
float newYVel = v.y + (gravity * fallMultipler * (float)Time.DeltaTime);
|
||||
float nextYVel = (prevYVel + newYVel) * 0.5f;
|
||||
v.y = nextYVel;
|
||||
}
|
||||
else
|
||||
{
|
||||
float prevYVel = v.y;
|
||||
float newYVel = v.y + (gravity * (float)Time.DeltaTime);
|
||||
float nextYVel = (prevYVel + newYVel) * 0.5f;
|
||||
v.y = nextYVel;
|
||||
}
|
||||
|
||||
rb.LinearVelocity = v;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void GotCaught()
|
||||
{
|
||||
if (currentState == RaccoonStates.CAUGHT && tranform != null)
|
||||
{
|
||||
currentState = RaccoonStates.IDILE;
|
||||
tranform.LocalPosition = new Vector3(-3.0f, -2.0f, -5.0f);
|
||||
}
|
||||
}
|
||||
|
||||
protected override void onCollisionEnter(CollisionInfo info)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
}
|
||||
|
|
@ -36,4 +36,10 @@ public class RaccoonShowcase : Script
|
|||
//Transform.LocalRotation = new Vector3(0.0f, rotation, 0.0f);
|
||||
//Transform.LocalScale = new Vector3(System.Math.Abs(System.Math.Sin(scale.x)) * originalScale, System.Math.Abs(System.Math.Cos(scale.y)) * originalScale, System.Math.Abs(System.Math.Sin(scale.z)) * originalScale);
|
||||
}
|
||||
|
||||
protected override void onDrawGizmos()
|
||||
{
|
||||
Gizmos.DrawLine(new Vector3(-1.0f, 0.0f, 0.0f), new Vector3(1.0f, 0.0f, 0.0f));
|
||||
Gizmos.DrawLine(new Vector3(-1.0f, 1.0f, 0.0f), new Vector3(1.0f, 1.0f, 0.0f), Color.Red);
|
||||
}
|
||||
}
|
|
@ -8,14 +8,23 @@ public class RaccoonSpin : Script
|
|||
private float RotateSpeed = 1.0f;
|
||||
private float rotation = 0.0f;
|
||||
[SerializeField]
|
||||
private CallbackEvent emptyEvent;
|
||||
[SerializeField]
|
||||
private CallbackEvent<int> testEvent;
|
||||
[SerializeField]
|
||||
private CallbackEvent<int, double, Vector3> testEvent3 = new CallbackEvent<int, double, Vector3>();
|
||||
private Transform Transform;
|
||||
public RaccoonSpin(GameObject gameObj) : base(gameObj) { }
|
||||
|
||||
|
||||
protected override void awake()
|
||||
{
|
||||
emptyEvent = new CallbackEvent();
|
||||
emptyEvent.RegisterAction(() => Debug.Log("Empty event action!"));
|
||||
testEvent = new CallbackEvent<int>();
|
||||
Action<int> action = (x) => Debug.Log($"{x}");
|
||||
testEvent.RegisterAction(action);
|
||||
|
||||
Transform = GetComponent<Transform>();
|
||||
if (Transform == null)
|
||||
{
|
|
@ -11,7 +11,7 @@ namespace SHADE_Scripting
|
|||
public class ThirdPersonCamera: Script
|
||||
{
|
||||
|
||||
public float armLength = 4.0f;
|
||||
public float armLength = 2.0f;
|
||||
public float turnSpeedPitch = 0.3f;
|
||||
public float turnSpeedYaw = 0.5f;
|
||||
public float pitchClamp = 45.0f;
|
||||
|
@ -19,10 +19,13 @@ namespace SHADE_Scripting
|
|||
|
||||
protected override void awake()
|
||||
{
|
||||
AddComponent<Transform>();
|
||||
|
||||
if(!GetComponent<Camera>())
|
||||
{
|
||||
AddComponent<Camera>();
|
||||
}
|
||||
GetComponent<Camera>().SetMainCamera();
|
||||
if (!GetComponent<CameraArm>())
|
||||
{
|
||||
AddComponent<CameraArm>();
|
||||
|
@ -30,26 +33,29 @@ namespace SHADE_Scripting
|
|||
GetComponent<CameraArm>().ArmLength = armLength;
|
||||
}
|
||||
|
||||
protected override void update()
|
||||
{
|
||||
CameraArm arm = GetComponent<CameraArm>();
|
||||
if(arm)
|
||||
protected override void update()
|
||||
{
|
||||
if (Input.GetMouseButton(Input.MouseCode.RightButton))
|
||||
{
|
||||
CameraArm arm = GetComponent<CameraArm>();
|
||||
if (arm)
|
||||
{
|
||||
Vector2 vel = Input.GetMouseVelocity();
|
||||
arm.Pitch -= vel.y * turnSpeedPitch * Time.DeltaTimeF;
|
||||
arm.Yaw += vel.x * turnSpeedYaw * Time.DeltaTimeF;
|
||||
|
||||
if (arm.Pitch > pitchClamp)
|
||||
{
|
||||
Vector2 vel = Input.GetMouseVelocity();
|
||||
arm.Pitch -= vel.y * turnSpeedPitch * Time.DeltaTimeF;
|
||||
arm.Yaw += vel.x * turnSpeedYaw * Time.DeltaTimeF;
|
||||
|
||||
if(arm.Pitch > pitchClamp)
|
||||
{
|
||||
arm.Pitch = pitchClamp;
|
||||
}
|
||||
else if(arm.Pitch < -pitchClamp)
|
||||
{
|
||||
arm.Pitch = -pitchClamp;
|
||||
}
|
||||
|
||||
arm.Pitch = pitchClamp;
|
||||
}
|
||||
else if (arm.Pitch < 0)
|
||||
{
|
||||
arm.Pitch = 0;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
|
@ -0,0 +1,17 @@
|
|||
#version 450
|
||||
#extension GL_ARB_separate_shader_objects : enable
|
||||
#extension GL_ARB_shading_language_420pack : enable
|
||||
#extension GL_EXT_nonuniform_qualifier : require
|
||||
|
||||
layout(location = 0) in struct
|
||||
{
|
||||
vec4 vertColor;
|
||||
} In;
|
||||
|
||||
|
||||
layout(location = 0) out vec4 outColor;
|
||||
|
||||
void main()
|
||||
{
|
||||
outColor = In.vertColor;
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: DebugDraw_FS
|
||||
ID: 36671027
|
||||
Type: 2
|
|
@ -0,0 +1,24 @@
|
|||
#version 450
|
||||
#extension GL_KHR_vulkan_glsl : enable
|
||||
|
||||
layout(location = 0) in vec4 aVertexPos;
|
||||
layout(location = 1) in vec4 aVertColor;
|
||||
|
||||
|
||||
layout(location = 0) out struct
|
||||
{
|
||||
vec4 vertColor; // location 0
|
||||
|
||||
} Out;
|
||||
|
||||
layout(set = 2, binding = 0) uniform CameraData
|
||||
{
|
||||
vec4 position;
|
||||
mat4 vpMat;
|
||||
} cameraData;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = cameraData.vpMat * vec4 (aVertexPos.xyz, 1.0f);
|
||||
Out.vertColor = aVertColor;
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: DebugDraw_VS
|
||||
ID: 48002439
|
||||
Type: 2
|
|
@ -21,7 +21,8 @@ layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
|
|||
layout(set = 4, binding = 1, rgba32f) uniform image2D normals;
|
||||
layout(set = 4, binding = 2, rgba8) uniform image2D albedo;
|
||||
layout(set = 4, binding = 3, r32ui) uniform uimage2D lightLayerData;
|
||||
layout(set = 4, binding = 4, rgba8) uniform image2D targetImage;
|
||||
layout(set = 4, binding = 4, r8) uniform image2D ssaoBlurredImage;
|
||||
layout(set = 4, binding = 5, rgba8) uniform image2D targetImage;
|
||||
|
||||
layout(set = 1, binding = 0) uniform LightCounts
|
||||
{
|
||||
|
@ -51,33 +52,46 @@ void main()
|
|||
vec3 pixelDiffuse = imageLoad (albedo, globalThread).rgb;
|
||||
|
||||
// Get position of fragment in world space
|
||||
vec3 positionWorld = imageLoad (positions, globalThread).rgb;
|
||||
vec3 positionView = imageLoad (positions, globalThread).rgb;
|
||||
|
||||
// normal of fragment
|
||||
vec3 normalWorld = imageLoad(normals, globalThread).rgb;
|
||||
vec3 normalView = imageLoad(normals, globalThread).rgb;
|
||||
|
||||
// light layer index
|
||||
uint lightLayer = imageLoad (lightLayerData, globalThread).r;
|
||||
|
||||
vec3 fragColor = vec3 (0.0f);
|
||||
|
||||
for (int i = 0; i < lightCounts.directionalLights; ++i)
|
||||
{
|
||||
// get normalized direction of light
|
||||
vec3 dLightNormalized = normalize (DirLightData.dLightData[i].direction);
|
||||
if ((lightLayer & DirLightData.dLightData[i].cullingMask) != 0)
|
||||
{
|
||||
// get normalized direction of light
|
||||
vec3 dLightNormalized = normalize (DirLightData.dLightData[i].direction);
|
||||
|
||||
// Get diffuse strength
|
||||
float diffuseStrength = max (0, dot (dLightNormalized, normalWorld));
|
||||
// Get diffuse strength
|
||||
float diffuseStrength = max (0, dot (dLightNormalized, normalView));
|
||||
|
||||
// Calculate the fragment color
|
||||
fragColor += DirLightData.dLightData[i].diffuseColor.rgb * diffuseStrength.rrr * pixelDiffuse;
|
||||
// Calculate the fragment color
|
||||
fragColor += DirLightData.dLightData[i].diffuseColor.rgb * diffuseStrength.rrr * pixelDiffuse;
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < lightCounts.ambientLights; ++i)
|
||||
{
|
||||
// Just do some add
|
||||
//fragColor += pixelDiffuse.rgb * AmbLightData.aLightData[i].ambientColor.rgb * vec3 (0.5f);
|
||||
fragColor += pixelDiffuse.rgb * AmbLightData.aLightData[i].ambientColor.rgb * vec3 (AmbLightData.aLightData[i].strength);
|
||||
if ((lightLayer & AmbLightData.aLightData[i].cullingMask) != 0)
|
||||
{
|
||||
// Just do some add
|
||||
//fragColor += pixelDiffuse.rgb * AmbLightData.aLightData[i].ambientColor.rgb * vec3 (0.5f);
|
||||
fragColor += pixelDiffuse.rgb * AmbLightData.aLightData[i].ambientColor.rgb * vec3 (AmbLightData.aLightData[i].strength);
|
||||
}
|
||||
}
|
||||
|
||||
float ssaoVal = imageLoad (ssaoBlurredImage, globalThread).r;
|
||||
fragColor *= ssaoVal;
|
||||
|
||||
// store result into result image
|
||||
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor, 1.0f));
|
||||
imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(fragColor.rgb, 1.0f));
|
||||
//imageStore(targetImage, ivec2(gl_GlobalInvocationID.xy), vec4(ssaoVal.rrr, 1.0f));
|
||||
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,58 @@
|
|||
#version 450
|
||||
|
||||
#define BLUR_WIDTH 5
|
||||
#define BLUR_HALF_WIDTH BLUR_WIDTH / 2
|
||||
#define SHM_WIDTH BLUR_WIDTH + 16 - 1
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16) in;
|
||||
layout(set = 4, binding = 0, r8) uniform image2D ssaoImage;
|
||||
layout(set = 4, binding = 1, r8) uniform image2D ssaoBlurImage;
|
||||
|
||||
|
||||
float GetSSAOValue(ivec2 uv, ivec2 imageSize)
|
||||
{
|
||||
if (uv.x >= 0 && uv.y >= 0 && uv.x < imageSize.x && uv.y < imageSize.y)
|
||||
{
|
||||
return imageLoad (ssaoImage, uv).r;
|
||||
}
|
||||
|
||||
return 0.0f;
|
||||
}
|
||||
|
||||
shared float sharedPixels[16 + BLUR_WIDTH - 1][16 + BLUR_WIDTH - 1];
|
||||
|
||||
void main()
|
||||
{
|
||||
ivec2 globalThread = ivec2 (gl_GlobalInvocationID.xy);
|
||||
ivec2 localThread = ivec2 (gl_LocalInvocationID.xy);
|
||||
ivec2 inputImageSize = imageSize(ssaoImage);
|
||||
|
||||
// Load color into shared memory
|
||||
ivec2 start = ivec2 (gl_WorkGroupID) * ivec2 (gl_WorkGroupSize) - (BLUR_HALF_WIDTH);
|
||||
for (int i = localThread.x; i < SHM_WIDTH; i += int (gl_WorkGroupSize.x))
|
||||
{
|
||||
for (int j = localThread.y; j < SHM_WIDTH; j += int (gl_WorkGroupSize.y))
|
||||
{
|
||||
float value = GetSSAOValue (start + ivec2 (i, j), inputImageSize);
|
||||
sharedPixels[i][j] = value;
|
||||
}
|
||||
}
|
||||
|
||||
// wait for all shared memory to load
|
||||
barrier();
|
||||
|
||||
ivec2 shmStart = ivec2 (localThread + (BLUR_HALF_WIDTH));
|
||||
|
||||
float sum = 0;
|
||||
for (int i = -BLUR_HALF_WIDTH; i <= BLUR_HALF_WIDTH; ++i)
|
||||
{
|
||||
for (int j = -BLUR_HALF_WIDTH; j <= BLUR_HALF_WIDTH; ++j)
|
||||
{
|
||||
float sharedVal = sharedPixels[shmStart.x + i][shmStart.y + j];
|
||||
sum += sharedVal;
|
||||
}
|
||||
}
|
||||
|
||||
sum /= (BLUR_WIDTH * BLUR_WIDTH);
|
||||
imageStore(ssaoBlurImage, globalThread, vec4(sum.rrr, 1.0f));
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: SSAOBlur_CS
|
||||
ID: 39760835
|
||||
Type: 2
|
|
@ -0,0 +1,104 @@
|
|||
#version 450
|
||||
|
||||
const uint NUM_SAMPLES = 64;
|
||||
const uint NUM_ROTATIONS = 16;
|
||||
const int ROTATION_KERNEL_W = 4;
|
||||
const int ROTATION_KERNEL_H = 4;
|
||||
|
||||
// can perhaps pass in as push constant.
|
||||
const float RADIUS = 0.5f;
|
||||
const float BIAS = 0.025f;
|
||||
|
||||
layout(local_size_x = 16, local_size_y = 16) in;
|
||||
layout(set = 4, binding = 0, rgba32f) uniform image2D positions;
|
||||
layout(set = 4, binding = 1, rgba32f) uniform image2D normals;
|
||||
layout(set = 4, binding = 2, rgba32f) uniform image2D outputImage;
|
||||
|
||||
|
||||
// SSAO data
|
||||
layout(std430, set = 5, binding = 0) buffer SSAOData
|
||||
{
|
||||
vec4 samples[NUM_SAMPLES];
|
||||
|
||||
} ssaoData;
|
||||
|
||||
layout (set = 5, binding = 1) uniform sampler2D noiseTexture;
|
||||
|
||||
layout(set = 2, binding = 0) uniform CameraData
|
||||
{
|
||||
vec4 position;
|
||||
mat4 vpMat;
|
||||
mat4 viewMat;
|
||||
mat4 projMat;
|
||||
|
||||
} cameraData;
|
||||
|
||||
|
||||
void main()
|
||||
{
|
||||
// image size of the SSAO image
|
||||
ivec2 ssaoSize = imageSize (outputImage);
|
||||
|
||||
// global thread
|
||||
ivec2 globalThread = ivec2 (gl_GlobalInvocationID.xy);
|
||||
|
||||
// load all the necessary variables
|
||||
vec3 viewSpacePos = imageLoad (positions, globalThread).rgb;
|
||||
vec3 viewSpaceNormal = normalize (imageLoad (normals, globalThread).rgb);
|
||||
|
||||
// Get the noise dimension. This should be 4x4
|
||||
vec2 noiseDim = vec2 (textureSize(noiseTexture, 0));
|
||||
|
||||
// Get normlized thread UV coordinates
|
||||
vec2 threadUV = (vec2(globalThread)) / vec2(ssaoSize);
|
||||
vec2 noiseUVMult = vec2 (vec2(ssaoSize) / noiseDim);
|
||||
noiseUVMult *= threadUV;
|
||||
|
||||
// sample from the noise
|
||||
vec3 randomVec = texture(noiseTexture, noiseUVMult).rgb;
|
||||
|
||||
// Gram schmidt
|
||||
vec3 tangent = normalize (randomVec - (viewSpaceNormal * dot(viewSpaceNormal, randomVec)));
|
||||
vec3 bitangent = normalize (cross (tangent, viewSpaceNormal));
|
||||
|
||||
// matrix for tangent space to view space
|
||||
mat3 TBN = mat3(tangent, bitangent, viewSpaceNormal);
|
||||
|
||||
float occlusion = 0.0f;
|
||||
for (int i = 0; i < NUM_SAMPLES; ++i)
|
||||
{
|
||||
// We want to get a position at an offset from the view space position. Offset scaled by radius.
|
||||
vec3 displacementVector = TBN * ssaoData.samples[i].rgb;
|
||||
|
||||
// Why are we adding positions?
|
||||
displacementVector = viewSpacePos + displacementVector * RADIUS;
|
||||
|
||||
// Now we take that offset position and bring it to clip space
|
||||
vec4 offsetPos = vec4 (displacementVector, 1.0f);
|
||||
offsetPos = cameraData.projMat * offsetPos;
|
||||
|
||||
// then we do perspective division
|
||||
offsetPos.xyz /= offsetPos.w;
|
||||
|
||||
// and bring it from [-1, 1] to screen coordinates
|
||||
offsetPos.xyz = ((offsetPos.xyz * 0.5f) + 0.5f);
|
||||
offsetPos.xy *= vec2(ssaoSize.xy);
|
||||
|
||||
// Now we attempt to get a position at that point.
|
||||
float sampleDepth = imageLoad (positions, ivec2 (offsetPos.xy)).z;
|
||||
|
||||
// skip checks
|
||||
if (sampleDepth == 0.0f)
|
||||
continue;
|
||||
|
||||
// if sampled fragment is in front of current fragment, just occlude
|
||||
float rangeCheck = smoothstep (0.0f, 1.0f, RADIUS / abs (viewSpacePos.z - sampleDepth));
|
||||
occlusion += (sampleDepth <= displacementVector.z - BIAS ? 1.0f : 0.0f) * rangeCheck;
|
||||
}
|
||||
|
||||
occlusion = 1.0f - (occlusion / float(NUM_SAMPLES));
|
||||
|
||||
// store result into result image
|
||||
imageStore(outputImage, globalThread, occlusion.rrrr);
|
||||
|
||||
}
|
Binary file not shown.
|
@ -0,0 +1,3 @@
|
|||
Name: SSAO_CS
|
||||
ID: 38430899
|
||||
Type: 2
|
|
@ -43,7 +43,7 @@ void main()
|
|||
{
|
||||
position = In.vertPos;
|
||||
normals = In.normal;
|
||||
albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) + MatProp.data[In2.materialIndex].color / MatProp.data[In2.materialIndex].alpha;
|
||||
albedo = texture(textures[nonuniformEXT(MatProp.data[In2.materialIndex].textureIndex)], In.uv) * MatProp.data[In2.materialIndex].color;
|
||||
|
||||
outEntityID = In2.eid;
|
||||
lightLayerIndices = In2.lightLayerIndex;
|
||||
|
|
Binary file not shown.
|
@ -33,18 +33,31 @@ layout(set = 2, binding = 0) uniform CameraData
|
|||
{
|
||||
vec4 position;
|
||||
mat4 vpMat;
|
||||
mat4 viewMat;
|
||||
mat4 projMat;
|
||||
} cameraData;
|
||||
|
||||
void main()
|
||||
{
|
||||
|
||||
Out2.materialIndex = gl_InstanceIndex;
|
||||
Out2.eid = integerData[0];
|
||||
Out2.lightLayerIndex = integerData[1];
|
||||
|
||||
Out.vertPos = worldTransform * vec4(aVertexPos, 1.0f);
|
||||
// for transforming gBuffer position and normal data
|
||||
mat4 modelViewMat = cameraData.viewMat * worldTransform;
|
||||
|
||||
// gBuffer position will be in view space
|
||||
Out.vertPos = modelViewMat * vec4(aVertexPos, 1.0f);
|
||||
|
||||
// uvs for texturing in fragment shader
|
||||
Out.uv = aUV;
|
||||
Out.normal.rgb = mat3(transpose(inverse(worldTransform))) * aNormal.rgb;
|
||||
|
||||
mat3 transposeInv = mat3 (transpose(inverse(modelViewMat)));
|
||||
|
||||
// normals are also in view space
|
||||
Out.normal.rgb = transposeInv * aNormal.rgb;
|
||||
Out.normal.rgb = normalize (Out.normal.rgb);
|
||||
|
||||
// clip space for rendering
|
||||
gl_Position = cameraData.vpMat * worldTransform * vec4 (aVertexPos, 1.0f);
|
||||
}
|
Binary file not shown.
|
@ -7,7 +7,7 @@ echo "SHADE DEPENDENCIES (Default - All in 10 Seconds)"
|
|||
echo "A - All"
|
||||
echo "B - VMA"
|
||||
echo "C - msdf"
|
||||
echo "D - assimp"
|
||||
echo "D - ModelCompiler"
|
||||
echo "E - spdlog"
|
||||
echo "F - reactphysics3d"
|
||||
echo "G - imgui"
|
||||
|
@ -29,7 +29,7 @@ set _e=%ERRORLEVEL%
|
|||
if %_e%==1 goto VMA
|
||||
if %_e%==2 goto VMA
|
||||
if %_e%==3 goto MSDF
|
||||
if %_e%==4 goto assimp
|
||||
if %_e%==4 goto ModelCompiler
|
||||
if %_e%==5 goto spdlog
|
||||
if %_e%==6 goto reactphysics3d
|
||||
if %_e%==7 goto imgui
|
||||
|
@ -53,12 +53,13 @@ if %_e%==2 (goto :done) else (goto :MSDF)
|
|||
echo -----------------------MSDF----------------------------
|
||||
rmdir "Dependencies/msdf" /S /Q
|
||||
git clone --recurse-submodules https://github.com/SHADE-DP/msdf-atlas-gen.git "Dependencies/msdf"
|
||||
if %_e%==3 (goto :done) else (goto :assimp)
|
||||
if %_e%==3 (goto :done) else (goto :ModelCompiler)
|
||||
|
||||
:assimp
|
||||
echo -----------------------assimp----------------------------
|
||||
rmdir "Dependencies/assimp" /S /Q
|
||||
git clone https://github.com/SHADE-DP/assimp.git "Dependencies/assimp"
|
||||
:ModelCompiler
|
||||
echo -----------------------ModelCompiler----------------------------
|
||||
rmdir "Dependencies/ModelCompiler" /S /Q
|
||||
git clone https://github.com/SHADE-DP/ModelCompiler.git "Dependencies/ModelCompiler"
|
||||
git clone https://github.com/SHADE-DP/assimp.git "Dependencies/ModelCompiler/Dependencies/assimp"
|
||||
if %_e%==4 (goto :done) else (goto :spdlog)
|
||||
|
||||
@REM :ktx
|
||||
|
|
|
@ -1,5 +1,5 @@
|
|||
IncludeDir = {}
|
||||
IncludeDir["assimp"] = "%{wks.location}\\Dependencies\\assimp"
|
||||
IncludeDir["ModelCompiler"] = "%{wks.location}\\Dependencies\\ModelCompiler"
|
||||
IncludeDir["imgui"] = "%{wks.location}\\Dependencies\\imgui"
|
||||
IncludeDir["imguizmo"] = "%{wks.location}\\Dependencies\\imguizmo"
|
||||
IncludeDir["imnodes"] = "%{wks.location}\\Dependencies\\imnodes"
|
||||
|
|
|
@ -31,6 +31,7 @@
|
|||
#include "FRC/SHFramerateController.h"
|
||||
#include "AudioSystem/SHAudioSystem.h"
|
||||
#include "Camera/SHCameraSystem.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
|
||||
|
||||
// Components
|
||||
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
|
||||
|
@ -40,8 +41,11 @@
|
|||
|
||||
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "Scenes/SBMainScene.h"
|
||||
#include "Serialization/Configurations/SHConfigurationManager.h"
|
||||
|
||||
#include "Tools/SHLogger.h"
|
||||
#include "Tools/SHDebugDraw.h"
|
||||
|
||||
using namespace SHADE;
|
||||
|
||||
|
@ -58,8 +62,9 @@ namespace Sandbox
|
|||
{
|
||||
// Set working directory
|
||||
SHFileUtilities::SetWorkDirToExecDir();
|
||||
|
||||
window.Create(hInstance, hPrevInstance, lpCmdLine, nCmdShow);
|
||||
WindowData wndData{};
|
||||
auto& appConfig = SHConfigurationManager::LoadApplicationConfig(&wndData);
|
||||
window.Create(hInstance, hPrevInstance, lpCmdLine, nCmdShow, wndData);
|
||||
|
||||
// Create Systems
|
||||
SHSystemManager::CreateSystem<SHGraphicsSystem>();
|
||||
|
@ -69,12 +74,20 @@ namespace Sandbox
|
|||
SHGraphicsSystem* graphicsSystem = static_cast<SHGraphicsSystem*>(SHSystemManager::GetSystem<SHGraphicsSystem>());
|
||||
SHSystemManager::CreateSystem<SHAudioSystem>();
|
||||
SHSystemManager::CreateSystem<SHCameraSystem>();
|
||||
SHSystemManager::CreateSystem<SHDebugDrawSystem>();
|
||||
|
||||
// Link up SHDebugDraw
|
||||
SHDebugDraw::Init(SHSystemManager::GetSystem<SHDebugDrawSystem>());
|
||||
|
||||
#ifdef SHEDITOR
|
||||
SDL_Init(SDL_INIT_VIDEO);
|
||||
sdlWindow = SDL_CreateWindowFrom(window.GetHWND());
|
||||
SHSystemManager::CreateSystem<SHEditor>();
|
||||
SHSystemManager::GetSystem<SHEditor>()->SetSDLWindow(sdlWindow);
|
||||
if(auto editor = SHSystemManager::GetSystem<SHEditor>())
|
||||
{
|
||||
editor->SetSDLWindow(sdlWindow);
|
||||
editor->SetSHWindow(&window);
|
||||
}
|
||||
#endif
|
||||
|
||||
// Create Routines
|
||||
|
@ -88,9 +101,12 @@ namespace Sandbox
|
|||
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPreUpdate>();
|
||||
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsFixedUpdate>();
|
||||
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsPostUpdate>();
|
||||
SHSystemManager::RegisterRoutine<SHPhysicsSystem, SHPhysicsSystem::PhysicsDebugDraw>();
|
||||
|
||||
SHSystemManager::RegisterRoutine<SHTransformSystem, SHTransformSystem::TransformPostPhysicsUpdate>();
|
||||
SHSystemManager::RegisterRoutine<SHDebugDrawSystem, SHDebugDrawSystem::ProcessPointsRoutine>();
|
||||
|
||||
SHSystemManager::RegisterRoutine<SHScriptEngine, SHScriptEngine::GizmosDrawRoutine>();
|
||||
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BatcherDispatcherRoutine>();
|
||||
SHSystemManager::RegisterRoutine<SHGraphicsSystem, SHGraphicsSystem::BeginRoutine>();
|
||||
|
||||
|
@ -120,9 +136,12 @@ namespace Sandbox
|
|||
|
||||
SHSystemManager::Init();
|
||||
|
||||
SHSceneManager::InitSceneManager<SBTestScene>("TestScene");
|
||||
SHSceneManager::InitSceneManager<SBMainScene>(appConfig.startingSceneID);
|
||||
|
||||
SHFrameRateController::UpdateFRC();
|
||||
|
||||
// Link up SHDebugDraw
|
||||
SHDebugDraw::Init(SHSystemManager::GetSystem<SHDebugDrawSystem>());
|
||||
}
|
||||
|
||||
void SBApplication::Update(void)
|
||||
|
@ -141,6 +160,13 @@ namespace Sandbox
|
|||
#endif
|
||||
SHSystemManager::RunRoutines(editor->editorState != SHEditor::State::PLAY, 0.016f);
|
||||
editor->PollPicking();
|
||||
|
||||
static bool drawColliders = false;
|
||||
if (SHInputManager::GetKeyDown(SHInputManager::SH_KEYCODE::F10))
|
||||
{
|
||||
drawColliders = !drawColliders;
|
||||
SHSystemManager::GetSystem<SHPhysicsSystem>()->SetDrawColliders(drawColliders);
|
||||
}
|
||||
}
|
||||
// Finish all graphics jobs first
|
||||
graphicsSystem->AwaitGraphicsExecution();
|
||||
|
|
|
@ -0,0 +1,62 @@
|
|||
#include "SBpch.h"
|
||||
#include "SBMainScene.h"
|
||||
|
||||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Graphics/MiddleEnd/Meshes/SHPrimitiveGenerator.h"
|
||||
#include "ECS_Base/Managers/SHEntityManager.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHRenderable.h"
|
||||
#include "Scene/SHSceneManager.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHGraphicsSystem.h"
|
||||
#include "Scripting/SHScriptEngine.h"
|
||||
#include "Math/Transform/SHTransformComponent.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHMaterialInstance.h"
|
||||
#include "Physics/Components/SHRigidBodyComponent.h"
|
||||
#include "Physics/Components/SHColliderComponent.h"
|
||||
#include "Graphics/MiddleEnd/Lights/SHLightComponent.h"
|
||||
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "Camera/SHCameraComponent.h"
|
||||
#include "Resource/SHResourceManager.h"
|
||||
#include "Serialization/SHSerialization.h"
|
||||
|
||||
using namespace SHADE;
|
||||
|
||||
namespace Sandbox
|
||||
{
|
||||
|
||||
void SBMainScene::WindowFocusFunc([[maybe_unused]] void* window, int focused)
|
||||
{
|
||||
if (focused)
|
||||
{
|
||||
}
|
||||
else
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
void SBMainScene::Load()
|
||||
{
|
||||
}
|
||||
|
||||
void SBMainScene::Init()
|
||||
{
|
||||
sceneName = SHSerialization::DeserializeSceneFromFile(sceneAssetID);
|
||||
}
|
||||
|
||||
void SBMainScene::Update(float dt)
|
||||
{
|
||||
}
|
||||
|
||||
void SBMainScene::Render()
|
||||
{
|
||||
}
|
||||
|
||||
void SBMainScene::Unload()
|
||||
{
|
||||
}
|
||||
|
||||
void SBMainScene::Free()
|
||||
{
|
||||
//SHSerialization::SerializeScene("resources/scenes/Scene01.SHADE");
|
||||
}
|
||||
}
|
|
@ -0,0 +1,30 @@
|
|||
#pragma once
|
||||
|
||||
#include "Scene/SHScene.h"
|
||||
#include "Scene/SHSceneManager.h"
|
||||
|
||||
namespace Sandbox
|
||||
{
|
||||
class SBMainScene : public SHADE::SHScene
|
||||
{
|
||||
private:
|
||||
EntityID camera;
|
||||
EntityID testObj;
|
||||
std::vector<EntityID> stressTestObjects;
|
||||
|
||||
public:
|
||||
virtual void Load();
|
||||
virtual void Init();
|
||||
virtual void Update(float dt);
|
||||
virtual void Render();
|
||||
virtual void Free();
|
||||
virtual void Unload();
|
||||
|
||||
//TODO: Change to new window DO IT IN CPP TOO
|
||||
void WindowFocusFunc(void* window, int focused);
|
||||
|
||||
SBMainScene(void) = default;
|
||||
};
|
||||
|
||||
}
|
||||
|
|
@ -18,6 +18,8 @@
|
|||
#include "Camera/SHCameraComponent.h"
|
||||
#include "Math/SHColour.h"
|
||||
#include "Resource/SHResourceManager.h"
|
||||
#include "Graphics/MiddleEnd/Interface/SHDebugDrawSystem.h"
|
||||
#include "Tools/SHDebugDraw.h"
|
||||
|
||||
using namespace SHADE;
|
||||
|
||||
|
@ -51,7 +53,7 @@ namespace Sandbox
|
|||
switch (asset.type)
|
||||
{
|
||||
case AssetType::MESH:
|
||||
if (asset.name == "Cube.012")
|
||||
if (asset.name == "Raccoon")
|
||||
handles.emplace_back(SHResourceManager::LoadOrGet<SHMesh>(asset.id));
|
||||
break;
|
||||
case AssetType::TEXTURE:
|
||||
|
@ -63,58 +65,20 @@ namespace Sandbox
|
|||
SHResourceManager::FinaliseChanges();
|
||||
|
||||
// Create Materials
|
||||
auto matInst = graphicsSystem->AddOrGetBaseMaterialInstance();
|
||||
auto customMat = graphicsSystem->AddMaterialInstanceCopy(matInst);
|
||||
customMat->SetProperty("data.color", SHVec4(0.0f, 1.0f, 1.0f, 1.0f));
|
||||
customMat->SetProperty("data.textureIndex", 0);
|
||||
customMat->SetProperty("data.alpha", 0.1f);
|
||||
auto baseRaccoonMat = graphicsSystem->AddOrGetBaseMaterialInstance();
|
||||
auto baseRaccoonMatInstant = graphicsSystem->AddMaterialInstanceCopy(baseRaccoonMat);
|
||||
baseRaccoonMatInstant->SetProperty("data.color", SHVec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
baseRaccoonMatInstant->SetProperty("data.textureIndex", 0);
|
||||
baseRaccoonMatInstant->SetProperty("data.alpha", 0.1f);
|
||||
|
||||
// Create Stress Test Objects
|
||||
static const SHVec3 TEST_OBJ_SCALE = SHVec3::One;
|
||||
constexpr int NUM_ROWS = 3;
|
||||
constexpr int NUM_COLS = 1;
|
||||
static const SHVec3 TEST_OBJ_SPACING = { 0.1f, 0.1f, 0.1f };
|
||||
static const SHVec3 TEST_OBJ_START_POS = { -(NUM_COLS / 2 * TEST_OBJ_SPACING.x) + 1.0f, -2.0f, -1.0f };
|
||||
auto baseFloorMatInstant = graphicsSystem->AddMaterialInstanceCopy(baseRaccoonMat);
|
||||
baseFloorMatInstant->SetProperty("data.color", SHVec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
baseFloorMatInstant->SetProperty("data.textureIndex", 0);
|
||||
baseFloorMatInstant->SetProperty("data.alpha", 0.1f);
|
||||
|
||||
for (int y = 0; y < NUM_ROWS; ++y)
|
||||
for (int x = 0; x < NUM_COLS; ++x)
|
||||
{
|
||||
auto entity = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent, SHRigidBodyComponent, SHColliderComponent>();
|
||||
auto& renderable = *SHComponentManager::GetComponent_s<SHRenderable>(entity);
|
||||
auto& transform = *SHComponentManager::GetComponent_s<SHTransformComponent>(entity);
|
||||
auto& collider = *SHComponentManager::GetComponent_s<SHColliderComponent>(entity);
|
||||
auto dummy = SHEntityManager::CreateEntity<>();
|
||||
|
||||
//renderable.Mesh = handles.front();
|
||||
renderable.SetMesh(CUBE_MESH);
|
||||
renderable.SetMaterial(customMat);
|
||||
|
||||
if (y == 50)
|
||||
renderable.GetModifiableMaterial()->SetProperty("data.color", SHVec4(1.0f, 0.0f, 0.0f, 1.0f));
|
||||
|
||||
//Set initial positions
|
||||
transform.SetWorldPosition(TEST_OBJ_START_POS + SHVec3{ x * TEST_OBJ_SPACING.x, y * TEST_OBJ_SPACING.y, SHMath::GenerateRandomNumber(-3.5f, -5.0f) });
|
||||
//transform.SetWorldPosition({-1.0f, -1.0f, -1.0f});
|
||||
transform.SetWorldRotation(SHMath::GenerateRandomNumber(0.0f, 360.0f), SHMath::GenerateRandomNumber(0.0f, 360.0f), SHMath::GenerateRandomNumber(0.0f, 360.0f));
|
||||
transform.SetWorldScale(TEST_OBJ_SCALE);
|
||||
|
||||
collider.AddBoundingBox(SHVec3::One, SHVec3::Zero);
|
||||
stressTestObjects.emplace_back(entity);
|
||||
}
|
||||
|
||||
auto raccoonSpin = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
|
||||
auto& renderable = *SHComponentManager::GetComponent_s<SHRenderable>(raccoonSpin);
|
||||
auto& transform = *SHComponentManager::GetComponent_s<SHTransformComponent>(raccoonSpin);
|
||||
|
||||
renderable.SetMesh(handles.front());
|
||||
renderable.SetMaterial(customMat);
|
||||
renderable.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
renderable.GetModifiableMaterial()->SetProperty("data.alpha", 1.0f);
|
||||
renderable.GetModifiableMaterial()->SetProperty("data.textureIndex", 0);
|
||||
|
||||
transform.SetWorldPosition({ -3.0f, -1.0f, -1.0f });
|
||||
transform.SetLocalScale({ 5.0f, 5.0f, 5.0f });
|
||||
|
||||
auto floor = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent, SHRigidBodyComponent, SHColliderComponent>();
|
||||
auto floor = SHEntityManager::CreateEntity<SHTransformComponent,SHRenderable, SHRigidBodyComponent, SHColliderComponent>();
|
||||
auto& floorRenderable = *SHComponentManager::GetComponent_s<SHRenderable>(floor);
|
||||
auto& floorTransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(floor);
|
||||
auto& floorRigidBody = *SHComponentManager::GetComponent_s<SHRigidBodyComponent>(floor);
|
||||
|
@ -123,12 +87,12 @@ namespace Sandbox
|
|||
floorRenderable.SetMesh(CUBE_MESH);
|
||||
floorRenderable.SetMaterial(graphicsSystem->GetDefaultMaterialInstance());
|
||||
|
||||
floorTransform.SetWorldScale({ 7.5f, 0.5f, 7.5 });
|
||||
floorTransform.SetWorldScale({ 17.5f, 0.5f, 17.5f });
|
||||
floorTransform.SetWorldPosition({ 0.0f, -3.0f, -5.0f });
|
||||
|
||||
floorRigidBody.SetType(SHRigidBodyComponent::Type::STATIC);
|
||||
|
||||
auto* floorBox = floorCollider.AddBoundingBox();
|
||||
floorCollider.AddBoundingBox();
|
||||
|
||||
// Create blank entity with a script
|
||||
//testObj = SHADE::SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
|
||||
|
@ -136,17 +100,97 @@ namespace Sandbox
|
|||
//testObjRenderable.Mesh = CUBE_MESH;
|
||||
//testObjRenderable.SetMaterial(matInst);
|
||||
|
||||
//raccoon =======================================================================================================================
|
||||
auto racoon = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent, SHRigidBodyComponent, SHColliderComponent>(MAX_EID, "Player");
|
||||
auto& racoonRenderable = *SHComponentManager::GetComponent_s<SHRenderable>(racoon);
|
||||
auto& racoonTransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(racoon);
|
||||
auto& racoonRigidBody = *SHComponentManager::GetComponent_s<SHRigidBodyComponent>(racoon);
|
||||
auto& racoonCollider = *SHComponentManager::GetComponent_s<SHColliderComponent>(racoon);
|
||||
|
||||
racoonRenderable.SetMesh(handles.front());
|
||||
racoonRenderable.SetMaterial(baseRaccoonMatInstant);
|
||||
|
||||
racoonTransform.SetWorldScale({ 2.0f, 2.0f, 2.0f });
|
||||
racoonTransform.SetWorldPosition({ -3.0f, -2.0f, -5.0f });
|
||||
|
||||
racoonCollider.AddBoundingBox();
|
||||
racoonCollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f,0.5f,0.0f));
|
||||
racoonCollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
|
||||
|
||||
auto racoonItemLocation = SHEntityManager::CreateEntity<SHTransformComponent>();
|
||||
auto& racoonItemLocationTransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(racoonItemLocation);
|
||||
SHSceneManager::GetCurrentSceneGraph().SetParent(racoonItemLocation, racoon);
|
||||
|
||||
auto racoonCamera = SHEntityManager::CreateEntity<SHTransformComponent>();
|
||||
SHSceneManager::GetCurrentSceneGraph().SetParent(racoonCamera, racoon);
|
||||
//================================================================================================================================
|
||||
|
||||
//item ===========================================================================================================================
|
||||
auto item = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent, SHRigidBodyComponent, SHColliderComponent>(MAX_EID, "item");
|
||||
auto& itemRenderable = *SHComponentManager::GetComponent_s<SHRenderable>(item);
|
||||
auto& itemTransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(item);
|
||||
auto& itemRigidBody = *SHComponentManager::GetComponent_s<SHRigidBodyComponent>(item);
|
||||
auto& itemCollider = *SHComponentManager::GetComponent_s<SHColliderComponent>(item);
|
||||
|
||||
itemRenderable.SetMesh(handles.front());
|
||||
itemRenderable.SetMaterial(baseRaccoonMatInstant);
|
||||
|
||||
itemTransform.SetWorldScale({ 2.0f, 2.0f, 2.0f });
|
||||
itemTransform.SetWorldPosition({ 0.0f, -2.0f, -5.0f });
|
||||
|
||||
itemCollider.AddBoundingBox();
|
||||
itemCollider.AddBoundingBox(SHVec3(2.0f,2.0f,2.0f));
|
||||
itemCollider.GetCollisionShape(1).SetIsTrigger(true);
|
||||
|
||||
itemCollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
|
||||
itemCollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
|
||||
|
||||
itemCollider.GetCollisionShape(1).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
|
||||
itemCollider.GetCollisionShape(1).SetBoundingBox(SHVec3(1.0f, 1.0f, 1.0f));
|
||||
|
||||
itemRigidBody.SetInterpolate(false);
|
||||
itemRigidBody.SetFreezeRotationX(true);
|
||||
itemRigidBody.SetFreezeRotationY(true);
|
||||
itemRigidBody.SetFreezeRotationZ(true);
|
||||
//================================================================================================================================
|
||||
|
||||
//AI =============================================================================================================================
|
||||
auto AI = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent, SHRigidBodyComponent, SHColliderComponent>(MAX_EID, "AI");
|
||||
auto& AIRenderable = *SHComponentManager::GetComponent_s<SHRenderable>(AI);
|
||||
auto& AITransform = *SHComponentManager::GetComponent_s<SHTransformComponent>(AI);
|
||||
auto& AIRigidBody = *SHComponentManager::GetComponent_s<SHRigidBodyComponent>(AI);
|
||||
auto& AICollider = *SHComponentManager::GetComponent_s<SHColliderComponent>(AI);
|
||||
|
||||
AIRenderable.SetMesh(handles.front());
|
||||
AIRenderable.SetMaterial(baseRaccoonMatInstant);
|
||||
|
||||
AITransform.SetWorldScale({ 2.0f, 2.0f, 2.0f });
|
||||
AITransform.SetWorldPosition({ -8.0f, -2.0f, 2.5f });
|
||||
|
||||
AICollider.AddBoundingBox();
|
||||
AICollider.GetCollisionShape(0).SetPositionOffset(SHVec3(0.0f, 0.5f, 0.0f));
|
||||
AICollider.GetCollisionShape(0).SetBoundingBox(SHVec3(0.5f, 0.5f, 0.5f));
|
||||
|
||||
AIRigidBody.SetInterpolate(false);
|
||||
AIRigidBody.SetFreezeRotationX(true);
|
||||
AIRigidBody.SetFreezeRotationY(true);
|
||||
AIRigidBody.SetFreezeRotationZ(true);
|
||||
//================================================================================================================================
|
||||
|
||||
SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>());
|
||||
scriptEngine->AddScript(raccoonSpin, "RaccoonSpin");
|
||||
scriptEngine->AddScript(racoon, "PlayerController");
|
||||
scriptEngine->AddScript(racoon, "PickAndThrow");
|
||||
scriptEngine->AddScript(racoonCamera, "ThirdPersonCamera");
|
||||
scriptEngine->AddScript(AI, "AIPrototype");
|
||||
scriptEngine->AddScript(item, "Item");
|
||||
|
||||
auto raccoonShowcase = SHEntityManager::CreateEntity<SHRenderable, SHTransformComponent>();
|
||||
auto& renderableShowcase = *SHComponentManager::GetComponent_s<SHRenderable>(raccoonShowcase);
|
||||
auto& transformShowcase = *SHComponentManager::GetComponent_s<SHTransformComponent>(raccoonShowcase);
|
||||
|
||||
renderableShowcase.SetMesh(handles.front());
|
||||
renderableShowcase.SetMaterial(customMat);
|
||||
renderableShowcase.GetModifiableMaterial()->SetProperty("data.color", SHVec4(0.0f, 0.0f, 0.0f, 0.0f));
|
||||
renderableShowcase.SetMaterial(baseRaccoonMatInstant);
|
||||
renderableShowcase.GetModifiableMaterial()->SetProperty("data.color", SHVec4(1.0f, 1.0f, 1.0f, 1.0f));
|
||||
renderableShowcase.GetModifiableMaterial()->SetProperty("data.alpha", 1.0f);
|
||||
renderableShowcase.GetModifiableMaterial()->SetProperty("data.textureIndex", 0);
|
||||
|
||||
|
@ -187,6 +231,8 @@ namespace Sandbox
|
|||
SHADE::SHScriptEngine* scriptEngine = static_cast<SHADE::SHScriptEngine*>(SHADE::SHSystemManager::GetSystem<SHADE::SHScriptEngine>());
|
||||
scriptEngine->RemoveAllScripts(testObj);
|
||||
}
|
||||
|
||||
SHDebugDraw::Cube(SHColour::CRIMSON, SHVec3(1.0f, 0.0f, 0.0f), SHVec3(1.0f, 1.0f, 1.0f));
|
||||
}
|
||||
|
||||
void SBTestScene::Render()
|
||||
|
|
|
@ -34,6 +34,99 @@ namespace SHADE
|
|||
Object TargetObject { get; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Represents a function call that can be serialised and put togetheer with scripts.
|
||||
/// This variant accepts functions with 0 parameter.
|
||||
/// </summary>
|
||||
public class CallbackAction : ICallbackAction
|
||||
{
|
||||
#region Properties ------------------------------------------------------------
|
||||
/// <inheritdoc/>
|
||||
public Object TargetObject { get; private set; }
|
||||
/// <inheritdoc/>
|
||||
public string TargetMethodName => targetMethod == null ? "" : targetMethod.Name;
|
||||
/// <inheritdoc/>
|
||||
public bool IsRuntimeAction => targetAction != null;
|
||||
#endregion
|
||||
|
||||
#region Fields ------------------------------------------------------------------
|
||||
private MethodInfo targetMethod;
|
||||
private Action targetAction;
|
||||
private Object[] parameters;
|
||||
#endregion
|
||||
|
||||
#region Constructors ------------------------------------------------------------
|
||||
/// <summary>
|
||||
/// Constructs an empty Callback action.
|
||||
/// </summary>
|
||||
public CallbackAction() {}
|
||||
/// <summary>
|
||||
/// Constructs a CallbackAction that represents a call to the specified static
|
||||
/// method.
|
||||
/// </summary>
|
||||
/// <param name="method">Method to call.</param>
|
||||
/// <exception cref="ArgumentException">
|
||||
/// Thrown if a method that is not compatible with the target is specified. The method's
|
||||
/// source type must match the target's type.
|
||||
/// </exception>
|
||||
public CallbackAction(MethodInfo method)
|
||||
{
|
||||
// No errors, assign
|
||||
targetMethod = method;
|
||||
|
||||
// Create storage for parameters for calling
|
||||
parameters = new Object[0];
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs a CallbackAction that represents a call to a specified member
|
||||
/// method on the specified target.
|
||||
/// </summary>
|
||||
/// <param name="target">Object to call the method on.</param>
|
||||
/// <param name="method">Method to call.</param>
|
||||
/// <exception cref="ArgumentException">
|
||||
/// Thrown if a method that is not compatible with the target is specified. The method's
|
||||
/// source type must match the target's type.
|
||||
/// </exception>
|
||||
public CallbackAction(Object target, MethodInfo method)
|
||||
{
|
||||
// Error Checks
|
||||
if (method.DeclaringType != target.GetType())
|
||||
throw new ArgumentException("[CallbackAction] Attempted register an action using an incompatible target object and method.");
|
||||
|
||||
// No errors, assign
|
||||
TargetObject = target;
|
||||
targetMethod = method;
|
||||
|
||||
// Create storage for parameters for calling
|
||||
parameters = new Object[0];
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs a Callback action based on an action.
|
||||
/// </summary>
|
||||
/// <param name="action">Action that wraps a function to be called.</param>
|
||||
public CallbackAction(Action action)
|
||||
{
|
||||
targetAction = action;
|
||||
}
|
||||
#endregion
|
||||
|
||||
#region Usage Functions ---------------------------------------------------------
|
||||
/// <summary>
|
||||
/// Invokes the CallbackAction's stored method/action with the specified parameters.
|
||||
/// </summary>
|
||||
public void Invoke()
|
||||
{
|
||||
if (targetAction != null)
|
||||
{
|
||||
targetAction.Invoke();
|
||||
}
|
||||
else if (targetMethod != null)
|
||||
{
|
||||
_ = targetMethod.Invoke(TargetObject, parameters);
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
/// <summary>
|
||||
/// Represents a function call that can be serialised and put togetheer with scripts.
|
||||
/// This variant accepts functions with 1 parameter.
|
||||
|
|
|
@ -50,12 +50,12 @@ namespace SHADE
|
|||
Object TargetObject { get; }
|
||||
}
|
||||
|
||||
<# for (int i = 1; i <= max; ++i) { #>
|
||||
<# for (int i = 0; i <= max; ++i) { #>
|
||||
/// <summary>
|
||||
/// Represents a function call that can be serialised and put togetheer with scripts.
|
||||
/// This variant accepts functions with <#=i#> parameter<# if (i > 1) {#>s<#} #>.
|
||||
/// </summary>
|
||||
public class CallbackAction<<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>> : ICallbackAction
|
||||
public class CallbackAction<# if (i != 0) { #><<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>><# } #> : ICallbackAction
|
||||
{
|
||||
#region Properties ------------------------------------------------------------
|
||||
/// <inheritdoc/>
|
||||
|
@ -68,7 +68,7 @@ namespace SHADE
|
|||
|
||||
#region Fields ------------------------------------------------------------------
|
||||
private MethodInfo targetMethod;
|
||||
private Action<<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>> targetAction;
|
||||
private Action<# if (i != 0) { #><<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>><# } #> targetAction;
|
||||
private Object[] parameters;
|
||||
#endregion
|
||||
|
||||
|
@ -121,7 +121,7 @@ namespace SHADE
|
|||
/// Constructs a Callback action based on an action.
|
||||
/// </summary>
|
||||
/// <param name="action">Action that wraps a function to be called.</param>
|
||||
public CallbackAction(Action<<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>> action)
|
||||
public CallbackAction(Action<# if (i != 0) { #><<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>><# } #> action)
|
||||
{
|
||||
targetAction = action;
|
||||
}
|
||||
|
|
|
@ -45,6 +45,92 @@ namespace SHADE
|
|||
IEnumerable<ICallbackAction> Actions { get; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// A container of CallbackActions that is correlated to a specific scenario as
|
||||
/// specified by the user of this class.
|
||||
/// This variant accepts CallbackEvents with 1 generic parameter.
|
||||
/// </summary>
|
||||
public class CallbackEvent : ICallbackEvent
|
||||
{
|
||||
#region Properties --------------------------------------------------------------
|
||||
/// <inheritdoc/>
|
||||
public IEnumerable<ICallbackAction> Actions => actions;
|
||||
#endregion
|
||||
|
||||
#region Fields ------------------------------------------------------------------
|
||||
private List<ICallbackAction> actions = new List<ICallbackAction>();
|
||||
#endregion
|
||||
|
||||
#region Usage Functions ---------------------------------------------------------
|
||||
/// <inheritdoc/>
|
||||
public void RegisterAction()
|
||||
{
|
||||
actions.Add(new CallbackAction());
|
||||
}
|
||||
/// <inheritdoc/>
|
||||
public void RegisterAction(ICallbackAction action)
|
||||
{
|
||||
// Check if valid action
|
||||
if (action.GetType() != typeof(CallbackAction))
|
||||
{
|
||||
Debug.LogWarning("Attempted to register an invalid CallbackAction type. Ignoring.", this);
|
||||
return;
|
||||
}
|
||||
|
||||
actions.Add(action);
|
||||
}
|
||||
/// <summary>
|
||||
/// Adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">CallbackAction to add.</param>
|
||||
public void RegisterAction(CallbackAction action)
|
||||
{
|
||||
actions.Add(action);
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">System.Action to add as a CallbackAction.</param>
|
||||
public void RegisterAction(Action action)
|
||||
{
|
||||
actions.Add(new CallbackAction(action));
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="target">Object to call the method on.</param>
|
||||
/// <param name="method">Method to call.</param>
|
||||
public void RegisterAction(Object target, MethodInfo method)
|
||||
{
|
||||
actions.Add(new CallbackAction(target, method));
|
||||
}
|
||||
/// <inheritdoc/>
|
||||
public void DeregisterAction(ICallbackAction action)
|
||||
{
|
||||
if (!actions.Remove(action))
|
||||
{
|
||||
Debug.LogWarning("Attempted to deregister invalid action. Ignored.", this);
|
||||
}
|
||||
}
|
||||
/// <summary>
|
||||
/// Invokes all stored CallbackActions with the specified parameters.
|
||||
/// </summary>
|
||||
public void Invoke()
|
||||
{
|
||||
foreach (CallbackAction action in actions)
|
||||
{
|
||||
try
|
||||
{
|
||||
action.Invoke();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogException(e, this);
|
||||
}
|
||||
}
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
/// <summary>
|
||||
/// A container of CallbackActions that is correlated to a specific scenario as
|
||||
/// specified by the user of this class.
|
||||
|
@ -88,7 +174,7 @@ namespace SHADE
|
|||
actions.Add(action);
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">System.Action to add as a CallbackAction.</param>
|
||||
public void RegisterAction(Action<T1> action)
|
||||
|
@ -96,7 +182,7 @@ namespace SHADE
|
|||
actions.Add(new CallbackAction<T1>(action));
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="target">Object to call the method on.</param>
|
||||
/// <param name="method">Method to call.</param>
|
||||
|
@ -174,7 +260,7 @@ namespace SHADE
|
|||
actions.Add(action);
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">System.Action to add as a CallbackAction.</param>
|
||||
public void RegisterAction(Action<T1, T2> action)
|
||||
|
@ -182,7 +268,7 @@ namespace SHADE
|
|||
actions.Add(new CallbackAction<T1, T2>(action));
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="target">Object to call the method on.</param>
|
||||
/// <param name="method">Method to call.</param>
|
||||
|
@ -260,7 +346,7 @@ namespace SHADE
|
|||
actions.Add(action);
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">System.Action to add as a CallbackAction.</param>
|
||||
public void RegisterAction(Action<T1, T2, T3> action)
|
||||
|
@ -268,7 +354,7 @@ namespace SHADE
|
|||
actions.Add(new CallbackAction<T1, T2, T3>(action));
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="target">Object to call the method on.</param>
|
||||
/// <param name="method">Method to call.</param>
|
||||
|
@ -346,7 +432,7 @@ namespace SHADE
|
|||
actions.Add(action);
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">System.Action to add as a CallbackAction.</param>
|
||||
public void RegisterAction(Action<T1, T2, T3, T4> action)
|
||||
|
@ -354,7 +440,7 @@ namespace SHADE
|
|||
actions.Add(new CallbackAction<T1, T2, T3, T4>(action));
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="target">Object to call the method on.</param>
|
||||
/// <param name="method">Method to call.</param>
|
||||
|
@ -432,7 +518,7 @@ namespace SHADE
|
|||
actions.Add(action);
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">System.Action to add as a CallbackAction.</param>
|
||||
public void RegisterAction(Action<T1, T2, T3, T4, T5> action)
|
||||
|
@ -440,7 +526,7 @@ namespace SHADE
|
|||
actions.Add(new CallbackAction<T1, T2, T3, T4, T5>(action));
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="target">Object to call the method on.</param>
|
||||
/// <param name="method">Method to call.</param>
|
||||
|
@ -518,7 +604,7 @@ namespace SHADE
|
|||
actions.Add(action);
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">System.Action to add as a CallbackAction.</param>
|
||||
public void RegisterAction(Action<T1, T2, T3, T4, T5, T6> action)
|
||||
|
@ -526,7 +612,7 @@ namespace SHADE
|
|||
actions.Add(new CallbackAction<T1, T2, T3, T4, T5, T6>(action));
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="target">Object to call the method on.</param>
|
||||
/// <param name="method">Method to call.</param>
|
||||
|
@ -604,7 +690,7 @@ namespace SHADE
|
|||
actions.Add(action);
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">System.Action to add as a CallbackAction.</param>
|
||||
public void RegisterAction(Action<T1, T2, T3, T4, T5, T6, T7> action)
|
||||
|
@ -612,7 +698,7 @@ namespace SHADE
|
|||
actions.Add(new CallbackAction<T1, T2, T3, T4, T5, T6, T7>(action));
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="target">Object to call the method on.</param>
|
||||
/// <param name="method">Method to call.</param>
|
||||
|
@ -690,7 +776,7 @@ namespace SHADE
|
|||
actions.Add(action);
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">System.Action to add as a CallbackAction.</param>
|
||||
public void RegisterAction(Action<T1, T2, T3, T4, T5, T6, T7, T8> action)
|
||||
|
@ -698,7 +784,7 @@ namespace SHADE
|
|||
actions.Add(new CallbackAction<T1, T2, T3, T4, T5, T6, T7, T8>(action));
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="target">Object to call the method on.</param>
|
||||
/// <param name="method">Method to call.</param>
|
||||
|
@ -776,7 +862,7 @@ namespace SHADE
|
|||
actions.Add(action);
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">System.Action to add as a CallbackAction.</param>
|
||||
public void RegisterAction(Action<T1, T2, T3, T4, T5, T6, T7, T8, T9> action)
|
||||
|
@ -784,7 +870,7 @@ namespace SHADE
|
|||
actions.Add(new CallbackAction<T1, T2, T3, T4, T5, T6, T7, T8, T9>(action));
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="target">Object to call the method on.</param>
|
||||
/// <param name="method">Method to call.</param>
|
||||
|
@ -862,7 +948,7 @@ namespace SHADE
|
|||
actions.Add(action);
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">System.Action to add as a CallbackAction.</param>
|
||||
public void RegisterAction(Action<T1, T2, T3, T4, T5, T6, T7, T8, T9, T10> action)
|
||||
|
@ -870,7 +956,7 @@ namespace SHADE
|
|||
actions.Add(new CallbackAction<T1, T2, T3, T4, T5, T6, T7, T8, T9, T10>(action));
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="target">Object to call the method on.</param>
|
||||
/// <param name="method">Method to call.</param>
|
||||
|
|
|
@ -61,13 +61,13 @@ namespace SHADE
|
|||
IEnumerable<ICallbackAction> Actions { get; }
|
||||
}
|
||||
|
||||
<# for (int i = 1; i <= max; ++i) { #>
|
||||
<# for (int i = 0; i <= max; ++i) { #>
|
||||
/// <summary>
|
||||
/// A container of CallbackActions that is correlated to a specific scenario as
|
||||
/// specified by the user of this class.
|
||||
/// This variant accepts CallbackEvents with 1 generic parameter.
|
||||
/// </summary>
|
||||
public class CallbackEvent<<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>> : ICallbackEvent
|
||||
public class CallbackEvent<# if (i != 0) { #><<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>><# } #> : ICallbackEvent
|
||||
{
|
||||
#region Properties --------------------------------------------------------------
|
||||
/// <inheritdoc/>
|
||||
|
@ -82,13 +82,13 @@ namespace SHADE
|
|||
/// <inheritdoc/>
|
||||
public void RegisterAction()
|
||||
{
|
||||
actions.Add(new CallbackAction<<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>>());
|
||||
actions.Add(new CallbackAction<# if (i != 0) { #><<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>><# } #>());
|
||||
}
|
||||
/// <inheritdoc/>
|
||||
public void RegisterAction(ICallbackAction action)
|
||||
{
|
||||
// Check if valid action
|
||||
if (action.GetType() != typeof(CallbackAction<<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>>))
|
||||
if (action.GetType() != typeof(CallbackAction<# if (i != 0) { #><<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>><# } #>))
|
||||
{
|
||||
Debug.LogWarning("Attempted to register an invalid CallbackAction type. Ignoring.", this);
|
||||
return;
|
||||
|
@ -100,26 +100,26 @@ namespace SHADE
|
|||
/// Adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">CallbackAction to add.</param>
|
||||
public void RegisterAction(CallbackAction<<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>> action)
|
||||
public void RegisterAction(CallbackAction<# if (i != 0) { #><<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>><# } #> action)
|
||||
{
|
||||
actions.Add(action);
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="action">System.Action to add as a CallbackAction.</param>
|
||||
public void RegisterAction(Action<<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>> action)
|
||||
public void RegisterAction(Action<# if (i != 0) { #><<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>><# } #> action)
|
||||
{
|
||||
actions.Add(new CallbackAction<<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>>(action));
|
||||
actions.Add(new CallbackAction<# if (i != 0) { #><<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>><# } #>(action));
|
||||
}
|
||||
/// <summary>
|
||||
/// Constructs and adds a CallbackACtion into the event.
|
||||
/// Constructs and adds a CallbackAction into the event.
|
||||
/// </summary>
|
||||
/// <param name="target">Object to call the method on.</param>
|
||||
/// <param name="method">Method to call.</param>
|
||||
public void RegisterAction(Object target, MethodInfo method)
|
||||
{
|
||||
actions.Add(new CallbackAction<<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>>(target, method));
|
||||
actions.Add(new CallbackAction<# if (i != 0) { #><<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>><# } #>(target, method));
|
||||
}
|
||||
/// <inheritdoc/>
|
||||
public void DeregisterAction(ICallbackAction action)
|
||||
|
@ -132,9 +132,9 @@ namespace SHADE
|
|||
/// <summary>
|
||||
/// Invokes all stored CallbackActions with the specified parameters.
|
||||
/// </summary>
|
||||
public void Invoke(<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#> t<#=t#><# if (t != i) { #>, <# } #><# } #>)
|
||||
public void Invoke(<# if (i != 0) { for (int t = 1; t < i + 1; ++t) { #>T<#=t#> t<#=t#><# if (t != i) { #>, <# } #><# } } #>)
|
||||
{
|
||||
foreach (CallbackAction<<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>> action in actions)
|
||||
foreach (CallbackAction<# if (i != 0) { #><<# for (int t = 1; t < i + 1; ++t) { #>T<#=t#><# if (t != i) { #>, <# } #><# } #>><# } #> action in actions)
|
||||
{
|
||||
try
|
||||
{
|
||||
|
|
|
@ -26,7 +26,6 @@ project "SHADE_Engine"
|
|||
|
||||
externalincludedirs
|
||||
{
|
||||
"%{IncludeDir.assimp}\\include",
|
||||
"%{IncludeDir.imgui}",
|
||||
"%{IncludeDir.imguizmo}",
|
||||
"%{IncludeDir.imnodes}",
|
||||
|
@ -52,8 +51,6 @@ project "SHADE_Engine"
|
|||
{
|
||||
"%{prj.location}/libs",
|
||||
"%{IncludeDir.VULKAN}/Lib",
|
||||
"%{IncludeDir.assimp}/lib/Debug",
|
||||
"%{IncludeDir.assimp}/lib/Release",
|
||||
"%{IncludeDir.RTTR}/lib",
|
||||
"%{IncludeDir.SDL}/lib",
|
||||
"%{IncludeDir.spdlog}/lib",
|
||||
|
@ -119,7 +116,8 @@ project "SHADE_Engine"
|
|||
filter "configurations:Debug"
|
||||
postbuildcommands
|
||||
{
|
||||
"xcopy /r /y /q \"%{IncludeDir.assimp}\\bin\\Debug\\assimp-vc142-mtd.dll\" \"$(OutDir)\"",
|
||||
"xcopy /r /y /q \"%{IncludeDir.ModelCompiler}\\bin\\Debug\\assimp-vc142-mtd.dll\" \"$(OutDir)\"",
|
||||
"xcopy /r /y /q \"%{IncludeDir.ModelCompiler}\\bin\\Debug\\ModelCompiler.exe\" \"$(OutDir)\"",
|
||||
"xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmodL.dll\" \"$(OutDir)\"",
|
||||
"xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmodstudioL.dll\" \"$(OutDir)\""
|
||||
}
|
||||
|
@ -127,7 +125,8 @@ project "SHADE_Engine"
|
|||
filter "configurations:Release"
|
||||
postbuildcommands
|
||||
{
|
||||
"xcopy /r /y /q \"%{IncludeDir.assimp}\\bin\\Release\\assimp-vc142-mt.dll\" \"$(OutDir)\"",
|
||||
"xcopy /r /y /q \"%{IncludeDir.ModelCompiler}\\bin\\Release\\assimp-vc142-mt.dll\" \"$(OutDir)\"",
|
||||
"xcopy /r /y /q \"%{IncludeDir.ModelCompiler}\\bin\\Release\\ModelCompiler.exe\" \"$(OutDir)\"",
|
||||
"xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmod.dll\" \"$(OutDir)\"",
|
||||
"xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmodstudio.dll\" \"$(OutDir)\""
|
||||
}
|
||||
|
@ -135,32 +134,35 @@ project "SHADE_Engine"
|
|||
filter "configurations:Publish"
|
||||
postbuildcommands
|
||||
{
|
||||
"xcopy /r /y /q \"%{IncludeDir.assimp}\\bin\\Release\\assimp-vc142-mt.dll\" \"$(OutDir)\"",
|
||||
--"xcopy /r /y /q \"%{IncludeDir.assimp}\\bin\\Release\\assimp-vc142-mt.dll\" \"$(OutDir)\"",
|
||||
"xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmod.dll\" \"$(OutDir)\"",
|
||||
"xcopy /r /y /q \"%{IncludeDir.fmod}\\lib\\fmodstudio.dll\" \"$(OutDir)\""
|
||||
}
|
||||
|
||||
filter "configurations:Publish"
|
||||
postbuildcommands {"xcopy /r /y /q \"%{IncludeDir.assimp}\\bin\\Release\\assimp-vc142-mt.dll\" \"$(OutDir)\""}
|
||||
postbuildcommands
|
||||
{
|
||||
--"xcopy /r /y /q \"%{IncludeDir.assimp}\\bin\\Release\\assimp-vc142-mt.dll\" \"$(OutDir)\""
|
||||
}
|
||||
|
||||
warnings 'Extra'
|
||||
|
||||
filter "configurations:Debug"
|
||||
symbols "On"
|
||||
defines {"_DEBUG", "SHEDITOR"}
|
||||
links{"assimp-vc142-mtd.lib", "librttr_core_d.lib", "spdlogd.lib"}
|
||||
links{"librttr_core_d.lib", "spdlogd.lib"}
|
||||
links{"fmodstudioL_vc.lib", "fmodL_vc.lib"}
|
||||
|
||||
filter "configurations:Release"
|
||||
optimize "On"
|
||||
defines{"_RELEASE", "SHEDITOR"}
|
||||
links{"assimp-vc142-mt.lib", "librttr_core.lib", "spdlog.lib"}
|
||||
links{"librttr_core.lib", "spdlog.lib"}
|
||||
links{"fmodstudio_vc.lib", "fmod_vc.lib"}
|
||||
|
||||
filter "configurations:Publish"
|
||||
optimize "On"
|
||||
defines{"_RELEASE", "_PUBLISH"}
|
||||
links{"assimp-vc142-mt.lib", "librttr_core.lib", "spdlog.lib"}
|
||||
links{"librttr_core.lib", "spdlog.lib"}
|
||||
excludes
|
||||
{
|
||||
-- "%{prj.location}/src/Editor/**.cpp",
|
||||
|
|
|
@ -1,4 +1,4 @@
|
|||
#pragma once
|
||||
|
||||
#include "SHMeshAsset.h"
|
||||
#include "SHModelAsset.h"
|
||||
#include "SHTextureAsset.h"
|
|
@ -18,24 +18,31 @@
|
|||
|
||||
namespace SHADE
|
||||
{
|
||||
struct SH_API SHMeshAssetHeader
|
||||
{
|
||||
uint32_t vertexCount;
|
||||
uint32_t indexCount;
|
||||
std::string name;
|
||||
};
|
||||
struct SHMeshAssetHeader
|
||||
{
|
||||
uint32_t vertexCount;
|
||||
uint32_t indexCount;
|
||||
std::string name;
|
||||
};
|
||||
|
||||
struct SH_API SHMeshAsset : SHAssetData
|
||||
{
|
||||
bool compiled;
|
||||
bool changed;
|
||||
struct SHModelAssetHeader
|
||||
{
|
||||
size_t meshCount;
|
||||
};
|
||||
|
||||
SHMeshAssetHeader header;
|
||||
struct SH_API SHMeshData : SHAssetData
|
||||
{
|
||||
SHMeshAssetHeader header;
|
||||
std::vector<SHVec3> VertexPositions;
|
||||
std::vector<SHVec3> VertexTangents;
|
||||
std::vector<SHVec3> VertexNormals;
|
||||
std::vector<SHVec2> VertexTexCoords;
|
||||
std::vector<uint32_t> Indices;
|
||||
};
|
||||
|
||||
std::vector<SHVec3> vertexPosition;
|
||||
std::vector<SHVec3> vertexTangent;
|
||||
std::vector<SHVec3> vertexNormal;
|
||||
std::vector<SHVec2> texCoords;
|
||||
std::vector<uint32_t> indices;
|
||||
};
|
||||
struct SH_API SHModelAsset : SHAssetData
|
||||
{
|
||||
SHModelAssetHeader header;
|
||||
std::vector<SHMeshData*> subMeshes;
|
||||
};
|
||||
}
|
|
@ -1,201 +0,0 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHMeshCompiler.cpp
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Library to write data in SHMeshAsset into binary file for faster
|
||||
* loading in the future
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#include "SHpch.h"
|
||||
#include "SHMeshCompiler.h"
|
||||
#include "Graphics/MiddleEnd/Meshes/SHMeshData.h"
|
||||
#include <assimp/postprocess.h>
|
||||
|
||||
#include <fstream>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
||||
Assimp::Importer SHMeshCompiler::aiImporter;
|
||||
|
||||
void SHMeshCompiler::ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes) noexcept
|
||||
{
|
||||
for (size_t i{ 0 }; i < node.mNumMeshes; ++i)
|
||||
{
|
||||
aiMesh* mesh = scene.mMeshes[node.mMeshes[i]];
|
||||
meshes.push_back(ProcessMesh(*mesh));
|
||||
}
|
||||
|
||||
for (size_t i{ 0 }; i < node.mNumChildren; ++i)
|
||||
{
|
||||
ProcessNode(*node.mChildren[i], scene, meshes);
|
||||
}
|
||||
}
|
||||
|
||||
void SHMeshCompiler::ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept
|
||||
{
|
||||
if (scene.HasAnimations())
|
||||
{
|
||||
std::vector<SHAnimationAsset> anims(scene.mNumAnimations);
|
||||
for (auto i{ 0 }; i < scene.mNumAnimations; ++i)
|
||||
{
|
||||
auto const& anim{ *scene.mAnimations[i] };
|
||||
|
||||
anims[i].name = anim.mName.C_Str();
|
||||
|
||||
anims[i].duration = anim.mDuration;
|
||||
anims[i].ticksPerSecond = anim.mTicksPerSecond;
|
||||
|
||||
std::copy_n(anim.mChannels, anim.mNumChannels, anims[i].nodeChannels.data());
|
||||
std::copy_n(anim.mMeshChannels, anim.mNumMeshChannels, anims[i].meshChannels.data());
|
||||
std::copy_n(anim.mMorphMeshChannels, anim.mNumMorphMeshChannels, anims[i].morphMeshChannels.data());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SHMeshAsset* SHMeshCompiler::ProcessMesh(aiMesh const& mesh) noexcept
|
||||
{
|
||||
SHMeshAsset* result = new SHMeshAsset();
|
||||
result->compiled = false;
|
||||
result->changed = false;
|
||||
|
||||
for (size_t i{ 0 }; i < mesh.mNumVertices; ++i)
|
||||
{
|
||||
// Vertex position
|
||||
SHVec3 vertex;
|
||||
vertex.x = mesh.mVertices[i].x;
|
||||
vertex.y = mesh.mVertices[i].y;
|
||||
vertex.z = mesh.mVertices[i].z;
|
||||
result->vertexPosition.push_back(vertex);
|
||||
|
||||
// Tex coords
|
||||
SHVec2 texCoord{ 0.f, 0.f };
|
||||
if (mesh.mTextureCoords[0])
|
||||
{
|
||||
texCoord.x = mesh.mTextureCoords[0][i].x;
|
||||
texCoord.y = mesh.mTextureCoords[0][i].y;
|
||||
}
|
||||
result->texCoords.push_back(texCoord);
|
||||
|
||||
// Normals
|
||||
SHVec3 normal{ 0.f, 0.f, 0.f };
|
||||
if (mesh.mNormals)
|
||||
{
|
||||
normal.x = mesh.mNormals[i].x;
|
||||
normal.y = mesh.mNormals[i].y;
|
||||
normal.z = mesh.mNormals[i].z;
|
||||
}
|
||||
result->vertexNormal.push_back(normal);
|
||||
|
||||
// Tangent
|
||||
SHVec3 tangent{ 0.f, 0.f, 0.f };
|
||||
if (mesh.mTangents)
|
||||
{
|
||||
tangent.x = mesh.mTangents[i].x;
|
||||
tangent.y = mesh.mTangents[i].y;
|
||||
tangent.z = mesh.mTangents[i].z;
|
||||
}
|
||||
result->vertexTangent.push_back(tangent);
|
||||
}
|
||||
|
||||
for (size_t i{ 0 }; i < mesh.mNumFaces; ++i)
|
||||
{
|
||||
aiFace face = mesh.mFaces[i];
|
||||
for (size_t j{ 0 }; j < face.mNumIndices; ++j)
|
||||
{
|
||||
result->indices.push_back(face.mIndices[j]);
|
||||
}
|
||||
}
|
||||
|
||||
result->header.vertexCount = static_cast<uint32_t>(result->vertexPosition.size());
|
||||
result->header.indexCount = static_cast<uint32_t>(result->indices.size());
|
||||
result->header.name = mesh.mName.C_Str();
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void SHMeshCompiler::LoadFromFile(AssetPath path, MeshVectorRef meshes, AnimVectorRef anims) noexcept
|
||||
{
|
||||
const aiScene* scene = aiImporter.ReadFile(path.string().c_str(),
|
||||
aiProcess_Triangulate // Make sure we get triangles rather than nvert polygons
|
||||
| aiProcess_GenUVCoords // Convert any type of mapping to uv mapping
|
||||
| aiProcess_TransformUVCoords // preprocess UV transformations (scaling, translation ...)
|
||||
| aiProcess_FindInstances // search for instanced meshes and remove them by references to one master
|
||||
| aiProcess_CalcTangentSpace // calculate tangents and bitangents if possible
|
||||
| aiProcess_JoinIdenticalVertices // join identical vertices/ optimize indexing
|
||||
| aiProcess_RemoveRedundantMaterials // remove redundant materials
|
||||
| aiProcess_FindInvalidData // detect invalid model data, such as invalid normal vectors
|
||||
| aiProcess_FlipUVs // flip the V to match the Vulkans way of doing UVs
|
||||
);
|
||||
|
||||
if (!scene || !scene->HasMeshes())
|
||||
{
|
||||
SHLOG_ERROR("ERROR in GLTF::ASSIMP: {}\nFile: {}", aiImporter.GetErrorString(), path.string());
|
||||
return;
|
||||
}
|
||||
|
||||
//ExtractAnimations(*scene, anims);
|
||||
|
||||
ProcessNode(*scene->mRootNode, *scene, meshes);
|
||||
|
||||
aiImporter.FreeScene();
|
||||
}
|
||||
|
||||
std::optional<AssetPath> SHMeshCompiler::CompileMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept
|
||||
{
|
||||
std::string newPath{ path.parent_path().string() + '/' };
|
||||
newPath += asset.header.name + MESH_EXTENSION.data();
|
||||
|
||||
std::ofstream file{ newPath, std::ios::out | std::ios::binary | std::ios::trunc };
|
||||
if (!file.is_open())
|
||||
{
|
||||
SHLOG_ERROR("Unable to open file for writing mesh file: {}", path.string());
|
||||
}
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&(asset.header.vertexCount)),
|
||||
sizeof(uint32_t)
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<const char*>(&(asset.header.indexCount)),
|
||||
sizeof(uint32_t)
|
||||
);
|
||||
|
||||
auto const vertexVec3Byte{ sizeof(SHVec3) * asset.header.vertexCount };
|
||||
auto const vertexVec2Byte{ sizeof(SHVec2) * asset.header.vertexCount };
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.vertexPosition.data()),
|
||||
vertexVec3Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.vertexTangent.data()),
|
||||
vertexVec3Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.vertexNormal.data()),
|
||||
vertexVec3Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.texCoords.data()),
|
||||
vertexVec2Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.indices.data()),
|
||||
sizeof(uint32_t) * asset.header.indexCount
|
||||
);
|
||||
|
||||
file.close();
|
||||
|
||||
return newPath;
|
||||
}
|
||||
}
|
|
@ -1,40 +0,0 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHMeshCompiler.h
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Library to write data in SHMeshAsset into binary file for faster
|
||||
* loading in the future
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#pragma once
|
||||
|
||||
#include <assimp/Importer.hpp>
|
||||
#include <assimp/scene.h>
|
||||
#include <vector>
|
||||
|
||||
#include "Assets/Asset Types/SHAnimationAsset.h"
|
||||
#include "Assets/Asset Types/SHMeshAsset.h"
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHMeshCompiler
|
||||
{
|
||||
|
||||
using MeshVectorRef = std::vector<SHMeshAsset*>&;
|
||||
using AnimVectorRef = std::vector<SHAnimationAsset*>&;
|
||||
|
||||
static Assimp::Importer aiImporter;
|
||||
static void ProcessNode(aiNode const& node, aiScene const& scene, MeshVectorRef meshes) noexcept;
|
||||
static void ExtractAnimations(aiScene const& scene, AnimVectorRef anims) noexcept;
|
||||
static SHMeshAsset* ProcessMesh(aiMesh const& mesh) noexcept;
|
||||
|
||||
public:
|
||||
static void LoadFromFile(AssetPath path, MeshVectorRef meshes, AnimVectorRef anims) noexcept;
|
||||
static std::optional<AssetPath> CompileMeshBinary(SHMeshAsset const& asset, AssetPath path) noexcept;
|
||||
};
|
||||
}
|
|
@ -1,130 +0,0 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHMeshLoader.cpp
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Implementation for Mesh loader. Accounts for custom binary format
|
||||
* as well as GLTF file format.
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#include "SHpch.h"
|
||||
#include "SHMeshLoader.h"
|
||||
#include <fstream>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
void SHMeshLoader::LoadSHMesh(AssetPath path, SHMeshAsset& mesh) noexcept
|
||||
{
|
||||
std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
|
||||
if (!file.is_open())
|
||||
{
|
||||
SHLOG_ERROR("Unable to open SHMesh File: {}", path.string());
|
||||
return;
|
||||
}
|
||||
|
||||
const std::string name{ path.stem().string() };
|
||||
|
||||
file.seekg(0);
|
||||
|
||||
uint32_t vertCount, indexCount;
|
||||
std::vector<SHVec3> vertPos, vertTan, vertNorm;
|
||||
std::vector<SHVec2> texCoord;
|
||||
std::vector<uint32_t> indices;
|
||||
|
||||
file.read(reinterpret_cast<char*>(&vertCount), sizeof(uint32_t));
|
||||
file.read(reinterpret_cast<char*>(&indexCount), sizeof(uint32_t));
|
||||
|
||||
auto const vertexVec3Byte{ sizeof(SHVec3) * vertCount };
|
||||
auto const vertexVec2Byte{ sizeof(SHVec2) * vertCount };
|
||||
|
||||
vertPos.resize(vertCount);
|
||||
vertTan.resize(vertCount);
|
||||
vertNorm.resize(vertCount);
|
||||
texCoord.resize(vertCount);
|
||||
indices.resize(indexCount);
|
||||
|
||||
file.read(reinterpret_cast<char *>(vertPos.data()), vertexVec3Byte);
|
||||
file.read(reinterpret_cast<char *>(vertTan.data()), vertexVec3Byte);
|
||||
file.read(reinterpret_cast<char *>(vertNorm.data()), vertexVec3Byte);
|
||||
file.read(reinterpret_cast<char *>(texCoord.data()), vertexVec2Byte);
|
||||
file.read(reinterpret_cast<char *>(indices.data()), sizeof(uint32_t) * indexCount);
|
||||
|
||||
mesh.compiled = true;
|
||||
mesh.changed = false;
|
||||
|
||||
mesh.header.indexCount = indexCount;
|
||||
mesh.header.vertexCount = vertCount;
|
||||
mesh.header.name = name;
|
||||
|
||||
mesh.vertexPosition = std::move(vertPos);
|
||||
mesh.vertexTangent = std::move(vertTan);
|
||||
mesh.vertexNormal = std::move(vertNorm);
|
||||
mesh.texCoords = std::move(texCoord);
|
||||
mesh.indices = std::move(indices);
|
||||
|
||||
file.close();
|
||||
}
|
||||
|
||||
SHAssetData* SHMeshLoader::Load(AssetPath path)
|
||||
{
|
||||
auto result = new SHMeshAsset();
|
||||
|
||||
LoadSHMesh(path, *result);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void SHMeshLoader::Write(SHAssetData const* data, AssetPath path)
|
||||
{
|
||||
std::ofstream file{ path, std::ios::out | std::ios::binary | std::ios::trunc };
|
||||
if (!file.is_open())
|
||||
{
|
||||
SHLOG_ERROR("Unable to open file for writing mesh file: {}", path.string());
|
||||
}
|
||||
|
||||
auto asset = *dynamic_cast<SHMeshAsset const*>(data);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(&(asset.header.vertexCount)),
|
||||
sizeof(uint32_t)
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<const char*>(&(asset.header.indexCount)),
|
||||
sizeof(uint32_t)
|
||||
);
|
||||
|
||||
auto const vertexVec3Byte{ sizeof(SHVec3) * asset.header.vertexCount };
|
||||
auto const vertexVec2Byte{ sizeof(SHVec2) * asset.header.vertexCount };
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.vertexPosition.data()),
|
||||
vertexVec3Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.vertexTangent.data()),
|
||||
vertexVec3Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.vertexNormal.data()),
|
||||
vertexVec3Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.texCoords.data()),
|
||||
vertexVec2Byte
|
||||
);
|
||||
|
||||
file.write(
|
||||
reinterpret_cast<char const*>(asset.indices.data()),
|
||||
sizeof(uint32_t) * asset.header.indexCount
|
||||
);
|
||||
|
||||
file.close();
|
||||
}
|
||||
}
|
|
@ -0,0 +1,91 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHModelLoader.cpp
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Implementation for Mesh loader. Accounts for custom binary format
|
||||
* as well as GLTF file format.
|
||||
*
|
||||
*
|
||||
* Copyright (C) 2022 DigiPen Institute of Technology. Reproduction or
|
||||
* disclosure of this file or its contents without the prior written consent
|
||||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#include "SHpch.h"
|
||||
#include "SHModelLoader.h"
|
||||
#include <fstream>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
void SHModelLoader::ReadHeader(std::ifstream& file, SHMeshLoaderHeader& header) noexcept
|
||||
{
|
||||
file.read(
|
||||
reinterpret_cast<char*>(&header),
|
||||
sizeof(SHMeshLoaderHeader)
|
||||
);
|
||||
}
|
||||
|
||||
void SHModelLoader::ReadData(std::ifstream& file, SHMeshLoaderHeader const& header, SHMeshData& data) noexcept
|
||||
{
|
||||
auto const vertexVec3Byte{ sizeof(SHVec3) * header.vertexCount };
|
||||
auto const vertexVec2Byte{ sizeof(SHVec2) * header.vertexCount };
|
||||
|
||||
data.VertexPositions.resize(header.vertexCount);
|
||||
data.VertexTangents.resize(header.vertexCount);
|
||||
data.VertexNormals.resize(header.vertexCount);
|
||||
data.VertexTexCoords.resize(header.vertexCount);
|
||||
data.Indices.resize(header.indexCount);
|
||||
data.header.name.resize(header.charCount);
|
||||
|
||||
file.read(data.header.name.data(), header.charCount);
|
||||
file.read(reinterpret_cast<char*>(data.VertexPositions.data()), vertexVec3Byte);
|
||||
file.read(reinterpret_cast<char*>(data.VertexTangents.data()), vertexVec3Byte);
|
||||
file.read(reinterpret_cast<char*>(data.VertexNormals.data()), vertexVec3Byte);
|
||||
file.read(reinterpret_cast<char*>(data.VertexTexCoords.data()), vertexVec2Byte);
|
||||
file.read(reinterpret_cast<char*>(data.Indices.data()), sizeof(uint32_t) * header.indexCount);
|
||||
|
||||
data.header.vertexCount = header.vertexCount;
|
||||
data.header.indexCount = header.indexCount;
|
||||
}
|
||||
|
||||
void SHModelLoader::LoadSHMesh(AssetPath path, SHModelAsset& model) noexcept
|
||||
{
|
||||
std::ifstream file{ path.string(), std::ios::in | std::ios::binary };
|
||||
if (!file.is_open())
|
||||
{
|
||||
SHLOG_ERROR("Unable to open SHMesh File: {}", path.string());
|
||||
return;
|
||||
}
|
||||
|
||||
file.seekg(0);
|
||||
|
||||
file.read(
|
||||
reinterpret_cast<char*>(&model.header),
|
||||
sizeof(SHModelAssetHeader)
|
||||
);
|
||||
|
||||
std::vector<SHMeshLoaderHeader> headers(model.header.meshCount);
|
||||
model.subMeshes.resize(model.header.meshCount);
|
||||
|
||||
for (auto i{ 0 }; i < model.header.meshCount; ++i)
|
||||
{
|
||||
model.subMeshes[i] = new SHMeshData();
|
||||
ReadHeader(file, headers[i]);
|
||||
ReadData(file, headers[i], *model.subMeshes[i]);
|
||||
}
|
||||
file.close();
|
||||
}
|
||||
|
||||
SHAssetData* SHModelLoader::Load(AssetPath path)
|
||||
{
|
||||
auto result = new SHModelAsset();
|
||||
|
||||
LoadSHMesh(path, *result);
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
void SHModelLoader::Write(SHAssetData const* data, AssetPath path)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
|
@ -1,5 +1,5 @@
|
|||
/*************************************************************************//**
|
||||
* \file SHMeshLoader.h
|
||||
* \file SHModelLoader.h
|
||||
* \author Loh Xiao Qi
|
||||
* \date 30 September 2022
|
||||
* \brief Library to load gltf mesh files and custom binary format
|
||||
|
@ -10,14 +10,27 @@
|
|||
* of DigiPen Institute of Technology is prohibited.
|
||||
*****************************************************************************/
|
||||
#pragma once
|
||||
#include "Assets/Asset Types/SHMeshAsset.h"
|
||||
#include "Assets/Asset Types/SHModelAsset.h"
|
||||
#include "SHAssetLoader.h"
|
||||
#include <fstream>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
struct SHMeshLoader : SHAssetLoader
|
||||
class SHModelLoader : public SHAssetLoader
|
||||
{
|
||||
void LoadSHMesh(AssetPath path, SHMeshAsset& meshes) noexcept;
|
||||
struct SHMeshLoaderHeader
|
||||
{
|
||||
uint32_t vertexCount;
|
||||
uint32_t indexCount;
|
||||
uint32_t charCount;
|
||||
};
|
||||
|
||||
|
||||
void ReadHeader(std::ifstream& file, SHMeshLoaderHeader& header) noexcept;
|
||||
void ReadData(std::ifstream& file, SHMeshLoaderHeader const& header, SHMeshData& data) noexcept;
|
||||
|
||||
public:
|
||||
void LoadSHMesh(AssetPath path, SHModelAsset& model) noexcept;
|
||||
SHAssetData* Load(AssetPath path) override;
|
||||
void Write(SHAssetData const* data, AssetPath path) override;
|
||||
};
|
|
@ -21,6 +21,11 @@ namespace SHADE
|
|||
AssetName name;
|
||||
AssetID id;
|
||||
AssetType type;
|
||||
AssetPath path;
|
||||
AssetPath path;
|
||||
bool isSubAsset;
|
||||
|
||||
std::vector<SHAsset*> subAssets;
|
||||
|
||||
AssetID parent;
|
||||
};
|
||||
}
|
|
@ -47,10 +47,11 @@ enum class AssetType : AssetTypeMeta
|
|||
SHADER,
|
||||
SHADER_BUILT_IN,
|
||||
TEXTURE,
|
||||
MESH,
|
||||
MODEL,
|
||||
SCENE,
|
||||
PREFAB,
|
||||
MATERIAL,
|
||||
MESH,
|
||||
MAX_COUNT
|
||||
};
|
||||
constexpr size_t TYPE_COUNT{ static_cast<size_t>(AssetType::MAX_COUNT) };
|
||||
|
@ -64,6 +65,9 @@ constexpr std::string_view ASSET_ROOT {"../../Assets"};
|
|||
constexpr std::string_view BUILT_IN_ASSET_ROOT{ "../../Built_In" };
|
||||
#endif
|
||||
|
||||
// COMPILER PATHS
|
||||
constexpr std::string_view MODEL_COMPILER_EXE{ "ModelCompiler.exe" };
|
||||
|
||||
// INTERNAL ASSET PATHS
|
||||
constexpr std::string_view SCENE_FOLDER{ "/Scenes/" };
|
||||
constexpr std::string_view PREFAB_FOLDER{ "/Prefabs/" };
|
||||
|
@ -81,7 +85,7 @@ constexpr std::string_view SCENE_EXTENSION {".shade"};
|
|||
constexpr std::string_view PREFAB_EXTENSION {".shprefab"};
|
||||
constexpr std::string_view MATERIAL_EXTENSION {".shmat"};
|
||||
constexpr std::string_view TEXTURE_EXTENSION {".shtex"};
|
||||
constexpr std::string_view MESH_EXTENSION {".shmesh"};
|
||||
constexpr std::string_view MODEL_EXTENSION {".shmodel"};
|
||||
|
||||
constexpr std::string_view EXTENSIONS[] = {
|
||||
AUDIO_EXTENSION,
|
||||
|
@ -89,7 +93,7 @@ constexpr std::string_view EXTENSIONS[] = {
|
|||
SHADER_BUILT_IN_EXTENSION,
|
||||
MATERIAL_EXTENSION,
|
||||
TEXTURE_EXTENSION,
|
||||
MESH_EXTENSION,
|
||||
MODEL_EXTENSION,
|
||||
SCRIPT_EXTENSION,
|
||||
SCENE_EXTENSION,
|
||||
PREFAB_EXTENSION,
|
||||
|
|
|
@ -11,15 +11,17 @@
|
|||
#include <random>
|
||||
#include <chrono>
|
||||
#include <ranges>
|
||||
#include <cstdlib>
|
||||
|
||||
#include "SHAssetManager.h"
|
||||
#include "SHAssetMetaHandler.h"
|
||||
|
||||
#include "Libraries/Loaders/SHMeshLoader.h"
|
||||
#include "Libraries/Loaders/SHModelLoader.h"
|
||||
#include "Libraries/Loaders/SHTextureLoader.h"
|
||||
#include "Libraries/Loaders/SHShaderSourceLoader.h"
|
||||
#include "Libraries/Loaders/SHTextBasedLoader.h"
|
||||
|
||||
#include "Libraries/Compilers/SHMeshCompiler.h"
|
||||
//#include "Libraries/Compilers/SHMeshCompiler.h"
|
||||
#include "Libraries/Compilers/SHTextureCompiler.h"
|
||||
#include "Libraries/Compilers/SHShaderSourceCompiler.h"
|
||||
|
||||
|
@ -157,16 +159,22 @@ namespace SHADE
|
|||
{
|
||||
case AssetType::PREFAB:
|
||||
newPath += PREFAB_FOLDER;
|
||||
newPath += name;
|
||||
newPath += PREFAB_EXTENSION;
|
||||
data = new SHPrefabAsset();
|
||||
break;
|
||||
|
||||
case AssetType::SCENE:
|
||||
newPath += SCENE_FOLDER;
|
||||
newPath += name;
|
||||
newPath += SCENE_EXTENSION;
|
||||
data = new SHSceneAsset();
|
||||
break;
|
||||
|
||||
case AssetType::MATERIAL:
|
||||
newPath += MATERIAL_FOLDER;
|
||||
newPath += name;
|
||||
newPath += MATERIAL_EXTENSION;
|
||||
data = new SHMaterialAsset();
|
||||
break;
|
||||
|
||||
|
@ -180,7 +188,8 @@ namespace SHADE
|
|||
name,
|
||||
id,
|
||||
type,
|
||||
newPath
|
||||
newPath,
|
||||
false
|
||||
};
|
||||
|
||||
assetCollection.insert({
|
||||
|
@ -189,7 +198,8 @@ namespace SHADE
|
|||
name,
|
||||
id,
|
||||
type,
|
||||
newPath
|
||||
newPath,
|
||||
false
|
||||
)
|
||||
});
|
||||
|
||||
|
@ -328,25 +338,32 @@ namespace SHADE
|
|||
return result;
|
||||
}
|
||||
|
||||
AssetID SHAssetManager::CompileAsset(AssetPath const& path) noexcept
|
||||
void SHAssetManager::CompileAsset(AssetPath const& path) noexcept
|
||||
{
|
||||
SHAsset newAsset
|
||||
{
|
||||
.name = path.stem().string()
|
||||
};
|
||||
|
||||
if (!std::filesystem::exists(path))
|
||||
{
|
||||
SHLOG_ERROR("Path provided does not point to a file: {}", path.string());
|
||||
return;
|
||||
}
|
||||
AssetPath newPath;
|
||||
auto const ext{ path.extension().string() };
|
||||
if (ext == GLSL_EXTENSION.data())
|
||||
{
|
||||
newAsset.path = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
|
||||
newAsset.id = GenerateAssetID(AssetType::SHADER_BUILT_IN);
|
||||
newAsset.type = AssetType::SHADER_BUILT_IN;
|
||||
newPath = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
|
||||
}
|
||||
else if (ext == GLTF_EXTENSION.data() || ext == FBX_EXTENSION.data())
|
||||
{
|
||||
std::string command = MODEL_COMPILER_EXE.data();
|
||||
command += " " + path.string();
|
||||
std::system(command.c_str());
|
||||
|
||||
assetCollection.insert({ newAsset.id, newAsset });
|
||||
SHAssetMetaHandler::WriteMetaData(newAsset);
|
||||
std::string modelPath = path.string().substr(0, path.string().find_last_of('.'));
|
||||
modelPath += MODEL_EXTENSION;
|
||||
newPath = modelPath;
|
||||
|
||||
GenerateNewMeta(newPath);
|
||||
}
|
||||
|
||||
return newAsset.id;
|
||||
}
|
||||
|
||||
FolderPointer SHAssetManager::GetRootFolder() noexcept
|
||||
|
@ -399,46 +416,28 @@ namespace SHADE
|
|||
|
||||
for (auto const& path : paths)
|
||||
{
|
||||
SHAsset newAsset
|
||||
{
|
||||
.name = path.stem().string()
|
||||
};
|
||||
|
||||
AssetPath newPath;
|
||||
auto const ext{ path.extension().string() };
|
||||
if (ext == GLSL_EXTENSION.data())
|
||||
{
|
||||
newAsset.path = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
|
||||
newAsset.id = GenerateAssetID(AssetType::SHADER_BUILT_IN);
|
||||
newAsset.type = AssetType::SHADER_BUILT_IN;
|
||||
newPath = SHShaderSourceCompiler::LoadAndCompileShader(path).value();
|
||||
}
|
||||
else if (ext == DDS_EXTENSION.data())
|
||||
{
|
||||
newAsset.path = SHTextureCompiler::CompileTextureAsset(path).value();
|
||||
newAsset.id = GenerateAssetID(AssetType::TEXTURE);
|
||||
newAsset.type = AssetType::TEXTURE;
|
||||
newPath = SHTextureCompiler::CompileTextureAsset(path).value();
|
||||
}
|
||||
else if (ext == GLTF_EXTENSION.data() || ext == FBX_EXTENSION.data())
|
||||
{
|
||||
std::vector<SHMeshAsset*> meshes;
|
||||
std::vector<SHAnimationAsset*> anims;
|
||||
SHMeshCompiler::LoadFromFile(path, meshes, anims);
|
||||
std::string command = MODEL_COMPILER_EXE.data();
|
||||
command += " " + path.string();
|
||||
std::system(command.c_str());
|
||||
|
||||
for (auto const& mesh : meshes)
|
||||
{
|
||||
SHAsset meshAsset{
|
||||
.name = mesh->header.name
|
||||
};
|
||||
meshAsset.path = SHMeshCompiler::CompileMeshBinary(*mesh, path).value();
|
||||
meshAsset.id = GenerateAssetID(AssetType::MESH);
|
||||
meshAsset.type = AssetType::MESH;
|
||||
assetCollection.insert({ meshAsset.id, meshAsset });
|
||||
SHAssetMetaHandler::WriteMetaData(meshAsset);
|
||||
}
|
||||
continue;
|
||||
std::string modelPath = path.string().substr(0, path.string().find_last_of('.'));
|
||||
modelPath += MODEL_EXTENSION;
|
||||
newPath = modelPath;
|
||||
}
|
||||
|
||||
assetCollection.insert({ newAsset.id, newAsset });
|
||||
SHAssetMetaHandler::WriteMetaData(newAsset);
|
||||
GenerateNewMeta(newPath);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -453,10 +452,11 @@ namespace SHADE
|
|||
loaders[static_cast<size_t>(AssetType::SHADER)] = dynamic_cast<SHAssetLoader*>(new SHShaderSourceLoader());
|
||||
loaders[static_cast<size_t>(AssetType::SHADER_BUILT_IN)] = loaders[static_cast<size_t>(AssetType::SHADER)];
|
||||
loaders[static_cast<size_t>(AssetType::TEXTURE)] = dynamic_cast<SHAssetLoader*>(new SHTextureLoader());
|
||||
loaders[static_cast<size_t>(AssetType::MESH)] = dynamic_cast<SHAssetLoader*>(new SHMeshLoader());
|
||||
loaders[static_cast<size_t>(AssetType::MODEL)] = dynamic_cast<SHAssetLoader*>(new SHModelLoader());
|
||||
loaders[static_cast<size_t>(AssetType::SCENE)] = dynamic_cast<SHAssetLoader*>(new SHTextBasedLoader());
|
||||
loaders[static_cast<size_t>(AssetType::PREFAB)] = loaders[static_cast<size_t>(AssetType::SCENE)];
|
||||
loaders[static_cast<size_t>(AssetType::MATERIAL)] = loaders[static_cast<size_t>(AssetType::SCENE)];
|
||||
loaders[static_cast<size_t>(AssetType::MESH)] = nullptr;
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
|
@ -464,9 +464,9 @@ namespace SHADE
|
|||
****************************************************************************/
|
||||
void SHAssetManager::Load() noexcept
|
||||
{
|
||||
//CompileAll();
|
||||
BuildAssetCollection();
|
||||
InitLoaders();
|
||||
//CompileAll();
|
||||
//LoadAllData();
|
||||
}
|
||||
|
||||
|
@ -484,8 +484,12 @@ namespace SHADE
|
|||
|
||||
SHAssetData* SHAssetManager::LoadData(SHAsset const& asset) noexcept
|
||||
{
|
||||
SHAssetData* data = loaders[static_cast<size_t>(asset.type)]->Load(asset.path);
|
||||
if (asset.isSubAsset)
|
||||
{
|
||||
return LoadSubData(asset);
|
||||
}
|
||||
|
||||
SHAssetData* data = loaders[static_cast<size_t>(asset.type)]->Load(asset.path);
|
||||
if (data == nullptr)
|
||||
{
|
||||
SHLOG_ERROR("Unable to load asset into memory: {}\n", asset.path.string());
|
||||
|
@ -498,8 +502,120 @@ namespace SHADE
|
|||
return data;
|
||||
}
|
||||
|
||||
SHAssetData* SHAssetManager::LoadSubData(SHAsset const& asset) noexcept
|
||||
{
|
||||
auto const& parent = assetCollection[asset.parent];
|
||||
auto parentData = loaders[static_cast<size_t>(parent.type)]->Load(parent.path);
|
||||
|
||||
if (parentData == nullptr)
|
||||
{
|
||||
SHLOG_ERROR("Unable to load asset into memory: {}\n", parent.path.string());
|
||||
}
|
||||
else
|
||||
{
|
||||
assetData.emplace(parent.id, parentData);
|
||||
if (parent.type == AssetType::MODEL)
|
||||
{
|
||||
auto parentModel = reinterpret_cast<SHModelAsset*>(parentData);
|
||||
for (auto i {0}; i < parent.subAssets.size(); ++i)
|
||||
{
|
||||
assetData.emplace(
|
||||
parent.subAssets[i]->id,
|
||||
parentModel->subMeshes[i]
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
return assetData[asset.id];
|
||||
}
|
||||
|
||||
return parentData;
|
||||
}
|
||||
|
||||
void SHAssetManager::LoadNewData(AssetPath path) noexcept
|
||||
{
|
||||
}
|
||||
|
||||
void SHAssetManager::GenerateNewMeta(AssetPath path) noexcept
|
||||
{
|
||||
auto const ext = path.extension().string();
|
||||
if (ext == SHADER_BUILT_IN_EXTENSION.data())
|
||||
{
|
||||
SHAsset newAsset{
|
||||
path.stem().string(),
|
||||
GenerateAssetID(AssetType::SHADER_BUILT_IN),
|
||||
AssetType::SHADER_BUILT_IN,
|
||||
path,
|
||||
false
|
||||
};
|
||||
|
||||
assetCollection.emplace(newAsset.id, newAsset);
|
||||
SHAssetMetaHandler::WriteMetaData(newAsset);
|
||||
}
|
||||
else if (ext == TEXTURE_EXTENSION.data())
|
||||
{
|
||||
SHAsset newAsset{
|
||||
path.stem().string(),
|
||||
GenerateAssetID(AssetType::SHADER_BUILT_IN),
|
||||
AssetType::SHADER_BUILT_IN,
|
||||
path,
|
||||
false
|
||||
};
|
||||
|
||||
assetCollection.emplace(newAsset.id, newAsset);
|
||||
SHAssetMetaHandler::WriteMetaData(newAsset);
|
||||
}
|
||||
else if (ext == MODEL_EXTENSION)
|
||||
{
|
||||
SHAsset newAsset{
|
||||
path.stem().string(),
|
||||
GenerateAssetID(AssetType::MODEL),
|
||||
AssetType::MODEL,
|
||||
path,
|
||||
false
|
||||
};
|
||||
|
||||
assetCollection.emplace(newAsset.id, newAsset);
|
||||
|
||||
SHModelAsset* const data = reinterpret_cast<SHModelAsset*>(LoadData(newAsset));
|
||||
assetData.emplace(newAsset.id, data);
|
||||
for(auto const& subMesh : data->subMeshes)
|
||||
{
|
||||
SHAsset subAsset{
|
||||
.name = subMesh->header.name,
|
||||
.id = GenerateAssetID(AssetType::MESH),
|
||||
.type = AssetType::MESH,
|
||||
.isSubAsset = true,
|
||||
.parent = newAsset.id
|
||||
};
|
||||
|
||||
assetCollection.emplace(subAsset.id, subAsset);
|
||||
assetCollection[newAsset.id].subAssets.push_back(&assetCollection[subAsset.id]);
|
||||
|
||||
assetData.emplace(subAsset.id, subMesh);
|
||||
}
|
||||
|
||||
SHAssetMetaHandler::WriteMetaData(assetCollection[newAsset.id]);
|
||||
}
|
||||
}
|
||||
|
||||
void SHAssetManager::BuildAssetCollection() noexcept
|
||||
{
|
||||
SHFileSystem::BuildDirectory(ASSET_ROOT.data(), folderRoot, assetCollection);
|
||||
|
||||
for (auto& asset : std::ranges::views::values(assetCollection))
|
||||
{
|
||||
if (!asset.subAssets.empty())
|
||||
{
|
||||
// Add subasset data into map, replace pointer and free heap memory
|
||||
for (auto i{ 0 }; i < asset.subAssets.size(); ++i)
|
||||
{
|
||||
auto const id = asset.subAssets[i]->id;
|
||||
assetCollection[id] = *asset.subAssets[i];
|
||||
delete asset.subAssets[i];
|
||||
asset.subAssets[i] = &assetCollection[id];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -87,7 +87,7 @@ namespace SHADE
|
|||
static std::vector<SHAssetData const*> GetAllDataOfType(AssetType type) noexcept;
|
||||
static std::vector<SHAsset> GetAllRecordOfType(AssetType type) noexcept;
|
||||
|
||||
static AssetID CompileAsset(AssetPath const& path) noexcept;
|
||||
static void CompileAsset(AssetPath const& path) noexcept;
|
||||
|
||||
static FolderPointer GetRootFolder() noexcept;
|
||||
|
||||
|
@ -95,7 +95,11 @@ namespace SHADE
|
|||
|
||||
static void InitLoaders() noexcept;
|
||||
static void LoadAllData() noexcept;
|
||||
static SHAssetData* LoadData(SHAsset const& asset) noexcept;
|
||||
static SHAssetData* LoadData(SHAsset const& asset) noexcept;
|
||||
static SHAssetData* LoadSubData(SHAsset const& asset) noexcept;
|
||||
static void LoadNewData(AssetPath path) noexcept;
|
||||
static void GenerateNewMeta(AssetPath path) noexcept;
|
||||
|
||||
inline static void BuildAssetCollection() noexcept;
|
||||
|
||||
static bool IsRecognised(char const*) noexcept;
|
||||
|
|
|
@ -9,7 +9,6 @@
|
|||
******************************************************************************/
|
||||
#include "SHpch.h"
|
||||
#include "SHAssetMetaHandler.h"
|
||||
#include <fstream>
|
||||
#include <sstream>
|
||||
|
||||
namespace SHADE
|
||||
|
@ -21,11 +20,15 @@ namespace SHADE
|
|||
* \brief Helper function to retrieve field value from meta data file
|
||||
* for processing
|
||||
****************************************************************************/
|
||||
void GetFieldValue(std::ifstream& file, std::string& line) noexcept
|
||||
bool GetFieldValue(std::ifstream& file, std::string& line) noexcept
|
||||
{
|
||||
line = "";
|
||||
std::getline(file, line);
|
||||
line = line.substr(line.find_last_of(':') + 2, line.length());
|
||||
if (std::getline(file, line))
|
||||
{
|
||||
line = line.substr(line.find_last_of(':') + 2, line.length());
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/****************************************************************************
|
||||
|
@ -66,7 +69,8 @@ namespace SHADE
|
|||
std::ifstream metaFile{ path.string(), std::ios_base::in };
|
||||
if (!metaFile.is_open())
|
||||
{
|
||||
// Error unable to open
|
||||
SHLOG_ERROR("Unable to open meta file: {}", path.string());
|
||||
return {};
|
||||
}
|
||||
|
||||
std::string line;
|
||||
|
@ -92,6 +96,43 @@ namespace SHADE
|
|||
AssetTypeMeta type;
|
||||
typeStream >> type;
|
||||
meta.type = static_cast<AssetType>(type);
|
||||
|
||||
meta.isSubAsset = false;
|
||||
|
||||
// Burn Line
|
||||
if (std::getline(metaFile, line))
|
||||
{
|
||||
// Name Line
|
||||
while(GetFieldValue(metaFile, line))
|
||||
{
|
||||
auto subAsset = new SHAsset();
|
||||
|
||||
// Get resource name
|
||||
std::stringstream nameStream{ line };
|
||||
AssetName name;
|
||||
nameStream >> name;
|
||||
subAsset->name = name;
|
||||
|
||||
// Get resource id
|
||||
GetFieldValue(metaFile, line);
|
||||
std::stringstream idStream{ line };
|
||||
AssetID id;
|
||||
idStream >> id;
|
||||
subAsset->id = id;
|
||||
|
||||
// Get resource type
|
||||
GetFieldValue(metaFile, line);
|
||||
std::stringstream typeStream{ line };
|
||||
AssetTypeMeta type;
|
||||
typeStream >> type;
|
||||
subAsset->type = static_cast<AssetType>(type);
|
||||
|
||||
subAsset->isSubAsset = true;
|
||||
subAsset->parent = meta.id;
|
||||
|
||||
meta.subAssets.push_back(subAsset);
|
||||
}
|
||||
}
|
||||
|
||||
metaFile.close();
|
||||
|
||||
|
@ -108,6 +149,12 @@ namespace SHADE
|
|||
****************************************************************************/
|
||||
void SHAssetMetaHandler::WriteMetaData(SHAsset const& meta) noexcept
|
||||
{
|
||||
if (meta.isSubAsset)
|
||||
{
|
||||
SHLOG_WARNING("Cannot write subasset meta: {}", meta.name);
|
||||
return;
|
||||
}
|
||||
|
||||
//TODO: Write into binary eventually
|
||||
std::string path{ meta.path.string() };
|
||||
path.append(META_EXTENSION);
|
||||
|
@ -124,7 +171,23 @@ namespace SHADE
|
|||
metaFile << "ID: " << meta.id << "\n";
|
||||
metaFile << "Type: " << static_cast<AssetTypeMeta>(meta.type) << std::endl;
|
||||
|
||||
if (!meta.subAssets.empty())
|
||||
{
|
||||
metaFile << "Sub Assets:\n";
|
||||
|
||||
for (auto const& subAsset : meta.subAssets)
|
||||
{
|
||||
WriteSubAssetMeta(metaFile, *subAsset);
|
||||
}
|
||||
}
|
||||
|
||||
metaFile.close();
|
||||
}
|
||||
|
||||
void SHAssetMetaHandler::WriteSubAssetMeta(std::ofstream& metaFile, SHAsset const& subAsset) noexcept
|
||||
{
|
||||
metaFile << "Name: " << subAsset.name << "\n";
|
||||
metaFile << "ID: " << subAsset.id << "\n";
|
||||
metaFile << "Type: " << static_cast<AssetTypeMeta>(subAsset.type) << std::endl;
|
||||
}
|
||||
}
|
||||
|
|
|
@ -12,6 +12,7 @@
|
|||
|
||||
#include "SHAssetMacros.h"
|
||||
#include "SHAsset.h"
|
||||
#include <fstream>
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -45,6 +46,8 @@ namespace SHADE
|
|||
* \brief Writes meta data into text file
|
||||
****************************************************************************/
|
||||
static void WriteMetaData(SHAsset const&) noexcept;
|
||||
|
||||
static void WriteSubAssetMeta(std::ofstream&, SHAsset const&) noexcept;
|
||||
};
|
||||
}
|
||||
|
||||
|
|
|
@ -17,6 +17,8 @@
|
|||
#include <FMOD/fmod_studio.hpp>
|
||||
#include <SDL_keyboard.h>
|
||||
|
||||
const std::string AUDIO_FOLDER_PATH{ std::string(ASSET_ROOT)+ "/Audio/" };
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
SHAudioSystem::SHAudioSystem()
|
||||
|
@ -79,10 +81,10 @@ namespace SHADE
|
|||
//SHResourceManager::LoadAllAudio(system, soundList);
|
||||
|
||||
|
||||
LoadBank("../../Assets/Audio/Master.bank");
|
||||
LoadBank("../../Assets/Audio/Master.strings.bank");
|
||||
//LoadBank("../../Assets/Audio/Music.bank");
|
||||
LoadBank("../../Assets/Audio/footsteps.bank");
|
||||
LoadBank((AUDIO_FOLDER_PATH + "Master.bank").data());
|
||||
LoadBank((AUDIO_FOLDER_PATH + "Master.strings.bank").data());
|
||||
//LoadBank((AUDIO_FOLDER_PATH + "Music.bank").data());
|
||||
LoadBank((AUDIO_FOLDER_PATH + "footsteps.bank").data());
|
||||
|
||||
//auto clip = CreateAudioClip("event:/Characters/sfx_footsteps_human");
|
||||
//clip->Play();
|
||||
|
|
|
@ -5,15 +5,19 @@
|
|||
#include "Editor/SHImGuiHelpers.hpp"
|
||||
#include <imgui.h>
|
||||
#include <imgui_internal.h>
|
||||
#include <misc/cpp/imgui_stdlib.h>
|
||||
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "ECS_Base/Managers/SHSystemManager.h"
|
||||
#include "Editor/IconsFontAwesome6.h"
|
||||
#include "Editor/SHEditor.h"
|
||||
#include "Editor/DragDrop/SHDragDrop.hpp"
|
||||
#include "Editor/EditorWindow/MaterialInspector/SHMaterialInspector.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
SHAssetBrowser::SHAssetBrowser()
|
||||
:SHEditorWindow("\xee\x8b\x87 Asset Browser", ImGuiWindowFlags_MenuBar), rootFolder(SHAssetManager::GetRootFolder()), prevFolder(rootFolder), currentFolder(rootFolder)
|
||||
:SHEditorWindow("\xee\x8b\x87 Asset Browser", ImGuiWindowFlags_MenuBar), rootFolder(SHAssetManager::GetRootFolder()), prevFolder(rootFolder), currentFolder(rootFolder), assetBeingCreated(std::nullopt)
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -53,14 +57,33 @@ namespace SHADE
|
|||
flags |= ImGuiTreeNodeFlags_Selected;
|
||||
if (folder == rootFolder)
|
||||
flags |= ImGuiTreeNodeFlags_DefaultOpen;
|
||||
|
||||
|
||||
bool isOpen = ImGui::TreeNodeEx(folder, flags, "%s %s", ICON_MD_FOLDER, folder->name.data());
|
||||
ImGuiID folderID = ImGui::GetItemID();
|
||||
const ImRect nodeRect = ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
|
||||
if(ImGui::IsItemClicked())
|
||||
|
||||
if (ImGui::BeginPopupContextItem())
|
||||
{
|
||||
if (ImGui::BeginMenu("Create Asset"))
|
||||
{
|
||||
//TODO: Change to rttr type enum align
|
||||
if (ImGui::Selectable("Material"))
|
||||
{
|
||||
assetBeingCreated = { folder, AssetType::MATERIAL, "New Material" };
|
||||
ImGui::TreeNodeSetOpen(folderID, true);
|
||||
isOpen = true;
|
||||
}
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
||||
if (ImGui::IsItemClicked())
|
||||
{
|
||||
selectedFolders.clear();
|
||||
selectedFolders.push_back(folder);
|
||||
}
|
||||
|
||||
if (isOpen)
|
||||
{
|
||||
const ImColor treeLineColor = ImGui::GetColorU32(ImGuiCol_CheckMark);
|
||||
|
@ -79,13 +102,18 @@ namespace SHADE
|
|||
}
|
||||
for (auto const& file : files)
|
||||
{
|
||||
if(file.assetMeta == nullptr)
|
||||
continue;
|
||||
const float horizontalLineSize = 25.0f;
|
||||
const ImRect childRect = DrawFile(file);
|
||||
const ImRect childRect = DrawFile(file.assetMeta);
|
||||
const float midPoint = (childRect.Min.y + childRect.Max.y) * 0.5f;
|
||||
drawList->AddLine(ImVec2(vertLineStart.x, midPoint), ImVec2(vertLineStart.x + horizontalLineSize, midPoint), treeLineColor, 1);
|
||||
vertLineEnd.y = midPoint;
|
||||
}
|
||||
drawList->AddLine(vertLineStart, vertLineEnd, treeLineColor, 1);
|
||||
if(assetBeingCreated.has_value() && std::get<0>(assetBeingCreated.value()) == folder)
|
||||
DrawAssetBeingCreated();
|
||||
|
||||
ImGui::TreePop();
|
||||
}
|
||||
return nodeRect;
|
||||
|
@ -120,45 +148,111 @@ namespace SHADE
|
|||
//}
|
||||
}
|
||||
|
||||
ImRect SHAssetBrowser::DrawFile(SHFile const& file) noexcept
|
||||
ImRect SHAssetBrowser::DrawFile(SHAsset const* const asset) noexcept
|
||||
{
|
||||
if (file.assetMeta == nullptr)
|
||||
if (asset == nullptr)
|
||||
return ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
|
||||
const bool isSelected = std::ranges::find(selectedAssets, file.assetMeta->id) != selectedAssets.end();
|
||||
ImGuiTreeNodeFlags flags = ImGuiTreeNodeFlags_Leaf;
|
||||
const bool isSelected = std::ranges::find(selectedAssets, asset->id) != selectedAssets.end();
|
||||
ImGuiTreeNodeFlags flags = (!asset->subAssets.empty()) ? ImGuiTreeNodeFlags_OpenOnArrow : ImGuiTreeNodeFlags_Leaf;
|
||||
if (isSelected)
|
||||
flags |= ImGuiTreeNodeFlags_Selected;
|
||||
std::string icon{};
|
||||
|
||||
switch(file.assetMeta->type)
|
||||
switch (asset->type)
|
||||
{
|
||||
case AssetType::INVALID: break;
|
||||
case AssetType::SHADER: icon = ICON_FA_FILE_CODE; break;
|
||||
case AssetType::SHADER_BUILT_IN: icon = ICON_FA_FILE_CODE; break;
|
||||
case AssetType::TEXTURE: icon = ICON_FA_IMAGES; break;
|
||||
case AssetType::MESH: icon = ICON_FA_CUBES; break;
|
||||
case AssetType::MODEL: icon = ICON_FA_CUBES_STACKED; break;
|
||||
case AssetType::SCENE: icon = ICON_MD_IMAGE; break;
|
||||
case AssetType::PREFAB: icon = ICON_FA_BOX_OPEN; break;
|
||||
case AssetType::MATERIAL: break;
|
||||
case AssetType::MESH: icon = ICON_FA_CUBES; break;
|
||||
case AssetType::MAX_COUNT: break;
|
||||
default: ;
|
||||
default:;
|
||||
}
|
||||
|
||||
ImGui::TreeNodeEx(file.assetMeta, flags, "%s %s", icon.data(), file.assetMeta->name.data());
|
||||
|
||||
bool const isOpen = ImGui::TreeNodeEx(asset, flags, "%s %s", icon.data(), asset->name.data());
|
||||
const ImRect nodeRect = ImRect(ImGui::GetItemRectMin(), ImGui::GetItemRectMax());
|
||||
if(SHDragDrop::BeginSource())
|
||||
if (SHDragDrop::BeginSource())
|
||||
{
|
||||
auto id = file.assetMeta->id;
|
||||
ImGui::Text("Moving Asset: %s [%zu]", file.name.data(), file.assetMeta->id);
|
||||
auto id = asset->id;
|
||||
ImGui::Text("Moving Asset: %s [%zu]", asset->name.data(), asset->id);
|
||||
SHDragDrop::SetPayload<AssetID>(SHDragDrop::DRAG_RESOURCE, &id);
|
||||
SHDragDrop::EndSource();
|
||||
}
|
||||
if(ImGui::IsItemClicked())
|
||||
if (ImGui::IsItemClicked())
|
||||
{
|
||||
selectedAssets.clear();
|
||||
selectedAssets.push_back(file.assetMeta->id);
|
||||
selectedAssets.push_back(asset->id);
|
||||
}
|
||||
if (ImGui::IsItemHovered() && ImGui::IsMouseDoubleClicked(ImGuiMouseButton_Left))
|
||||
{
|
||||
switch (asset->type)
|
||||
{
|
||||
case AssetType::INVALID: break;
|
||||
case AssetType::SHADER: break;
|
||||
case AssetType::SHADER_BUILT_IN: break;
|
||||
case AssetType::TEXTURE: break;
|
||||
case AssetType::MESH: break;
|
||||
case AssetType::SCENE:
|
||||
if(auto editor = SHSystemManager::GetSystem<SHEditor>())
|
||||
{
|
||||
editor->LoadScene(asset->id);
|
||||
}
|
||||
break;
|
||||
case AssetType::PREFAB: break;
|
||||
case AssetType::MATERIAL:
|
||||
if (auto matInspector = SHEditorWindowManager::GetEditorWindow<SHMaterialInspector>())
|
||||
{
|
||||
matInspector->OpenMaterial(asset->id);
|
||||
}
|
||||
break;
|
||||
case AssetType::MAX_COUNT: break;
|
||||
default:;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//TODO: Combine Draw asset and Draw Folder recursive drawing
|
||||
const ImColor treeLineColor = ImGui::GetColorU32(ImGuiCol_CheckMark);
|
||||
const float horizontalOffset = 0.0f;
|
||||
ImDrawList* drawList = ImGui::GetWindowDrawList();
|
||||
ImVec2 vertLineStart = ImGui::GetCursorScreenPos();
|
||||
vertLineStart.x += horizontalOffset;
|
||||
ImVec2 vertLineEnd = vertLineStart;
|
||||
if(isOpen)
|
||||
{
|
||||
for(auto const& subAsset : asset->subAssets)
|
||||
{
|
||||
const float horizontalLineSize = 25.0f;
|
||||
const ImRect childRect = DrawFile(subAsset);
|
||||
const float midPoint = (childRect.Min.y + childRect.Max.y) * 0.5f;
|
||||
drawList->AddLine(ImVec2(vertLineStart.x, midPoint), ImVec2(vertLineStart.x + horizontalLineSize, midPoint), treeLineColor, 1);
|
||||
vertLineEnd.y = midPoint;
|
||||
}
|
||||
drawList->AddLine(vertLineStart, vertLineEnd, treeLineColor, 1);
|
||||
ImGui::TreePop();
|
||||
}
|
||||
ImGui::TreePop();
|
||||
return nodeRect;
|
||||
}
|
||||
|
||||
void SHAssetBrowser::DrawAssetBeingCreated() noexcept
|
||||
{
|
||||
if (!assetBeingCreated.has_value())
|
||||
return;
|
||||
auto& path = std::get<0>(assetBeingCreated.value());
|
||||
auto& type = std::get<1>(assetBeingCreated.value());
|
||||
auto& assetName = std::get<2>(assetBeingCreated.value());
|
||||
if (ImGui::InputText("##newAssetName", &assetName, ImGuiInputTextFlags_EnterReturnsTrue))
|
||||
{
|
||||
AssetID assetId = SHAssetManager::CreateNewAsset(type, assetName);
|
||||
if (auto matInspector = SHEditorWindowManager::GetEditorWindow<SHMaterialInspector>())
|
||||
{
|
||||
matInspector->OpenMaterial(assetId, true);
|
||||
}
|
||||
assetBeingCreated.reset();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -10,6 +10,7 @@ namespace SHADE
|
|||
class SHAssetBrowser final : public SHEditorWindow
|
||||
{
|
||||
public:
|
||||
using AssetEntry = std::tuple<FolderPointer, AssetType, std::string>;
|
||||
SHAssetBrowser();
|
||||
|
||||
void Init();
|
||||
|
@ -20,12 +21,13 @@ namespace SHADE
|
|||
void DrawMenuBar();
|
||||
ImRect RecursivelyDrawTree(FolderPointer folder);
|
||||
void DrawCurrentFolder();
|
||||
ImRect DrawFile(SHFile const& file) noexcept;
|
||||
ImRect DrawFile(SHAsset const* const asset) noexcept;
|
||||
void DrawAssetBeingCreated() noexcept;
|
||||
|
||||
FolderPointer rootFolder, prevFolder, currentFolder;
|
||||
std::optional<AssetEntry> assetBeingCreated;
|
||||
std::vector<FolderPointer> selectedFolders;
|
||||
std::vector<AssetID> selectedAssets;
|
||||
static constexpr float tileWidth = 50.0f;
|
||||
|
||||
};
|
||||
}
|
||||
|
|
|
@ -45,7 +45,7 @@ namespace SHADE
|
|||
SHEditorWindow::Update();
|
||||
|
||||
isAnyNodeSelected = false;
|
||||
|
||||
|
||||
if (Begin())
|
||||
{
|
||||
if (skipFrame)
|
||||
|
@ -108,6 +108,12 @@ namespace SHADE
|
|||
}
|
||||
|
||||
}
|
||||
if(ImGui::IsWindowHovered() && !ImGui::IsAnyItemHovered() && ImGui::IsMouseReleased(ImGuiMouseButton_Left))
|
||||
{
|
||||
ParentSelectedEntities(MAX_EID, draggingEntities);
|
||||
draggingEntities.clear();
|
||||
ImGui::ClearDragDrop();
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
|
@ -195,7 +201,7 @@ namespace SHADE
|
|||
if (SHDragDrop::BeginSource())
|
||||
{
|
||||
std::string moveLabel = "Moving EID: ";
|
||||
static std::vector<EntityID> draggingEntities = editor->selectedEntities;
|
||||
draggingEntities = editor->selectedEntities;
|
||||
if (!isSelected)
|
||||
{
|
||||
draggingEntities.clear();
|
||||
|
@ -217,7 +223,8 @@ namespace SHADE
|
|||
{
|
||||
if (const std::vector<EntityID>* eidPayload = SHDragDrop::AcceptPayload<std::vector<EntityID>>(SHDragDrop::DRAG_EID)) //If payload is valid
|
||||
{
|
||||
ParentSelectedEntities(eid);
|
||||
ParentSelectedEntities(eid, draggingEntities);
|
||||
draggingEntities.clear();
|
||||
SHDragDrop::EndTarget();
|
||||
}
|
||||
}
|
||||
|
@ -255,7 +262,7 @@ namespace SHADE
|
|||
|
||||
if ((currentNode->GetParent() != sceneGraph.GetRoot()) && ImGui::Selectable(std::format("{} Unparent Selected", ICON_MD_NORTH_WEST).data()))
|
||||
{
|
||||
ParentSelectedEntities(MAX_EID);
|
||||
ParentSelectedEntities(MAX_EID, editor->selectedEntities);
|
||||
}
|
||||
ImGui::EndPopup();
|
||||
}
|
||||
|
@ -323,14 +330,16 @@ namespace SHADE
|
|||
SHEntityManager::CreateEntity(MAX_EID, "DefaultChild", parentEID);
|
||||
}
|
||||
|
||||
void SHHierarchyPanel::ParentSelectedEntities(EntityID parentEID) const noexcept
|
||||
void SHHierarchyPanel::ParentSelectedEntities(EntityID parentEID, std::vector<EntityID> const& entities) const noexcept
|
||||
{
|
||||
auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
|
||||
auto const editor = SHSystemManager::GetSystem<SHEditor>();
|
||||
//auto const editor = SHSystemManager::GetSystem<SHEditor>();
|
||||
SHEntityParentCommand::EntityParentData entityParentData;
|
||||
std::vector<EntityID> parentedEIDS;
|
||||
for (auto const& eid : editor->selectedEntities)
|
||||
for (auto const& eid : entities)
|
||||
{
|
||||
if(eid == parentEID)
|
||||
continue;
|
||||
if (sceneGraph.GetChild(eid, parentEID) == nullptr)
|
||||
{
|
||||
parentedEIDS.push_back(eid);
|
||||
|
@ -410,7 +419,7 @@ namespace SHADE
|
|||
|
||||
void SHEntityParentCommand::Execute()
|
||||
{
|
||||
auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
|
||||
auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
|
||||
for (auto const& eid : entities)
|
||||
{
|
||||
if (entityParentData[eid].newParentEID == MAX_EID)
|
||||
|
@ -422,7 +431,7 @@ namespace SHADE
|
|||
|
||||
void SHEntityParentCommand::Undo()
|
||||
{
|
||||
auto const& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
|
||||
auto& sceneGraph = SHSceneManager::GetCurrentSceneGraph();
|
||||
for (auto const& eid : entities)
|
||||
{
|
||||
if (entityParentData[eid].oldParentEID == MAX_EID)
|
||||
|
|
|
@ -28,7 +28,7 @@ namespace SHADE
|
|||
void DrawMenuBar() const noexcept;
|
||||
ImRect RecursivelyDrawEntityNode(SHSceneNode* const);
|
||||
void CreateChildEntity(EntityID parentEID) const noexcept;
|
||||
void ParentSelectedEntities(EntityID parentEID) const noexcept;
|
||||
void ParentSelectedEntities(EntityID parentEID, std::vector<EntityID> const& entities) const noexcept;
|
||||
void SelectRangeOfEntities(EntityID beginEID, EntityID EndEID);
|
||||
void SelectAllEntities();
|
||||
void CopySelectedEntities();
|
||||
|
@ -37,6 +37,8 @@ namespace SHADE
|
|||
std::string filter;
|
||||
bool isAnyNodeSelected = false;
|
||||
EntityID scrollTo = MAX_EID;
|
||||
std::vector<EntityID> draggingEntities;
|
||||
|
||||
};//class SHHierarchyPanel
|
||||
|
||||
//Might move to a different file
|
||||
|
|
|
@ -224,9 +224,6 @@ namespace SHADE
|
|||
if (!component)
|
||||
return;
|
||||
|
||||
// Get transform component for extrapolating relative sizes
|
||||
auto* transformComponent = SHComponentManager::GetComponent_s<SHTransformComponent>(component->GetEID());
|
||||
|
||||
const auto componentType = rttr::type::get(*component);
|
||||
SHEditorWidgets::CheckBox("##IsActive", [component]() {return component->isActive; }, [component](bool const& active) {component->isActive = active; }, "Is Component Active");
|
||||
ImGui::SameLine();
|
||||
|
@ -234,45 +231,43 @@ namespace SHADE
|
|||
{
|
||||
DrawContextMenu(component);
|
||||
|
||||
auto& colliders = component->GetColliders();
|
||||
auto& colliders = component->GetCollisionShapes();
|
||||
int const size = static_cast<int>(colliders.size());
|
||||
ImGui::BeginChild("Colliders", { 0.0f, colliders.empty() ? 1.0f : 250.0f }, true);
|
||||
ImGui::BeginChild("Collision Shapes", { 0.0f, colliders.empty() ? 1.0f : 250.0f }, true);
|
||||
std::optional<int> colliderToDelete{ std::nullopt };
|
||||
for (int i{}; i < size; ++i)
|
||||
{
|
||||
ImGui::PushID(i);
|
||||
SHCollider* collider = &component->GetCollider(i);
|
||||
SHCollisionShape* collider = &component->GetCollisionShape(i);
|
||||
auto cursorPos = ImGui::GetCursorPos();
|
||||
|
||||
if (collider->GetType() == SHCollider::Type::BOX)
|
||||
//collider->IsTrigger
|
||||
|
||||
if (collider->GetType() == SHCollisionShape::Type::BOX)
|
||||
{
|
||||
SHEditorWidgets::BeginPanel(std::format("{} Box Collider #{}", ICON_FA_CUBE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
|
||||
SHEditorWidgets::BeginPanel(std::format("{} Box #{}", ICON_FA_CUBE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
|
||||
auto box = reinterpret_cast<SHBoundingBox*>(collider->GetShape());
|
||||
SHEditorWidgets::DragVec3
|
||||
(
|
||||
"Half Extents", { "X", "Y", "Z" },
|
||||
[box, transformComponent] { return (box->GetHalfExtents() * 2.0f) / transformComponent->GetWorldScale(); },
|
||||
[box] { return box->GetRelativeExtents(); },
|
||||
[collider](SHVec3 const& vec) { collider->SetBoundingBox(vec); });
|
||||
}
|
||||
else if (collider->GetType() == SHCollider::Type::SPHERE)
|
||||
else if (collider->GetType() == SHCollisionShape::Type::SPHERE)
|
||||
{
|
||||
SHEditorWidgets::BeginPanel(std::format("{} Sphere Collider #{}", ICON_MD_CIRCLE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
|
||||
SHEditorWidgets::BeginPanel(std::format("{} Sphere #{}", ICON_MD_CIRCLE, i).data(), { ImGui::GetContentRegionAvail().x, ImGui::GetContentRegionAvail().y });
|
||||
auto sphere = reinterpret_cast<SHBoundingSphere*>(collider->GetShape());
|
||||
SHEditorWidgets::DragFloat
|
||||
(
|
||||
"Radius",
|
||||
[sphere, transformComponent]
|
||||
{
|
||||
const SHVec3& TF_WORLD_SCALE = transformComponent->GetWorldScale();
|
||||
const float MAX_SCALE = SHMath::Max({ TF_WORLD_SCALE.x, TF_WORLD_SCALE.y, TF_WORLD_SCALE.z });
|
||||
return sphere->GetRadius() / MAX_SCALE;
|
||||
},
|
||||
[collider](float const& value) { collider->SetBoundingSphere(value); });
|
||||
[sphere] { return sphere->GetRelativeRadius(); },
|
||||
[collider](float const& value) { collider->SetBoundingSphere(value); });
|
||||
}
|
||||
else if (collider->GetType() == SHCollider::Type::CAPSULE)
|
||||
else if (collider->GetType() == SHCollisionShape::Type::CAPSULE)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
{
|
||||
SHEditorWidgets::BeginPanel("Offsets",{ ImGui::GetContentRegionAvail().x, 30.0f });
|
||||
SHEditorWidgets::DragVec3("Position", { "X", "Y", "Z" }, [&collider] {return collider->GetPositionOffset(); }, [&collider](SHVec3 const& vec) {collider->SetPositionOffset(vec); });
|
||||
|
@ -297,6 +292,9 @@ namespace SHADE
|
|||
});
|
||||
SHEditorWidgets::EndPanel();
|
||||
}
|
||||
|
||||
SHEditorWidgets::CheckBox("Is Trigger", [collider] { return collider->IsTrigger(); }, [collider](bool value) { collider->SetIsTrigger(value); });
|
||||
|
||||
if (ImGui::Button(std::format("{} Remove Collider #{}", ICON_MD_REMOVE, i).data()))
|
||||
{
|
||||
colliderToDelete = i;
|
||||
|
@ -368,6 +366,7 @@ namespace SHADE
|
|||
{
|
||||
DrawContextMenu(component);
|
||||
Handle<SHMesh> const& mesh = component->GetMesh();
|
||||
Handle<SHMaterialInstance> const& mat = component->GetMaterial();
|
||||
|
||||
SHEditorWidgets::DragDropReadOnlyField<AssetID>("Mesh", std::to_string(SHResourceManager::GetAssetID<SHMesh>(mesh).value_or(0)).data(), [component]()
|
||||
{
|
||||
|
@ -379,6 +378,19 @@ namespace SHADE
|
|||
component->SetMesh(SHResourceManager::LoadOrGet<SHMesh>(id));
|
||||
SHResourceManager::FinaliseChanges();
|
||||
}, SHDragDrop::DRAG_RESOURCE);
|
||||
|
||||
SHEditorWidgets::DragDropReadOnlyField<AssetID>("Material", mat ? std::to_string(SHResourceManager::GetAssetID<SHMaterial>(mat->GetBaseMaterial()).value_or(0)).data() : "", [component]()
|
||||
{
|
||||
Handle<SHMaterialInstance> const& mat = component->GetMaterial();
|
||||
if(!mat)
|
||||
return static_cast<AssetID>(0);
|
||||
return SHResourceManager::GetAssetID<SHMaterial>(mat->GetBaseMaterial()).value_or(0);
|
||||
},
|
||||
[component](AssetID const& id)
|
||||
{
|
||||
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
component->SetMaterial(gfxSystem->AddOrGetBaseMaterialInstance(SHResourceManager::LoadOrGet<SHMaterial>(id)));
|
||||
}, SHDragDrop::DRAG_RESOURCE);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
@ -0,0 +1,257 @@
|
|||
#include "SHpch.h"
|
||||
#include "Serialization/SHSerializationHelper.hpp"
|
||||
#include "SHMaterialInspector.h"
|
||||
#include "Editor/SHImGuiHelpers.hpp"
|
||||
#include <imgui.h>
|
||||
|
||||
#include "Assets/SHAssetManager.h"
|
||||
#include "Editor/IconsMaterialDesign.h"
|
||||
#include "Editor/SHEditorWidgets.hpp"
|
||||
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
|
||||
#include "Resource/SHResourceManager.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
SHMaterialInspector::SHMaterialInspector()
|
||||
:SHEditorWindow("Material Inspector", ImGuiWindowFlags_MenuBar), isDirty(false), isNewMaterial(false), currentViewedMaterial(0)
|
||||
{
|
||||
}
|
||||
|
||||
void SHMaterialInspector::OpenMaterial(AssetID const& assetId, bool isNew) noexcept
|
||||
{
|
||||
//Get mat data
|
||||
if(isDirty)
|
||||
return;
|
||||
isDirty = isNew;
|
||||
isOpen = true;
|
||||
SetFocusToWindow();
|
||||
currentViewedMaterial = assetId;
|
||||
|
||||
//currentMatSpec = //Get mat spec
|
||||
|
||||
currentMatSpec = SHResourceManager::LoadOrGet<SHMaterialSpec>(assetId);
|
||||
currentMaterial = SHResourceManager::LoadOrGet<SHMaterial>(assetId);
|
||||
}
|
||||
|
||||
void SHMaterialInspector::Init()
|
||||
{
|
||||
SHEditorWindow::Init();
|
||||
}
|
||||
|
||||
void SHMaterialInspector::Update()
|
||||
{
|
||||
SHEditorWindow::Update();
|
||||
|
||||
if (Begin())
|
||||
{
|
||||
if(currentViewedMaterial)
|
||||
{
|
||||
DrawMenuBar();
|
||||
|
||||
//if (SHEditorWidgets::DragDropReadOnlyField<AssetID>("Vertex Shader", std::to_string(currentMatSpec->vertexShader), [&]() {return currentMatSpec->vertexShader; }, [&](AssetID const& id) {currentMatSpec->vertexShader = id; }, SHDragDrop::DRAG_RESOURCE))
|
||||
//{
|
||||
// isDirty = true;
|
||||
// vertShaderHandle = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->vertexShader);
|
||||
//}
|
||||
//if (SHEditorWidgets::DragDropReadOnlyField<AssetID>("Fragment Shader", std::to_string(currentMatSpec->fragShader), [&]() {return currentMatSpec->fragShader; }, [&](AssetID const& id) {currentMatSpec->fragShader = id; }, SHDragDrop::DRAG_RESOURCE))
|
||||
//{
|
||||
// isDirty = true;
|
||||
// fragShaderHandle = SHResourceManager::LoadOrGet<SHVkShaderModule>(currentMatSpec->fragShader);
|
||||
//}
|
||||
|
||||
DrawShaderProperties(/*fragShaderHandle*/);
|
||||
}
|
||||
|
||||
}
|
||||
ImGui::End();
|
||||
}
|
||||
|
||||
void SHMaterialInspector::Exit()
|
||||
{
|
||||
SHEditorWindow::Exit();
|
||||
}
|
||||
|
||||
void SHMaterialInspector::DrawMenuBar()
|
||||
{
|
||||
if (ImGui::BeginMenuBar())
|
||||
{
|
||||
ImGui::BeginDisabled(!isDirty);
|
||||
if(ImGui::Button(std::format("{} Save", ICON_MD_SAVE).data()))
|
||||
{
|
||||
//save
|
||||
if(auto matAsset = SHAssetManager::GetData<SHMaterialAsset>(currentViewedMaterial))
|
||||
{
|
||||
YAML::Emitter out;
|
||||
out << YAML::BeginSeq;
|
||||
out << YAML::convert<SHMaterialSpec>::encode(*currentMatSpec);
|
||||
out << YAML::EndSeq;
|
||||
matAsset->data = out.c_str();
|
||||
|
||||
Handle<SHShaderBlockInterface> pipelineProperties = currentMaterial->GetShaderBlockInterface();
|
||||
for (int i = 0; i < static_cast<int>(pipelineProperties->GetVariableCount()); ++i)
|
||||
{
|
||||
const std::string& PROP_NAME = pipelineProperties->GetVariableName(i);
|
||||
const YAML::Node& PROP_NODE = currentMatSpec->properties[PROP_NAME.data()];
|
||||
if (PROP_NODE.IsDefined())
|
||||
{
|
||||
const std::string& VAR_NAME = pipelineProperties->GetVariableName(i);
|
||||
const SHShaderBlockInterface::Variable* VARIABLE = pipelineProperties->GetVariable(i);
|
||||
switch (VARIABLE->type)
|
||||
{
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::FLOAT:
|
||||
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<float>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::INT:
|
||||
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<int>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR2:
|
||||
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec2>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR3:
|
||||
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec3>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::VECTOR4:
|
||||
currentMaterial->SetProperty(VARIABLE->offset, PROP_NODE.as<SHVec4>());
|
||||
break;
|
||||
case SHADE::SHShaderBlockInterface::Variable::Type::OTHER:
|
||||
default:
|
||||
continue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(SHAssetManager::SaveAsset(currentViewedMaterial))
|
||||
{
|
||||
isDirty = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::EndMenuBar();
|
||||
}
|
||||
}
|
||||
|
||||
void SHMaterialInspector::DrawShaderProperties(/*Handle<SHVkShaderModule> shaderModule*/)
|
||||
{
|
||||
/*if(!shaderModule)
|
||||
return;*/
|
||||
auto gfxSystem = SHSystemManager::GetSystem<SHGraphicsSystem>();
|
||||
auto interface = gfxSystem->GetDefaultMaterialInstance()->GetBaseMaterial()->GetShaderBlockInterface();
|
||||
//auto interface = shaderModule->GetReflectedData().GetDescriptorBindingInfo().GetShaderBlockInterface(SHGraphicsConstants::DescriptorSetIndex::PER_INSTANCE, SHGraphicsConstants::DescriptorSetBindings::BATCHED_PER_INST_DATA);
|
||||
|
||||
int const varCount = static_cast<int>(interface->GetVariableCount());
|
||||
|
||||
for (int i = 0; i < varCount; ++i)
|
||||
{
|
||||
auto variable = interface->GetVariable(i);
|
||||
const std::string& VAR_NAME = interface->GetVariableName(i);
|
||||
if(VAR_NAME.empty())
|
||||
continue;
|
||||
switch (variable->type)
|
||||
{
|
||||
case SHShaderBlockInterface::Variable::Type::FLOAT:
|
||||
isDirty |= SHEditorWidgets::DragFloat(VAR_NAME,
|
||||
[&]()
|
||||
{
|
||||
if (currentMatSpec->properties[VAR_NAME].IsDefined())
|
||||
return currentMatSpec->properties[VAR_NAME].as<float>();
|
||||
else
|
||||
return 0.0f;
|
||||
},
|
||||
[&](float const& value)
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = value;
|
||||
}
|
||||
);
|
||||
break;
|
||||
case SHShaderBlockInterface::Variable::Type::INT:
|
||||
isDirty |= SHEditorWidgets::DragInt(VAR_NAME,
|
||||
[&]()
|
||||
{
|
||||
if (currentMatSpec->properties[VAR_NAME].IsDefined())
|
||||
return currentMatSpec->properties[VAR_NAME].as<int>();
|
||||
else
|
||||
return 0;
|
||||
},
|
||||
[&](int const& value)
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = value;
|
||||
}
|
||||
);
|
||||
if(SHDragDrop::BeginTarget())
|
||||
{
|
||||
if(AssetID* payload = SHDragDrop::AcceptPayload<AssetID>(SHDragDrop::DRAG_RESOURCE))
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = *payload;
|
||||
isDirty = true;
|
||||
SHDragDrop::EndTarget();
|
||||
}
|
||||
}
|
||||
break;
|
||||
case SHShaderBlockInterface::Variable::Type::VECTOR2:
|
||||
isDirty |= SHEditorWidgets::DragVec2(VAR_NAME, { "X", "Y" },
|
||||
[&]()
|
||||
{
|
||||
if (currentMatSpec->properties[VAR_NAME].IsDefined())
|
||||
return currentMatSpec->properties[VAR_NAME].as<SHVec2>();
|
||||
else
|
||||
return SHVec2::Zero;
|
||||
},
|
||||
[&](SHVec2 const& value)
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = value;
|
||||
}
|
||||
);
|
||||
break;
|
||||
case SHShaderBlockInterface::Variable::Type::VECTOR3:
|
||||
isDirty |= SHEditorWidgets::DragVec3(VAR_NAME, { "X", "Y", "Z" },
|
||||
[&]()
|
||||
{
|
||||
if (currentMatSpec->properties[VAR_NAME].IsDefined())
|
||||
return currentMatSpec->properties[VAR_NAME].as<SHVec3>();
|
||||
else
|
||||
return SHVec3::Zero;
|
||||
},
|
||||
[&](SHVec3 const& value)
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = value;
|
||||
}
|
||||
);
|
||||
break;
|
||||
case SHShaderBlockInterface::Variable::Type::VECTOR4:
|
||||
isDirty |= SHEditorWidgets::DragVec4(VAR_NAME, { "X", "Y", "Z", "W" },
|
||||
[&]()
|
||||
{
|
||||
if (currentMatSpec->properties[VAR_NAME].IsDefined())
|
||||
return currentMatSpec->properties[VAR_NAME].as<SHVec4>();
|
||||
else
|
||||
return SHVec4::Zero;
|
||||
},
|
||||
[&](SHVec4 const& value)
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = value;
|
||||
}
|
||||
);
|
||||
break;
|
||||
case SHShaderBlockInterface::Variable::Type::OTHER:
|
||||
isDirty |= SHEditorWidgets::InputText(VAR_NAME,
|
||||
[&]()
|
||||
{
|
||||
if (currentMatSpec->properties[VAR_NAME].IsDefined())
|
||||
return currentMatSpec->properties[VAR_NAME].as<std::string>();
|
||||
else
|
||||
return std::string();
|
||||
},
|
||||
[&](std::string const& value)
|
||||
{
|
||||
currentMatSpec->properties[VAR_NAME] = value;
|
||||
}
|
||||
);
|
||||
default:
|
||||
continue;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
|
@ -0,0 +1,33 @@
|
|||
#pragma once
|
||||
#include "Assets/SHAssetMacros.h"
|
||||
#include "Editor/EditorWindow/SHEditorWindow.h"
|
||||
#include "Graphics/MiddleEnd/Materials/SHMaterialSpec.h"
|
||||
#include "Graphics/Shaders/SHVkShaderModule.h"
|
||||
#include "Resource/SHHandle.h"
|
||||
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
class SHMaterialInspector final : public SHEditorWindow
|
||||
{
|
||||
public:
|
||||
SHMaterialInspector();
|
||||
~SHMaterialInspector() = default;
|
||||
|
||||
void Init() override;
|
||||
void Update() override;
|
||||
void Exit() override;
|
||||
|
||||
void OpenMaterial(AssetID const& assetId, bool isNew = false) noexcept;
|
||||
private:
|
||||
void DrawMenuBar();
|
||||
void DrawShaderProperties(/*Handle<SHVkShaderModule> shaderModule*/);
|
||||
|
||||
bool isDirty;
|
||||
bool isNewMaterial;
|
||||
AssetID currentViewedMaterial;
|
||||
Handle<SHMaterialSpec> currentMatSpec;
|
||||
Handle<SHMaterial> currentMaterial;
|
||||
Handle<SHVkShaderModule> vertShaderHandle, fragShaderHandle;
|
||||
};
|
||||
}
|
|
@ -3,6 +3,7 @@
|
|||
//#==============================================================#
|
||||
//|| SHADE Includes ||
|
||||
//#==============================================================#
|
||||
#include "Editor/SHEditorWidgets.hpp"
|
||||
#include "Editor/SHEditor.h"
|
||||
#include "SHEditorMenuBar.h"
|
||||
#include "Editor/IconsMaterialDesign.h"
|
||||
|
@ -17,7 +18,14 @@
|
|||
#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"
|
||||
|
||||
|
||||
const std::string LAYOUT_FOLDER_PATH{ std::string(ASSET_ROOT) + "/Editor/Layouts" };
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -38,8 +46,7 @@ namespace SHADE
|
|||
void SHEditorMenuBar::Init()
|
||||
{
|
||||
SHEditorWindow::Init();
|
||||
constexpr std::string_view path = "../../Assets/Editor/Layouts";
|
||||
for(auto const& entry : std::filesystem::directory_iterator(path))
|
||||
for(auto const& entry : std::filesystem::directory_iterator(LAYOUT_FOLDER_PATH))
|
||||
{
|
||||
layoutPaths.push_back(entry.path());
|
||||
}
|
||||
|
@ -75,13 +82,17 @@ 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();
|
||||
}
|
||||
|
@ -108,16 +119,22 @@ namespace SHADE
|
|||
auto* scriptEngine = static_cast<SHScriptEngine*>(SHSystemManager::GetSystem<SHScriptEngine>());
|
||||
scriptEngine->GenerateScriptsCsProjFile();
|
||||
}
|
||||
ImGui::BeginDisabled(SHSystemManager::GetSystem<SHEditor>()->editorState != SHEditor::State::STOP);
|
||||
if (ImGui::Selectable("Build Scripts - Debug"))
|
||||
{
|
||||
auto* scriptEngine = static_cast<SHScriptEngine*>(SHSystemManager::GetSystem<SHScriptEngine>());
|
||||
SHSerialization::SerializeSceneToFile(SHSceneManager::GetCurrentSceneAssetID());
|
||||
scriptEngine->BuildScriptAssembly(true, true);
|
||||
SHSceneManager::RestartScene(SHSceneManager::GetCurrentSceneAssetID());
|
||||
}
|
||||
if (ImGui::Selectable("Build Scripts - Release"))
|
||||
{
|
||||
auto* scriptEngine = static_cast<SHScriptEngine*>(SHSystemManager::GetSystem<SHScriptEngine>());
|
||||
scriptEngine->BuildScriptAssembly(false, true);
|
||||
SHSerialization::SerializeSceneToFile(SHSceneManager::GetCurrentSceneAssetID());
|
||||
scriptEngine->BuildScriptAssembly(false, true);
|
||||
SHSceneManager::RestartScene(SHSceneManager::GetCurrentSceneAssetID());
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::EndMenu();
|
||||
}
|
||||
|
||||
|
@ -155,6 +172,35 @@ 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();
|
||||
}
|
||||
|
||||
|
@ -175,13 +221,16 @@ namespace SHADE
|
|||
ImGui::BeginDisabled(editor->editorState == SHEditor::State::PLAY);
|
||||
if(ImGui::SmallButton(ICON_MD_PLAY_ARROW))
|
||||
{
|
||||
const SHEditorStateChangeEvent STATE_CHANGE_EVENT
|
||||
if(editor->SaveScene())
|
||||
{
|
||||
.previousState = editor->editorState
|
||||
};
|
||||
editor->editorState = SHEditor::State::PLAY;
|
||||
const SHEditorStateChangeEvent STATE_CHANGE_EVENT
|
||||
{
|
||||
.previousState = editor->editorState
|
||||
};
|
||||
editor->editorState = SHEditor::State::PLAY;
|
||||
|
||||
SHEventManager::BroadcastEvent<SHEditorStateChangeEvent>(STATE_CHANGE_EVENT, SH_EDITOR_ON_PLAY_EVENT);
|
||||
SHEventManager::BroadcastEvent<SHEditorStateChangeEvent>(STATE_CHANGE_EVENT, SH_EDITOR_ON_PLAY_EVENT);
|
||||
}
|
||||
}
|
||||
ImGui::EndDisabled();
|
||||
ImGui::BeginDisabled(editor->editorState == SHEditor::State::PAUSE);
|
||||
|
@ -206,6 +255,7 @@ 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();
|
||||
|
|
|
@ -19,7 +19,7 @@ namespace SHADE
|
|||
//|| Public Member Functions ||
|
||||
//#==============================================================#
|
||||
SHEditorWindow::SHEditorWindow(std::string_view const& name, ImGuiWindowFlags const& inFlags)
|
||||
: windowName(name), windowFlags(inFlags), io(ImGui::GetIO())
|
||||
:isOpen(true), isWindowHovered(false), windowName(name), windowFlags(inFlags), io(ImGui::GetIO())
|
||||
{
|
||||
}
|
||||
|
||||
|
@ -68,5 +68,10 @@ namespace SHADE
|
|||
void SHEditorWindow::OnPosChange()
|
||||
{
|
||||
}
|
||||
|
||||
void SHEditorWindow::SetFocusToWindow()
|
||||
{
|
||||
ImGui::SetWindowFocus(windowName.data());
|
||||
}
|
||||
}//namespace SHADE
|
||||
|
||||
|
|
|
@ -34,6 +34,7 @@ namespace SHADE
|
|||
virtual bool Begin();
|
||||
virtual void OnResize();
|
||||
virtual void OnPosChange();
|
||||
virtual void SetFocusToWindow();
|
||||
|
||||
ImGuiWindowFlags windowFlags = 0;
|
||||
ImGuiIO& io;
|
||||
|
|
|
@ -1,7 +1,8 @@
|
|||
#pragma once
|
||||
#include "MenuBar/SHEditorMenuBar.h" //Menu Bar
|
||||
#include "HierarchyPanel/SHHierarchyPanel.h" //Hierarchy Panel
|
||||
#include "Inspector/SHEditorInspector.h" //Inspector
|
||||
#include "Profiling/SHEditorProfiler.h" //Profiler
|
||||
#include "ViewportWindow/SHEditorViewport.h" //Editor Viewport
|
||||
#include "AssetBrowser/SHAssetBrowser.h" //Asset Browser
|
||||
#include "MenuBar/SHEditorMenuBar.h" //Menu Bar
|
||||
#include "HierarchyPanel/SHHierarchyPanel.h" //Hierarchy Panel
|
||||
#include "Inspector/SHEditorInspector.h" //Inspector
|
||||
#include "Profiling/SHEditorProfiler.h" //Profiler
|
||||
#include "ViewportWindow/SHEditorViewport.h" //Editor Viewport
|
||||
#include "AssetBrowser/SHAssetBrowser.h" //Asset Browser
|
||||
#include "MaterialInspector/SHMaterialInspector.h" //Material Inspector
|
|
@ -45,7 +45,12 @@
|
|||
#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
|
||||
{
|
||||
|
@ -60,6 +65,10 @@ RTTR_REGISTRATION
|
|||
);
|
||||
}
|
||||
|
||||
const std::string USER_LAYOUT_PATH{ std::string(ASSET_ROOT) + "/Editor/Layouts/UserLayout.ini" };
|
||||
const std::string DEFAULT_LAYOUT_PATH{ std::string(ASSET_ROOT) + "/Editor/Layouts/Default.ini" };
|
||||
const std::string FONT_FOLDER_PATH{ std::string(ASSET_ROOT) + "/Editor/Fonts/"};
|
||||
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -77,7 +86,6 @@ namespace SHADE
|
|||
//#==============================================================#
|
||||
void SHEditor::Init()
|
||||
{
|
||||
|
||||
IMGUI_CHECKVERSION();
|
||||
if(auto context = ImGui::CreateContext())
|
||||
{
|
||||
|
@ -93,6 +101,8 @@ namespace SHADE
|
|||
SHEditorWindowManager::CreateEditorWindow<SHEditorInspector>();
|
||||
SHEditorWindowManager::CreateEditorWindow<SHEditorProfiler>();
|
||||
SHEditorWindowManager::CreateEditorWindow<SHAssetBrowser>();
|
||||
SHEditorWindowManager::CreateEditorWindow<SHMaterialInspector>();
|
||||
|
||||
SHEditorWindowManager::CreateEditorWindow<SHEditorViewport>();
|
||||
|
||||
io = &ImGui::GetIO();
|
||||
|
@ -100,7 +110,7 @@ namespace SHADE
|
|||
io->ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard; // Enable Keyboard Controls
|
||||
io->ConfigFlags |= ImGuiConfigFlags_ViewportsEnable; //Enable for Multi-Viewports
|
||||
io->ConfigFlags |= ImGuiConfigFlags_DockingEnable; //Enable docking
|
||||
io->IniFilename = "../../Assets/Editor/Layouts/UserLayout.ini";
|
||||
io->IniFilename = USER_LAYOUT_PATH.data();
|
||||
io->ConfigWindowsMoveFromTitleBarOnly = true;
|
||||
InitLayout();
|
||||
|
||||
|
@ -120,6 +130,17 @@ namespace SHADE
|
|||
window->Init();
|
||||
}
|
||||
|
||||
/* Editor View Gridlines */
|
||||
SetUpGridLines(true, true);
|
||||
// Handle state changes so that we only show in edit mode
|
||||
std::shared_ptr<SHEventReceiverSpec<SHEditor>> stateChangeEventReceiver
|
||||
{
|
||||
std::make_shared<SHEventReceiverSpec<SHEditor>>(this, &SHEditor::onEditorStateChanged)
|
||||
};
|
||||
SHEventManager::SubscribeTo(SH_EDITOR_ON_PLAY_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(stateChangeEventReceiver));
|
||||
SHEventManager::SubscribeTo(SH_EDITOR_ON_PAUSE_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(stateChangeEventReceiver));
|
||||
SHEventManager::SubscribeTo(SH_EDITOR_ON_STOP_EVENT, std::dynamic_pointer_cast<SHEventReceiver>(stateChangeEventReceiver));
|
||||
|
||||
SHLOG_INFO("Successfully initialised SHADE Engine Editor")
|
||||
}
|
||||
|
||||
|
@ -134,7 +155,9 @@ namespace SHADE
|
|||
window->Update();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
RenderSceneNamePrompt();
|
||||
RenderUnsavedChangesPrompt();
|
||||
//PollPicking();
|
||||
|
||||
if(ImGui::IsKeyDown(ImGuiKey_LeftShift) && ImGui::IsKeyDown(ImGuiKey_LeftCtrl) && ImGui::IsKeyReleased(ImGuiKey_Z))
|
||||
|
@ -159,27 +182,172 @@ 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))
|
||||
{
|
||||
std::filesystem::copy_file("../../Assets/Editor/Layouts/Default.ini", io->IniFilename);
|
||||
std::filesystem::copy_file(DEFAULT_LAYOUT_PATH.data(), io->IniFilename);
|
||||
}
|
||||
//eventually load preferred layout here
|
||||
}
|
||||
|
||||
void SHEditor::InitFonts() noexcept
|
||||
{
|
||||
ImFont* mainFont = io->Fonts->AddFontFromFileTTF("../../Assets/Editor/Fonts/Segoe UI.ttf", 20.f);//TODO: Change to config based assets path
|
||||
ImFont* mainFont = io->Fonts->AddFontFromFileTTF(std::string(FONT_FOLDER_PATH + "Segoe UI.ttf").data(), 20.f);//TODO: Change to config based assets path
|
||||
|
||||
ImFontConfig icons_config{}; icons_config.MergeMode = true; icons_config.GlyphOffset.y = 5.f;
|
||||
constexpr ImWchar icon_ranges_fa[] = { ICON_MIN_FA, ICON_MAX_FA, 0 };
|
||||
ImFont* UIFontFA = io->Fonts->AddFontFromFileTTF("../../Assets/Editor/Fonts/fa-solid-900.ttf", 20.f, &icons_config, icon_ranges_fa); //TODO: Change to config based assets path
|
||||
ImFont* UIFontFA = io->Fonts->AddFontFromFileTTF(std::string(FONT_FOLDER_PATH + "fa-solid-900.ttf").data(), 20.f, &icons_config, icon_ranges_fa); //TODO: Change to config based assets path
|
||||
constexpr ImWchar icon_ranges_md[] = { ICON_MIN_MD, ICON_MAX_16_MD, 0 };
|
||||
ImFont* UIFontMD = io->Fonts->AddFontFromFileTTF("../../Assets/Editor/Fonts/MaterialIcons-Regular.ttf", 20.f, &icons_config, icon_ranges_md); //TODO: Change to config based assets path
|
||||
ImFont* UIFontMD = io->Fonts->AddFontFromFileTTF(std::string(FONT_FOLDER_PATH + "MaterialIcons-Regular.ttf").data(), 20.f, &icons_config, icon_ranges_md); //TODO: Change to config based assets path
|
||||
io->Fonts->Build();
|
||||
}
|
||||
|
||||
void SHEditor::SetUpGridLines(bool drawGrid, bool drawAxes)
|
||||
{
|
||||
// Clear existing lines
|
||||
SHDebugDraw::ClearPersistentDraws();
|
||||
|
||||
static constexpr float DELTA = 1.0f;
|
||||
static constexpr int EXTENT_COUNT = static_cast<int>(500.0f /* TODO: Remove hard code */ / DELTA);
|
||||
static constexpr float LINE_HALF_LENGTH = (DELTA * static_cast<float>(EXTENT_COUNT)) * 0.5f;
|
||||
|
||||
// Render Grid
|
||||
static const SHColour GRID_COL = { 0.2f, 0.2f, 0.2f, 1.0f };
|
||||
if (drawGrid)
|
||||
{
|
||||
for (int i = 1; i < EXTENT_COUNT; ++i)
|
||||
{
|
||||
// X-Axis Lines
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
GRID_COL,
|
||||
SHVec3 { -LINE_HALF_LENGTH, 0.0f, i * DELTA },
|
||||
SHVec3 { LINE_HALF_LENGTH, 0.0f, i * DELTA }
|
||||
);
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
GRID_COL,
|
||||
SHVec3 { -LINE_HALF_LENGTH, 0.0f, i * -DELTA },
|
||||
SHVec3 { LINE_HALF_LENGTH, 0.0f, i * -DELTA }
|
||||
);
|
||||
// Y-Axis Lines
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
GRID_COL,
|
||||
SHVec3 { i * DELTA, 0.0f, -LINE_HALF_LENGTH },
|
||||
SHVec3 { i * DELTA, 0.0f, LINE_HALF_LENGTH }
|
||||
);
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
GRID_COL,
|
||||
SHVec3 { -i * DELTA, 0.0f, -LINE_HALF_LENGTH },
|
||||
SHVec3 { -i * DELTA, 0.0f, LINE_HALF_LENGTH }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
// Render World Axes
|
||||
if (drawAxes || drawGrid)
|
||||
{
|
||||
const SHColour X_AXIS_COL = drawAxes ? SHColour::RED : GRID_COL;
|
||||
const SHColour Y_AXIS_COL = drawAxes ? SHColour::GREEN : GRID_COL;
|
||||
const SHColour Z_AXIS_COL = drawAxes ? SHColour::BLUE : GRID_COL;
|
||||
// X
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
X_AXIS_COL,
|
||||
SHVec3 { -LINE_HALF_LENGTH, 0.0f, 0.0f },
|
||||
SHVec3 { LINE_HALF_LENGTH, 0.0f, 0.0f }
|
||||
);
|
||||
// Y
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
Y_AXIS_COL,
|
||||
SHVec3 { 0.0f, -LINE_HALF_LENGTH, 0.0f },
|
||||
SHVec3 { 0.0f, LINE_HALF_LENGTH, 0.0f }
|
||||
);
|
||||
// Z
|
||||
SHDebugDraw::PersistentLine
|
||||
(
|
||||
Z_AXIS_COL,
|
||||
SHVec3 { 0.0f, 0.0f, -LINE_HALF_LENGTH },
|
||||
SHVec3 { 0.0f, 0.0f, LINE_HALF_LENGTH }
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
SHEventHandle SHEditor::onEditorStateChanged(SHEventPtr eventPtr)
|
||||
{
|
||||
auto eventData = reinterpret_cast<const SHEventSpec<SHEditorStateChangeEvent>*>(eventPtr.get());
|
||||
switch (editorState)
|
||||
{
|
||||
case State::PAUSE:
|
||||
case State::STOP:
|
||||
SetUpGridLines(true, true);
|
||||
break;
|
||||
case State::PLAY:
|
||||
default:
|
||||
SHDebugDraw::ClearPersistentDraws();
|
||||
break;
|
||||
}
|
||||
return eventData->handle;
|
||||
}
|
||||
|
||||
void SHEditor::Exit()
|
||||
{
|
||||
for (const auto& window : SHEditorWindowManager::editorWindows | std::views::values)
|
||||
|
@ -337,9 +505,12 @@ namespace SHADE
|
|||
|
||||
ImGui_ImplVulkan_DestroyFontUploadObjects();
|
||||
|
||||
renderGraph->GetNode("ImGui Node")->GetSubpass("ImGui Draw")->AddExteriorDrawCalls([](Handle<SHVkCommandBuffer>& cmd) {
|
||||
renderGraph->GetNode("ImGui Node")->GetSubpass("ImGui Draw")->AddExteriorDrawCalls([](Handle<SHVkCommandBuffer>& cmd)
|
||||
{
|
||||
cmd->BeginLabeledSegment("ImGui Draw");
|
||||
ImGui_ImplVulkan_RenderDrawData(ImGui::GetDrawData(), cmd->GetVkCommandBuffer());
|
||||
});
|
||||
cmd->EndLabeledSegment();
|
||||
});
|
||||
#endif
|
||||
}
|
||||
|
||||
|
@ -366,6 +537,66 @@ 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;
|
||||
|
|
|
@ -17,13 +17,17 @@
|
|||
#include "EditorWindow/SHEditorWindow.h"
|
||||
#include "Tools/SHLog.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
|
||||
{
|
||||
//#==============================================================#
|
||||
|
@ -170,9 +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;
|
||||
|
||||
|
@ -190,16 +201,34 @@ namespace SHADE
|
|||
*/
|
||||
void Render();
|
||||
|
||||
void RenderSceneNamePrompt() noexcept;
|
||||
|
||||
void RenderUnsavedChangesPrompt() noexcept;
|
||||
|
||||
void InitLayout() noexcept;
|
||||
|
||||
void InitFonts() noexcept;
|
||||
|
||||
void SetUpGridLines(bool drawGrid, bool drawAxes);
|
||||
|
||||
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};
|
||||
|
||||
|
|
|
@ -157,7 +157,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
return ImGui::Checkbox("#", &value);
|
||||
return ImGui::Checkbox("##", &value);
|
||||
}
|
||||
bool SHEditorUI::InputInt(const std::string& label, int& value, bool* isHovered)
|
||||
{
|
||||
|
@ -165,7 +165,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
return ImGui::InputInt("#", &value,
|
||||
return ImGui::InputInt("##", &value,
|
||||
1, 10,
|
||||
ImGuiInputTextFlags_EnterReturnsTrue);
|
||||
}
|
||||
|
@ -176,7 +176,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
const bool CHANGED = InputInt("#", signedVal);
|
||||
const bool CHANGED = InputInt("##", signedVal);
|
||||
if (CHANGED)
|
||||
{
|
||||
signedVal = std::clamp(signedVal, 0, std::numeric_limits<int>::max());
|
||||
|
@ -190,7 +190,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
return ImGui::InputFloat("#", &value,
|
||||
return ImGui::InputFloat("##", &value,
|
||||
0.1f, 1.0f, "%.3f",
|
||||
ImGuiInputTextFlags_EnterReturnsTrue);
|
||||
}
|
||||
|
@ -200,7 +200,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
return ImGui::InputDouble("#", &value,
|
||||
return ImGui::InputDouble("##", &value,
|
||||
0.1, 1.0, "%.3f",
|
||||
ImGuiInputTextFlags_EnterReturnsTrue);
|
||||
}
|
||||
|
@ -210,7 +210,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
return ImGui::InputDouble("#", &value,
|
||||
return ImGui::InputDouble("##", &value,
|
||||
1.0, 45.0, "%.3f",
|
||||
ImGuiInputTextFlags_EnterReturnsTrue);
|
||||
}
|
||||
|
@ -280,7 +280,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
const bool CHANGED = ImGui::InputText("#", &buffer[0], TEXT_FIELD_MAX_LENGTH);
|
||||
const bool CHANGED = ImGui::InputText("##", &buffer[0], TEXT_FIELD_MAX_LENGTH);
|
||||
if (CHANGED)
|
||||
{
|
||||
value = std::string(buffer.data(), buffer.data() + TEXT_FIELD_MAX_LENGTH);
|
||||
|
@ -288,7 +288,7 @@ namespace SHADE
|
|||
return CHANGED;
|
||||
}
|
||||
|
||||
bool SHEditorUI::InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered)
|
||||
bool SHEditorUI::InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered, bool alwaysNull)
|
||||
{
|
||||
ImGui::Text(label.c_str());
|
||||
if (isHovered)
|
||||
|
@ -296,7 +296,7 @@ namespace SHADE
|
|||
ImGui::SameLine();
|
||||
SHEntity* entity = SHEntityManager::GetEntityByID(value);
|
||||
std::ostringstream oss;
|
||||
if (entity)
|
||||
if (!alwaysNull && entity)
|
||||
{
|
||||
oss << value << ": " << entity->name;
|
||||
}
|
||||
|
@ -314,6 +314,13 @@ namespace SHADE
|
|||
SHDragDrop::EndTarget();
|
||||
}
|
||||
}
|
||||
ImGui::SameLine();
|
||||
if (ImGui::Button("Clear"))
|
||||
{
|
||||
value = MAX_EID;
|
||||
changed = true;
|
||||
}
|
||||
|
||||
return changed;
|
||||
}
|
||||
|
||||
|
@ -327,7 +334,7 @@ namespace SHADE
|
|||
if (isHovered)
|
||||
*isHovered = ImGui::IsItemHovered();
|
||||
ImGui::SameLine();
|
||||
if (ImGui::BeginCombo("#", INITIAL_NAME.c_str(), ImGuiComboFlags_None))
|
||||
if (ImGui::BeginCombo("##", INITIAL_NAME.c_str(), ImGuiComboFlags_None))
|
||||
{
|
||||
for (int i = 0; i < enumNames.size(); ++i)
|
||||
{
|
||||
|
|
|
@ -313,8 +313,12 @@ namespace SHADE
|
|||
/// <param name="label">Label used to identify this widget.</param>
|
||||
/// <param name="value">Reference to the variable to store the result.</param>
|
||||
/// <param name="isHovered>If set, stores the hover state of this widget.</param>
|
||||
/// <param name="alwaysNull>
|
||||
/// If set, the field displayed will always be blank regardless of specified
|
||||
/// GameObject.
|
||||
/// </param>
|
||||
/// <returns>True if the value was changed.</returns>
|
||||
static bool InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered = nullptr);
|
||||
static bool InputGameObjectField(const std::string& label, uint32_t& value, bool* isHovered = nullptr, bool alwaysNull = false);
|
||||
/// <summary>
|
||||
/// Creates a combo box for enumeration input.
|
||||
/// </summary>
|
||||
|
|
|
@ -422,12 +422,13 @@ namespace SHADE
|
|||
ImGui::BeginGroup();
|
||||
ImGui::PushID(label.data());
|
||||
TextLabel(label);
|
||||
bool const changed = ImGui::InputText("##", &text, ImGuiInputTextFlags_ReadOnly, nullptr, nullptr);
|
||||
bool changed = ImGui::InputText("##", &text, ImGuiInputTextFlags_ReadOnly, nullptr, nullptr);
|
||||
if(SHDragDrop::BeginTarget())
|
||||
{
|
||||
if(T* payload = SHDragDrop::AcceptPayload<T>(dragDropTag))
|
||||
{
|
||||
SHCommandManager::PerformCommand(std::reinterpret_pointer_cast<SHBaseCommand>(std::make_shared<SHCommand<T>>(get(), *payload, set)), false);
|
||||
changed = true;
|
||||
SHDragDrop::EndTarget();
|
||||
}
|
||||
}
|
||||
|
|
|
@ -11,9 +11,11 @@ constexpr SHEventIdentifier SH_ENTITY_CREATION_EVENT { 2 };
|
|||
constexpr SHEventIdentifier SH_COMPONENT_ADDED_EVENT { 3 };
|
||||
constexpr SHEventIdentifier SH_COMPONENT_REMOVED_EVENT { 4 };
|
||||
constexpr SHEventIdentifier SH_SCENEGRAPH_CHANGE_PARENT_EVENT { 5 };
|
||||
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_ADDED_EVENT { 6 };
|
||||
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_REMOVED_EVENT { 7 };
|
||||
constexpr SHEventIdentifier SH_EDITOR_ON_PLAY_EVENT { 8 };
|
||||
constexpr SHEventIdentifier SH_EDITOR_ON_PAUSE_EVENT { 9 };
|
||||
constexpr SHEventIdentifier SH_EDITOR_ON_STOP_EVENT { 10 };
|
||||
constexpr SHEventIdentifier SH_SCENEGRAPH_ADD_CHILD_EVENT { 6 };
|
||||
constexpr SHEventIdentifier SH_SCENEGRAPH_REMOVE_CHILD_EVENT { 7 };
|
||||
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_ADDED_EVENT { 8 };
|
||||
constexpr SHEventIdentifier SH_PHYSICS_COLLIDER_REMOVED_EVENT { 9 };
|
||||
constexpr SHEventIdentifier SH_EDITOR_ON_PLAY_EVENT { 10 };
|
||||
constexpr SHEventIdentifier SH_EDITOR_ON_PAUSE_EVENT { 11 };
|
||||
constexpr SHEventIdentifier SH_EDITOR_ON_STOP_EVENT { 12 };
|
||||
|
||||
|
|
|
@ -64,6 +64,11 @@ namespace SHADE
|
|||
return bufferUsageFlags;
|
||||
}
|
||||
|
||||
uint32_t SHVkBuffer::GetSizeStored(void) const noexcept
|
||||
{
|
||||
return sizeStored;
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
|
@ -212,9 +217,11 @@ namespace SHADE
|
|||
&bufferInfo.operator VkBufferCreateInfo & (), // TODO: Verify if this works (can use RenderDoc to check buffer variables?)
|
||||
&allocCreateInfo,
|
||||
&tempBuffer, &stagingAlloc, &allocInfo);
|
||||
SET_VK_OBJ_NAME_VK(device, vk::ObjectType::eDeviceMemory, allocInfo.deviceMemory, "[Memory] Staging - " + name);
|
||||
|
||||
// then assign it to the hpp version
|
||||
stagingBuffer = tempBuffer;
|
||||
SET_VK_OBJ_NAME(device, vk::ObjectType::eBuffer, stagingBuffer, "[Buffer] Staging - " + name);
|
||||
|
||||
// Just map, copy then unmap
|
||||
void* stagingBufferMappedPtr = nullptr;
|
||||
|
@ -246,7 +253,11 @@ namespace SHADE
|
|||
auto result = vmaCreateBuffer(vmaAllocator,
|
||||
&bufferCreateInfo.operator VkBufferCreateInfo & (),
|
||||
&allocCreateInfo,
|
||||
&tempBuffer, &alloc, &allocInfo);
|
||||
&tempBuffer, &alloc, &allocInfo);
|
||||
#ifdef _DEBUG
|
||||
if (!name.empty())
|
||||
SET_VK_OBJ_NAME_VK(device, vk::ObjectType::eDeviceMemory, allocInfo.deviceMemory, "[Memory] " + name);
|
||||
#endif
|
||||
|
||||
if (result != VK_SUCCESS)
|
||||
SHVulkanDebugUtil::ReportVkError(vk::Result(result), "Failed to create vulkan buffer. ");
|
||||
|
@ -264,7 +275,7 @@ namespace SHADE
|
|||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
SHVkBuffer::SHVkBuffer(std::reference_wrapper<VmaAllocator const> allocator) noexcept
|
||||
SHVkBuffer::SHVkBuffer(Handle<SHVkLogicalDevice> logicalDevice, std::reference_wrapper<VmaAllocator const> allocator) noexcept
|
||||
: vkBuffer{}
|
||||
, stagingBuffer{}
|
||||
, sizeStored{ 0 }
|
||||
|
@ -272,19 +283,23 @@ namespace SHADE
|
|||
, alloc {nullptr}
|
||||
, randomAccessOptimized{false}
|
||||
, vmaAllocator{allocator}
|
||||
, device { logicalDevice }
|
||||
{}
|
||||
|
||||
SHVkBuffer::SHVkBuffer(
|
||||
Handle<SHVkLogicalDevice> logicalDevice,
|
||||
uint32_t inSize,
|
||||
void* data,
|
||||
uint32_t srcSize,
|
||||
std::reference_wrapper<VmaAllocator const> allocator,
|
||||
vk::BufferUsageFlags bufferUsage,
|
||||
const std::string& name,
|
||||
VmaMemoryUsage memUsage,
|
||||
VmaAllocationCreateFlags allocFlags
|
||||
) noexcept
|
||||
: SHVkBuffer(allocator)
|
||||
: SHVkBuffer(logicalDevice, allocator)
|
||||
{
|
||||
this->name = name;
|
||||
Init(inSize, data, srcSize, bufferUsage, memUsage, allocFlags);
|
||||
}
|
||||
|
||||
|
@ -299,6 +314,8 @@ namespace SHADE
|
|||
, bufferUsageFlags {rhs.bufferUsageFlags}
|
||||
, bufferCreateInfo { rhs.bufferCreateInfo }
|
||||
, allocCreateInfo { rhs.allocCreateInfo }
|
||||
, name { std::move(rhs.name) }
|
||||
, device { rhs.device }
|
||||
|
||||
{
|
||||
rhs.vkBuffer = VK_NULL_HANDLE;
|
||||
|
@ -320,6 +337,8 @@ namespace SHADE
|
|||
bufferCreateInfo = rhs.bufferCreateInfo;
|
||||
allocCreateInfo = rhs.allocCreateInfo;
|
||||
bufferUsageFlags = rhs.bufferUsageFlags;
|
||||
name = std::move(rhs.name);
|
||||
device = rhs.device;
|
||||
|
||||
return *this;
|
||||
}
|
||||
|
@ -397,6 +416,8 @@ namespace SHADE
|
|||
|
||||
auto [tempBuffer, allocInfo] = createBuffer(sizeStored);
|
||||
vkBuffer = tempBuffer;
|
||||
if (!name.empty())
|
||||
SET_VK_OBJ_NAME(device, vk::ObjectType::eBuffer, vkBuffer, "[Buffer] " + name);
|
||||
|
||||
// This probably means that a HOST_CACHED memory type is used on allocation
|
||||
if (allocFlags & VMA_ALLOCATION_CREATE_HOST_ACCESS_RANDOM_BIT)
|
||||
|
|
|
@ -12,6 +12,7 @@ namespace SHADE
|
|||
//using SHVkBufferUsageBits = vk::BufferUsageFlagBits;
|
||||
|
||||
class SHVkCommandBuffer;
|
||||
class SHVkLogicalDevice;
|
||||
|
||||
class SHVkBuffer
|
||||
{
|
||||
|
@ -51,6 +52,11 @@ namespace SHADE
|
|||
//VmaAllocator const& vmaAllocator;
|
||||
std::reference_wrapper<VmaAllocator const> vmaAllocator;
|
||||
|
||||
//! Name of this buffer if any
|
||||
std::string name;
|
||||
//! Handle to the logical device that created this buffer
|
||||
Handle<SHVkLogicalDevice> device;
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* PRIVATE MEMBER FUNCTIONS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
|
@ -62,13 +68,15 @@ namespace SHADE
|
|||
/* CTORS AND DTORS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
SHVkBuffer (void) noexcept = delete;
|
||||
SHVkBuffer (std::reference_wrapper<VmaAllocator const> allocator) noexcept;
|
||||
SHVkBuffer (Handle<SHVkLogicalDevice> logicalDevice, std::reference_wrapper<VmaAllocator const> allocator) noexcept;
|
||||
SHVkBuffer (
|
||||
Handle<SHVkLogicalDevice> logicalDevice,
|
||||
uint32_t inSize,
|
||||
void* data,
|
||||
uint32_t srcSize,
|
||||
std::reference_wrapper<VmaAllocator const> allocator,
|
||||
vk::BufferUsageFlags bufferUsage,
|
||||
vk::BufferUsageFlags bufferUsage,
|
||||
const std::string& name = "",
|
||||
VmaMemoryUsage memUsage = VMA_MEMORY_USAGE_AUTO,
|
||||
VmaAllocationCreateFlags allocFlags = {}
|
||||
) noexcept;
|
||||
|
@ -84,7 +92,7 @@ namespace SHADE
|
|||
uint32_t inSize,
|
||||
void* data,
|
||||
uint32_t srcSize,
|
||||
vk::BufferUsageFlags bufferUsage,
|
||||
vk::BufferUsageFlags bufferUsage,
|
||||
VmaMemoryUsage memUsage,
|
||||
VmaAllocationCreateFlags allocFlags
|
||||
) noexcept;
|
||||
|
@ -102,8 +110,9 @@ namespace SHADE
|
|||
/*-----------------------------------------------------------------------*/
|
||||
/* SETTERS AND GETTERS */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
vk::Buffer GetVkBuffer (void) const noexcept;
|
||||
vk::Buffer GetVkBuffer (void) const noexcept;
|
||||
vk::BufferUsageFlags GetUsageBits(void) const noexcept;
|
||||
uint32_t GetSizeStored (void) const noexcept;
|
||||
|
||||
template <typename T>
|
||||
T GetDataFromMappedPointer(uint32_t index) const noexcept
|
||||
|
|
|
@ -105,6 +105,9 @@ namespace SHADE
|
|||
|
||||
// Set the state to recording if the call above succeeded.
|
||||
cmdBufferState = SH_CMD_BUFFER_STATE::RECORDING;
|
||||
|
||||
// Reset segment count
|
||||
segmentDepth = 0;
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
|
@ -282,6 +285,11 @@ namespace SHADE
|
|||
|
||||
}
|
||||
|
||||
void SHVkCommandBuffer::SetLineWidth(float lineWidth) noexcept
|
||||
{
|
||||
vkCommandBuffer.setLineWidth(lineWidth);
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
/*!
|
||||
|
||||
|
@ -502,6 +510,41 @@ namespace SHADE
|
|||
SetState(SH_CMD_BUFFER_STATE::PENDING);
|
||||
}
|
||||
|
||||
void SHVkCommandBuffer::BeginLabeledSegment(const std::string& label) noexcept
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
static const std::array SEGMENT_COLOURS =
|
||||
{
|
||||
SHColour::LIGHTPINK,
|
||||
SHColour::LIGHTBLUE,
|
||||
SHColour::LIGHTGREEN,
|
||||
SHColour::YELLOW,
|
||||
SHColour::PINK,
|
||||
SHColour::TEAL,
|
||||
SHColour::LIME,
|
||||
SHColour::ORANGE,
|
||||
SHColour::VIOLET,
|
||||
SHColour::MAROON,
|
||||
SHColour::DARKGREEN,
|
||||
SHColour::SANDYBROWN
|
||||
};
|
||||
|
||||
const SHColour COLOR = SEGMENT_COLOURS[segmentDepth];
|
||||
++segmentDepth;
|
||||
if (segmentDepth >= static_cast<int>(SEGMENT_COLOURS.size()))
|
||||
segmentDepth = 0;
|
||||
vkCommandBuffer.beginDebugUtilsLabelEXT(vk::DebugUtilsLabelEXT().setPLabelName(label.data()).setColor({ COLOR.x, COLOR.y, COLOR.z, COLOR.w }));
|
||||
#endif
|
||||
}
|
||||
|
||||
void SHVkCommandBuffer::EndLabeledSegment() noexcept
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
vkCommandBuffer.endDebugUtilsLabelEXT();
|
||||
segmentDepth = std::max(segmentDepth - 1, 0);
|
||||
#endif
|
||||
}
|
||||
|
||||
//void SHVkCommandBuffer::PipelineBarrier(vk::PipelineStageFlags ) const noexcept
|
||||
//{
|
||||
// //vkCommandBuffer.pipelineBarrier()
|
||||
|
|
|
@ -7,6 +7,7 @@
|
|||
#include "Resource/SHResourceLibrary.h"
|
||||
#include "Graphics/Pipeline/SHVkPipelineLayout.h"
|
||||
#include "Graphics/Pipeline/SHPipelineType.h"
|
||||
#include "Math/SHColour.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
|
@ -78,7 +79,10 @@ namespace SHADE
|
|||
std::array<PipelineBindPointData, static_cast<uint32_t>(SH_PIPELINE_TYPE::NUM_TYPES)> bindPointData;
|
||||
|
||||
//! The push constant data for the command buffer
|
||||
uint8_t pushConstantData[PUSH_CONSTANT_SIZE];
|
||||
uint8_t pushConstantData[PUSH_CONSTANT_SIZE];
|
||||
|
||||
//! Depth of segmenting of the command buffer (used for debug data)
|
||||
int segmentDepth;
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* PRIVATE MEMBER FUNCTIONS */
|
||||
|
@ -107,7 +111,7 @@ namespace SHADE
|
|||
void Reset(void);
|
||||
|
||||
// Begins and Ends
|
||||
void BeginRecording (void) noexcept;
|
||||
void BeginRecording () noexcept;
|
||||
void EndRecording (void) noexcept;
|
||||
void BeginRenderpass (Handle<SHVkRenderpass> const& renderpassHdl, Handle<SHVkFramebuffer> const& framebufferHdl, vk::Offset2D offset = {0, 0}, vk::Extent2D extent = {0, 0}) noexcept;
|
||||
void EndRenderpass (void) noexcept;
|
||||
|
@ -115,6 +119,7 @@ namespace SHADE
|
|||
|
||||
// Dynamic State
|
||||
void SetViewportScissor (float vpWidth, float vpHeight, uint32_t sWidth, uint32_t sHeight, float vpX = 0.0f, float vpY = 0.0f, int32_t sX = 0.0f, int32_t sY = 0.0f, float vpMinDepth = 0.0f, float vpMaxDepth = 1.0f) noexcept;
|
||||
void SetLineWidth (float lineWidth) noexcept;
|
||||
|
||||
// Binding Commands
|
||||
void BindPipeline (Handle<SHVkPipeline> const& pipelineHdl) noexcept;
|
||||
|
@ -147,6 +152,10 @@ namespace SHADE
|
|||
bool IsReadyToSubmit (void) const noexcept;
|
||||
void HandlePostSubmit (void) noexcept;
|
||||
|
||||
// Debugging
|
||||
void BeginLabeledSegment(const std::string& label) noexcept;
|
||||
void EndLabeledSegment() noexcept;
|
||||
|
||||
// Push Constant variable setting
|
||||
template <typename T>
|
||||
void SetPushConstantVariable(std::string variableName, T const& data, SH_PIPELINE_TYPE bindPoint) noexcept
|
||||
|
|
|
@ -119,6 +119,18 @@ namespace SHADE
|
|||
return setIndex;
|
||||
}
|
||||
|
||||
uint32_t SHVkDescriptorSetLayout::GetNumDynamicOffsetsRequired(void) const noexcept
|
||||
{
|
||||
uint32_t numDynamicBindings = 0;
|
||||
for (auto& binding : layoutDesc)
|
||||
{
|
||||
if (binding.Type == vk::DescriptorType::eUniformBufferDynamic || binding.Type == vk::DescriptorType::eStorageBufferDynamic)
|
||||
++numDynamicBindings;
|
||||
}
|
||||
|
||||
return numDynamicBindings;
|
||||
}
|
||||
|
||||
SHVkDescriptorSetLayout& SHVkDescriptorSetLayout::operator=(SHVkDescriptorSetLayout&& rhs) noexcept
|
||||
{
|
||||
if (&rhs == this)
|
||||
|
|
|
@ -99,6 +99,7 @@ namespace SHADE
|
|||
inline const vk::DescriptorSetLayout& GetVkHandle() const { return setLayout; }
|
||||
std::vector<Binding> const& GetBindings (void) const noexcept;
|
||||
SetIndex GetSetIndex (void) const noexcept;
|
||||
uint32_t GetNumDynamicOffsetsRequired (void) const noexcept;
|
||||
|
||||
private:
|
||||
/*-----------------------------------------------------------------------------*/
|
||||
|
|
|
@ -220,6 +220,7 @@ namespace SHADE
|
|||
else
|
||||
{
|
||||
SHVulkanDebugUtil::ReportVkSuccess("Successfully created a Logical Device. ");
|
||||
SET_VK_OBJ_NAME(this, vk::ObjectType::eDevice, vkLogicalDevice, "Logical Device");
|
||||
}
|
||||
|
||||
InitializeVMA();
|
||||
|
@ -419,9 +420,9 @@ namespace SHADE
|
|||
|
||||
*/
|
||||
/***************************************************************************/
|
||||
Handle<SHVkBuffer> SHVkLogicalDevice::CreateBuffer(uint32_t inSize, void* data, uint32_t srcSize, vk::BufferUsageFlags bufferUsage, VmaMemoryUsage memUsage, VmaAllocationCreateFlags allocFlags) const noexcept
|
||||
Handle<SHVkBuffer> SHVkLogicalDevice::CreateBuffer(uint32_t inSize, void* data, uint32_t srcSize, vk::BufferUsageFlags bufferUsage, VmaMemoryUsage memUsage, VmaAllocationCreateFlags allocFlags, const std::string& name) const noexcept
|
||||
{
|
||||
return SHVkInstance::GetResourceManager().Create<SHVkBuffer>(inSize, data, srcSize, std::cref(vmaAllocator), bufferUsage, memUsage, allocFlags);
|
||||
return SHVkInstance::GetResourceManager().Create<SHVkBuffer>(GetHandle(), inSize, data, srcSize, std::cref(vmaAllocator), bufferUsage, name, memUsage, allocFlags);
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
|
@ -455,12 +456,12 @@ namespace SHADE
|
|||
/***************************************************************************/
|
||||
Handle<SHVkImage> SHVkLogicalDevice::CreateImage(uint32_t w, uint32_t h, uint8_t levels, vk::Format format, vk::ImageUsageFlags usage, vk::ImageCreateFlags create) const noexcept
|
||||
{
|
||||
return SHVkInstance::GetResourceManager().Create<SHVkImage>(&vmaAllocator, w, h, levels, format, usage, create);
|
||||
return SHVkInstance::GetResourceManager().Create<SHVkImage>(GetHandle(), &vmaAllocator, w, h, levels, format, usage, create);
|
||||
}
|
||||
|
||||
Handle<SHVkImage> SHVkLogicalDevice::CreateImage(SHImageCreateParams const& imageDetails, unsigned char* data, uint32_t dataSize, std::span<uint32_t> inMipOffsets, VmaMemoryUsage memUsage, VmaAllocationCreateFlags allocFlags) noexcept
|
||||
{
|
||||
return SHVkInstance::GetResourceManager().Create<SHVkImage>(&vmaAllocator, imageDetails, data, dataSize, inMipOffsets, memUsage, allocFlags);
|
||||
return SHVkInstance::GetResourceManager().Create<SHVkImage>(GetHandle(), &vmaAllocator, imageDetails, data, dataSize, inMipOffsets, memUsage, allocFlags);
|
||||
}
|
||||
|
||||
/***************************************************************************/
|
||||
|
|
|
@ -1,5 +1,4 @@
|
|||
#ifndef SH_LOGICAL_DEVICE_H
|
||||
#define SH_LOGICAL_DEVICE_H
|
||||
#pragma once
|
||||
|
||||
#include <optional>
|
||||
#include <array>
|
||||
|
@ -67,7 +66,6 @@ namespace SHADE
|
|||
class SHVkLogicalDevice : public ISelfHandle<SHVkLogicalDevice>
|
||||
{
|
||||
private:
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* PRIVATE MEMBER VARIABLES */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
|
@ -147,7 +145,8 @@ namespace SHADE
|
|||
uint32_t srcSize,
|
||||
vk::BufferUsageFlags bufferUsage,
|
||||
VmaMemoryUsage memUsage,
|
||||
VmaAllocationCreateFlags allocFlags
|
||||
VmaAllocationCreateFlags allocFlags,
|
||||
const std::string& name = ""
|
||||
) const noexcept;
|
||||
|
||||
Handle<SHVkImage> CreateImage (
|
||||
|
@ -202,7 +201,33 @@ namespace SHADE
|
|||
Handle<SHVkSemaphore> CreateSemaphore (void) const noexcept;
|
||||
|
||||
void UpdateDescriptorSets(std::vector<vk::WriteDescriptorSet> const& writeDescSets) noexcept;
|
||||
void UpdateDescriptorSet (vk::WriteDescriptorSet const& writeDescSet) noexcept;
|
||||
void UpdateDescriptorSet(vk::WriteDescriptorSet const& writeDescSet) noexcept;
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* Debug Tools */
|
||||
/*-----------------------------------------------------------------------*/
|
||||
#ifdef _DEBUG
|
||||
/// <summary>
|
||||
/// Sets a Vulkan HPP object's name for debugging purposes. This function will not be
|
||||
/// compiled outside of Debug configurations. Hence, it is advised to use provided
|
||||
/// macro function SET_VK_OBJ_NAME() instead of using this function directly.
|
||||
/// </summary>
|
||||
/// <param name="objType">Type of the object.</param>
|
||||
/// <param name="objHandle">Handle to the Vulkan Object to name.</param>
|
||||
/// <param name="objName">Object's name.</param>
|
||||
template<typename T>
|
||||
inline void SetVulkanObjectName(vk::ObjectType objType, T objHandle, const std::string& objName);
|
||||
/// <summary>
|
||||
/// Sets a Vulkan object's name for debugging purposes. This function will not be
|
||||
/// compiled outside of Debug configurations. Hence, it is advised to use provided
|
||||
/// macro function SET_VK_OBJ_NAME_VK() instead of using this function directly.
|
||||
/// </summary>
|
||||
/// <param name="objType">Type of the object.</param>
|
||||
/// <param name="objHandle">Handle to the Vulkan Object to name.</param>
|
||||
/// <param name="objName">Object's name.</param>
|
||||
template<typename T>
|
||||
inline void SetVulkanObjectNameVk(vk::ObjectType objType, T objVkHandle, const std::string& objName);
|
||||
#endif
|
||||
|
||||
/*-----------------------------------------------------------------------*/
|
||||
/* SETTERS AND GETTERS */
|
||||
|
@ -220,4 +245,4 @@ namespace SHADE
|
|||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
#include "SHVkLogicalDevice.hpp"
|
||||
|
|
|
@ -0,0 +1,61 @@
|
|||
/************************************************************************************//*!
|
||||
\file SHVkLogicalDevice.hpp
|
||||
\author Tng Kah Wei, kahwei.tng, 390009620
|
||||
\par email: kahwei.tng\@digipen.edu
|
||||
\date Nov 4, 2022
|
||||
\brief Contains implementation of inline and template functions of
|
||||
SHVkLogicalDevice.
|
||||
|
||||
Copyright (C) 2022 DigiPen Institute of Technology.
|
||||
Reproduction or disclosure of this file or its contents without the prior written consent
|
||||
of DigiPen Institute of Technology is prohibited.
|
||||
*//*************************************************************************************/
|
||||
#pragma once
|
||||
|
||||
#include "SHVkLogicalDevice.h"
|
||||
|
||||
namespace SHADE
|
||||
{
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
/* Debug Tools */
|
||||
/*-----------------------------------------------------------------------------------*/
|
||||
#ifdef _DEBUG
|
||||
template<typename T>
|
||||
void SHVkLogicalDevice::SetVulkanObjectName(vk::ObjectType objType, T objHandle, const std::string& objName)
|
||||
{
|
||||
if (objName.empty())
|
||||
return;
|
||||
|
||||
vk::DebugUtilsObjectNameInfoEXT info;
|
||||
info.objectType = objType;
|
||||
info.objectHandle = (uint64_t) static_cast<typename T::NativeType>(objHandle);
|
||||
info.pObjectName = objName.data();
|
||||
vkLogicalDevice.setDebugUtilsObjectNameEXT(info);
|
||||
}
|
||||
template<typename T>
|
||||
void SHVkLogicalDevice::SetVulkanObjectNameVk(vk::ObjectType objType, T objVkHandle, const std::string& objName)
|
||||
{
|
||||
if (objName.empty())
|
||||
return;
|
||||
|
||||
vk::DebugUtilsObjectNameInfoEXT info;
|
||||
info.objectType = objType;
|
||||
info.objectHandle = (uint64_t) objVkHandle;
|
||||
info.pObjectName = objName.data();
|
||||
vkLogicalDevice.setDebugUtilsObjectNameEXT(info);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
/*-------------------------------------------------------------------------------------*/
|
||||
/* Macro Definitions */
|
||||
/*-------------------------------------------------------------------------------------*/
|
||||
#ifdef _DEBUG
|
||||
#define SET_VK_OBJ_NAME(DEVICE, OBJ_TYPE, OBJ_HDL, OBJ_NAME) \
|
||||
DEVICE->SetVulkanObjectName(OBJ_TYPE, OBJ_HDL, OBJ_NAME);
|
||||
#define SET_VK_OBJ_NAME_VK(DEVICE, OBJ_TYPE, OBJ_HDL, OBJ_NAME) \
|
||||
DEVICE->SetVulkanObjectNameVk(OBJ_TYPE, OBJ_HDL, OBJ_NAME);
|
||||
#else
|
||||
#define SET_VK_OBJ_NAME(DEVICE, OBJ_TYPE, OBJ_HDL, OBJ_NAME)
|
||||
#define SET_VK_OBJ_NAME_VK(DEVICE, OBJ_TYPE, OBJ_HDL, OBJ_NAME)
|
||||
#endif
|
|
@ -61,6 +61,7 @@ namespace SHADE
|
|||
&bufferInfo.operator VkBufferCreateInfo & (), // TODO: Verify if this works (can use renderdoc to check buffer variables?)
|
||||
&allocCreateInfo,
|
||||
&tempBuffer, &stagingAlloc, &allocInfo);
|
||||
SET_VK_OBJ_NAME_VK(device, vk::ObjectType::eDeviceMemory, allocInfo.deviceMemory, "[Memory] Staging Buffer for Image");
|
||||
|
||||
// then assign it to the hpp version
|
||||
stagingBuffer = tempBuffer;
|
||||
|
@ -107,6 +108,8 @@ namespace SHADE
|
|||
VkImage tempImage;
|
||||
auto result = vmaCreateImage(*vmaAllocator, &imageCreateInfo.operator VkImageCreateInfo & (), &allocCreateInfo, &tempImage, &alloc, &allocInfo);
|
||||
vkImage = tempImage;
|
||||
//SET_VK_OBJ_NAME_VK(device, vk::ObjectType::eImage, vkImage, "[Image] ");
|
||||
SET_VK_OBJ_NAME_VK(device, vk::ObjectType::eDeviceMemory, allocInfo.deviceMemory, "[Device Memory] Image Memory");
|
||||
|
||||
if (result != VK_SUCCESS)
|
||||
SHVulkanDebugUtil::ReportVkError(vk::Result(result), "Failed to create vulkan image. ");
|
||||
|
@ -115,7 +118,8 @@ namespace SHADE
|
|||
}
|
||||
|
||||
SHVkImage::SHVkImage(
|
||||
VmaAllocator const* allocator,
|
||||
Handle<SHVkLogicalDevice> logicalDeviceHdl,
|
||||
VmaAllocator const* allocator,
|
||||
SHImageCreateParams const& imageDetails,
|
||||
const unsigned char* data,
|
||||
uint32_t dataSize,
|
||||
|
@ -137,6 +141,7 @@ namespace SHADE
|
|||
, boundToCoherent{false}
|
||||
, randomAccessOptimized {false}
|
||||
, mappedPtr{nullptr}
|
||||
, device { logicalDeviceHdl }
|
||||
{
|
||||
usageFlags = imageDetails.usageFlags;
|
||||
createFlags = imageDetails.createFlags;
|
||||
|
@ -175,7 +180,9 @@ namespace SHADE
|
|||
VmaAllocationInfo allocInfo{};
|
||||
|
||||
VkImage tempImage;
|
||||
auto result = vmaCreateImage(*vmaAllocator, &imageCreateInfo.operator VkImageCreateInfo&(), &allocCreateInfo, &tempImage, &alloc, &allocInfo);
|
||||
auto result = vmaCreateImage(*vmaAllocator, &imageCreateInfo.operator VkImageCreateInfo & (), &allocCreateInfo, &tempImage, &alloc, &allocInfo);
|
||||
//SET_VK_OBJ_NAME_VK(device, vk::ObjectType::eImage, vkImage, "[Image] ");
|
||||
SET_VK_OBJ_NAME_VK(device, vk::ObjectType::eDeviceMemory, allocInfo.deviceMemory, "[Device Memory] Image Memory");
|
||||
|
||||
if (result != VK_SUCCESS)
|
||||
SHVulkanDebugUtil::ReportVkError(vk::Result(result), "Failed to create vulkan image. ");
|
||||
|
@ -220,7 +227,7 @@ namespace SHADE
|
|||
//}
|
||||
}
|
||||
|
||||
SHVkImage::SHVkImage(VmaAllocator const* allocator, uint32_t w, uint32_t h, uint8_t levels, vk::Format format, vk::ImageUsageFlags usage, vk::ImageCreateFlags create) noexcept
|
||||
SHVkImage::SHVkImage(Handle<SHVkLogicalDevice> logicalDeviceHdl, VmaAllocator const* allocator, uint32_t w, uint32_t h, uint8_t levels, vk::Format format, vk::ImageUsageFlags usage, vk::ImageCreateFlags create) noexcept
|
||||
: width {w}
|
||||
, height{h}
|
||||
, depth {1}
|
||||
|
@ -230,11 +237,12 @@ namespace SHADE
|
|||
, usageFlags{usage}
|
||||
, createFlags {create}
|
||||
, vmaAllocator {allocator}
|
||||
, device { logicalDeviceHdl }
|
||||
{
|
||||
CreateFramebufferImage();
|
||||
}
|
||||
|
||||
Handle<SHVkImageView> SHVkImage::CreateImageView(Handle<SHVkLogicalDevice> const& inLogicalDeviceHdl, Handle<SHVkImage> const& parent, SHImageViewDetails const& createParams) const noexcept
|
||||
Handle<SHVkImageView> SHVkImage::CreateImageView(Handle<SHVkLogicalDevice> inLogicalDeviceHdl, Handle<SHVkImage> const& parent, SHImageViewDetails const& createParams) const noexcept
|
||||
{
|
||||
return SHVkInstance::GetResourceManager().Create<SHVkImageView>(inLogicalDeviceHdl, parent, createParams);
|
||||
}
|
||||
|
|
Some files were not shown because too many files have changed in this diff Show More
Loading…
Reference in New Issue